Zheng walked into the ASB Standard Arena - one amongst many. He'd seen quite a few in his travels. Knowing that he'd likely find the information he needs in the common room, he turned down that alleyway without hesitation - all such Arenas are designed the same, so much so that he could walk into one and out of it with his eyes close without bumping into anyone. All it takes is a clear, mindful awareness, after all.
Stepping through the doorway, an unfamiliar voice greets him straightaway-
"Hey there... Whoa wait, what's with the robe and haircut?"
<"Hmm? This is the appearance the my brothers and I take upon. Do we know each other in this life?">
"... This life? I don't even... Hahaha it's okay. I'm bored and I could use a battle. How 'bout it? Yo Ben, we got a newcomer here! Let's have a welcoming committee!"
"Say what? Look, I'll call you later, El (snaps phone shut) Oh hi, you're a... Buddhist, right? I met a few monks back at ... (shudders)"
<"Are you alright?">
"Yeah. Not your fault - just that remembering that place brings some other memories. Not about the monks though. So back to business - you two want a go, I'm in!"
* * * * *
At the center of the Arena...
"Hey, good luck! Give your best shot, 'cause I won't hold back!"
<"Neither will I.">
Stepping through the doorway, an unfamiliar voice greets him straightaway-

"Hey there... Whoa wait, what's with the robe and haircut?"
<"Hmm? This is the appearance the my brothers and I take upon. Do we know each other in this life?">

"... This life? I don't even... Hahaha it's okay. I'm bored and I could use a battle. How 'bout it? Yo Ben, we got a newcomer here! Let's have a welcoming committee!"

"Say what? Look, I'll call you later, El (snaps phone shut) Oh hi, you're a... Buddhist, right? I met a few monks back at ... (shudders)"
<"Are you alright?">

"Yeah. Not your fault - just that remembering that place brings some other memories. Not about the monks though. So back to business - you two want a go, I'm in!"
* * * * *
At the center of the Arena...

"Hey, good luck! Give your best shot, 'cause I won't hold back!"

<"Neither will I.">
Da Rules said:4v4 Babysitter Doubles (1 FE, 3 NFEs)
Weakmon FEs/NFEs (less than 35 moves)*
All abilities
Training items only
Unlimited Chills and Recovers
3 Substitutions per mon
Arena = ASB Standard Arena
Tonight's warriors are...
King Serperior:
Jungle Rot [Revenankh] (Male)
Nature: Impish (-sp.atk, +def)
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.
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.
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
MC: 0
DC: 0/5
Moves:
1). Wrap
2). Bide
3). Sand Tomb
4). Wring Out
5). Rock Tomb
6). Arm Thrust
7). Mean Look
8). Glare
9). Shadow Punch
10). Destiny Bond
11). Shadow Sneak
12). Mach Punch
13). Counter
14). Wide Guard
15). Toxic
16). Substitute
17). Protect
18). Earthquake
19). Rock Slide
Alakazam [Darth Plagueis] (Male)
Nature: Timid (+15% Speed; +22%acc)
Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize: (Innate)Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Inner Focus: (Innate)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Magic Guard: (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.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (+15% Speed; +22%acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
KOC: 0
Moves:
1). Teleport
2). Encore
3). Guard Split
4). Ice Punch
5). Psyshock
6). Shadow Ball
7). Energy Ball
8). Kinesis
9). Confusion
10). Disable
11). Miracle Eye
12). Ally Switch
13). Psychic
14). Telekinesis
15). Future Sight
16). Trick
17). Role Play
18). Counter
19). Magic Coat
20). Protect
21). Focus Blast
22). Taunt
23). Calm Mind
24). Gravity
25). Snatch
26). Zap Cannon
27). Bide
28). Skill Swap
29). Dig
30). Double Team
Servine [Storm King] (Male)
Naive (+15% Speed, +17ACC, -1 SP.Def)
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:
Overgrow: (Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary(DW): (Can be Enabled)This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 96 (+16% Acc)
Size Class: 2
Weight Class: 2
Base Rank Total: 15
EC: 6/9
DC: 5/5
MC: 9
KOC: 0
Moves:
1). Tackle
2). Leer
3). Vine Whip
4). Wrap
5). Growth
6). Leaf Tornado
7). Leech Seed
8). Mega Drain
9). Slam
10). Glare
11). Mirror Coat
12). Pursuit
13). Protect
14). Double Team
15). Substitute
16). Leaf Storm
Lairon (Darth Vader) [Male]
Nature: Adamant (+Attack, -Special Attack)
Type: Steel/Rock
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy:
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal (Dream World):
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.
HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 5 [6 Heavy Metal]
Base Rank Total: 16
EC: 8/9
MC: 18
DC: 5/5
Attacks:
1). Tackle
2). Harden
3). Mud Slap
4). Headbutt
5). Metal Claw
6). Iron Defense
7). Roar
8). Take Down
9). Iron Head
10). Protect
11). Metal Burst
12). Double Edge
13). Head Smash
14). Endeavor
15). Dragon Rush
16). Earthquake
17). Shadow Claw
18). Rock Polish
19). Magnet Rise
Togetic [Darth Zannah] (Female)
Rash (+1 SpA, -1 SpD)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Hustle: (Can be enabled)This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Inate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW-Locked): (Inate)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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+1)
SpD: Rank 3 (-1)
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 6/9
MC: 4
DC: 4/5
KOC: 0
Moves:
1). Growl
2). Charm
3). Metronome
4). Sweet Kiss
5). Encore
6). Yawn
7). Ancientpower
8). Follow Me
9). Bestow
10). Roost
11). Wish
12). Nasty Plot
13). Extrasensory
14). Morning Sun
15). Flamethrower
16). Shadow Ball
17). Protect

Jungle Rot [Revenankh] (Male)
Nature: Impish (-sp.atk, +def)
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.
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.
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
MC: 0
DC: 0/5
Moves:
1). Wrap
2). Bide
3). Sand Tomb
4). Wring Out
5). Rock Tomb
6). Arm Thrust
7). Mean Look
8). Glare
9). Shadow Punch
10). Destiny Bond
11). Shadow Sneak
12). Mach Punch
13). Counter
14). Wide Guard
15). Toxic
16). Substitute
17). Protect
18). Earthquake
19). Rock Slide

Alakazam [Darth Plagueis] (Male)
Nature: Timid (+15% Speed; +22%acc)
Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize: (Innate)Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Inner Focus: (Innate)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Magic Guard: (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.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (+15% Speed; +22%acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
KOC: 0
Moves:
1). Teleport
2). Encore
3). Guard Split
4). Ice Punch
5). Psyshock
6). Shadow Ball
7). Energy Ball
8). Kinesis
9). Confusion
10). Disable
11). Miracle Eye
12). Ally Switch
13). Psychic
14). Telekinesis
15). Future Sight
16). Trick
17). Role Play
18). Counter
19). Magic Coat
20). Protect
21). Focus Blast
22). Taunt
23). Calm Mind
24). Gravity
25). Snatch
26). Zap Cannon
27). Bide
28). Skill Swap
29). Dig
30). Double Team

Servine [Storm King] (Male)
Naive (+15% Speed, +17ACC, -1 SP.Def)
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:
Overgrow: (Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary(DW): (Can be Enabled)This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 96 (+16% Acc)
Size Class: 2
Weight Class: 2
Base Rank Total: 15
EC: 6/9
DC: 5/5
MC: 9
KOC: 0
Moves:
1). Tackle
2). Leer
3). Vine Whip
4). Wrap
5). Growth
6). Leaf Tornado
7). Leech Seed
8). Mega Drain
9). Slam
10). Glare
11). Mirror Coat
12). Pursuit
13). Protect
14). Double Team
15). Substitute
16). Leaf Storm

Lairon (Darth Vader) [Male]
Nature: Adamant (+Attack, -Special Attack)
Type: Steel/Rock
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy:
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal (Dream World):
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.
HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 5 [6 Heavy Metal]
Base Rank Total: 16
EC: 8/9
MC: 18
DC: 5/5
Attacks:
1). Tackle
2). Harden
3). Mud Slap
4). Headbutt
5). Metal Claw
6). Iron Defense
7). Roar
8). Take Down
9). Iron Head
10). Protect
11). Metal Burst
12). Double Edge
13). Head Smash
14). Endeavor
15). Dragon Rush
16). Earthquake
17). Shadow Claw
18). Rock Polish
19). Magnet Rise

Togetic [Darth Zannah] (Female)
Rash (+1 SpA, -1 SpD)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Hustle: (Can be enabled)This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Inate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW-Locked): (Inate)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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+1)
SpD: Rank 3 (-1)
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 6/9
MC: 4
DC: 4/5
KOC: 0
Moves:
1). Growl
2). Charm
3). Metronome
4). Sweet Kiss
5). Encore
6). Yawn
7). Ancientpower
8). Follow Me
9). Bestow
10). Roost
11). Wish
12). Nasty Plot
13). Extrasensory
14). Morning Sun
15). Flamethrower
16). Shadow Ball
17). Protect
VS.
ZhengTann:
Fraxure(*) Natsu (M)
Just like his namesake, Natsu is an orphan, having no recollection of his parents’ fate. As such, Natsu loneliness made him grew to be very independent, to the point where he will erupt in great battle fury whenever his freedom is threatened. However, he is very much attached to his trainer, Zt, looking up to him as a partner as they search the wilds for Natsu’s direct lineage. Natsu doesn’t sharpen his tusks on a regular basis – unlike some Axews, he prefers a thicker tusk, even though they break off at pretty much the same intervals due to his affinity for intense fights. Natsu is always in a fierce competition with Gray, often challenging the other into mock spars, but the rivalry comes with respect and loyalty towards each other too. Natsu fights with the ferocity that comes with every Dragon – by fang and claw, for the very survival of his world and existence.
Beaten down at every turn never shakes Natsu's confidence - to him, a loss is just another step towards being stronger. Having new members to the team suddenly wrought certain changes to his fighting spirit. Willing to forsake his own safety for that of his friends, Natsu's newfound family is his main source of strength to improve himself and keep going.
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Dragon Type: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Ability 1: 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.)
Ability 2: Rivalry
Type: Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Ability 3: Unnerve (DW unlocked)
Type: Innate
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 67
Size Class: 2
Weight Class: 3
EC: 7/9 Next Evolution at 9
MC: 0
DC: 5/5
Attacks:
Scratch (*)
Leer (*)
Assurance (*)
Dragon Rage (*)
Dual Chop (*)
Scary Face (*)
Slash (*)
False Swipe (*)
Dragon Claw
Sword Dance
Dragon Dance
Taunt
Dragon Pulse
Outrage
Guillotine
Reversal (*)
Night Slash (*)
Iron Tail (*)
Endure
X-Scissor (*)
Dig (*)
Rock Smash (*)
Aerial Ace
Aqua Tail
Substitute
Dragon Tail
Protect

Just like his namesake, Natsu is an orphan, having no recollection of his parents’ fate. As such, Natsu loneliness made him grew to be very independent, to the point where he will erupt in great battle fury whenever his freedom is threatened. However, he is very much attached to his trainer, Zt, looking up to him as a partner as they search the wilds for Natsu’s direct lineage. Natsu doesn’t sharpen his tusks on a regular basis – unlike some Axews, he prefers a thicker tusk, even though they break off at pretty much the same intervals due to his affinity for intense fights. Natsu is always in a fierce competition with Gray, often challenging the other into mock spars, but the rivalry comes with respect and loyalty towards each other too. Natsu fights with the ferocity that comes with every Dragon – by fang and claw, for the very survival of his world and existence.
Beaten down at every turn never shakes Natsu's confidence - to him, a loss is just another step towards being stronger. Having new members to the team suddenly wrought certain changes to his fighting spirit. Willing to forsake his own safety for that of his friends, Natsu's newfound family is his main source of strength to improve himself and keep going.
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Dragon Type: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Ability 1: 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.)
Ability 2: Rivalry
Type: Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Ability 3: Unnerve (DW unlocked)
Type: Innate
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 67
Size Class: 2
Weight Class: 3
EC: 7/9 Next Evolution at 9
MC: 0
DC: 5/5
Attacks:
Scratch (*)
Leer (*)
Assurance (*)
Dragon Rage (*)
Dual Chop (*)
Scary Face (*)
Slash (*)
False Swipe (*)
Dragon Claw
Sword Dance
Dragon Dance
Taunt
Dragon Pulse
Outrage
Guillotine
Reversal (*)
Night Slash (*)
Iron Tail (*)
Endure
X-Scissor (*)
Dig (*)
Rock Smash (*)
Aerial Ace
Aqua Tail
Substitute
Dragon Tail
Protect
Bolderdash - Erza (F)
A swordsman wields the blade with graceful precision, just as Erza uses her attacks with dangerous beauty. She walked in on one of Gray and Natsu’s brawls, and the resulting free-for-all wore on for half a day before Zheng can subdue her with a Pokeball. Unknowingly for her, that fight left a lasting impression on the two – they’re cautious almost to the point of fearful whenever in her company since then. Wendy and Charla looks up to her as a role model, though, and it was Erza who took care of them, even though she was newer to the family.
Chargestone Cave is the hallowed ground for all of Erza's ancestry, yet she decides that she will withhold her instincts to evolve for the sake of her family. Small but close-knit, everyone looks up to Erza as the big sister, even though her quirks with boys sometimes astonished the girls and make the shy ones (like Juvia and Wendy) blush. After a series of long, drawn out clashes with Mirajane, both of them seemed to have settled to a cordial relationship, mutually agreeing to avoid mentioning the past conflicts, opting instead to look after the girls together and knock the boys down a peg or two when they get too loud.
Nature: Modest (+1 SpA, -1 Atk)
Type:
Rock type: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Ability 1: Levitate
Type: Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading the all seismic moves. Earth Power will have 3 less BAP. Dig and Dive can still strike a Levitating Pokemon, but only if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Other Ground moves can still hit.
Ability 2: Technician
Type: 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. 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).
Ability 3: Mold Breaker (DW Unlocked)
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.)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 110
Size Class: 1
Weight Class: 3
EC: 5/9 Next Evolution at 9
MC: 0
DC: 5/5
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Earth Power
AncientPower
Paleo Wave
Vacuum Wave
Giga Drain
Magnet Rise
Heat Wave
Sleep Talk
Flamethrower
Volt Switch
Energy Ball
Protect
Shadow Ball
Sandstorm
Fire Blast
Sunny Day
Ominous Wind

A swordsman wields the blade with graceful precision, just as Erza uses her attacks with dangerous beauty. She walked in on one of Gray and Natsu’s brawls, and the resulting free-for-all wore on for half a day before Zheng can subdue her with a Pokeball. Unknowingly for her, that fight left a lasting impression on the two – they’re cautious almost to the point of fearful whenever in her company since then. Wendy and Charla looks up to her as a role model, though, and it was Erza who took care of them, even though she was newer to the family.
Chargestone Cave is the hallowed ground for all of Erza's ancestry, yet she decides that she will withhold her instincts to evolve for the sake of her family. Small but close-knit, everyone looks up to Erza as the big sister, even though her quirks with boys sometimes astonished the girls and make the shy ones (like Juvia and Wendy) blush. After a series of long, drawn out clashes with Mirajane, both of them seemed to have settled to a cordial relationship, mutually agreeing to avoid mentioning the past conflicts, opting instead to look after the girls together and knock the boys down a peg or two when they get too loud.
Nature: Modest (+1 SpA, -1 Atk)
Type:
Rock type: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Ability 1: Levitate
Type: Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading the all seismic moves. Earth Power will have 3 less BAP. Dig and Dive can still strike a Levitating Pokemon, but only if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Other Ground moves can still hit.
Ability 2: Technician
Type: 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. 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).
Ability 3: Mold Breaker (DW Unlocked)
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.)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 110
Size Class: 1
Weight Class: 3
EC: 5/9 Next Evolution at 9
MC: 0
DC: 5/5
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Earth Power
AncientPower
Paleo Wave
Vacuum Wave
Giga Drain
Magnet Rise
Heat Wave
Sleep Talk
Flamethrower
Volt Switch
Energy Ball
Protect
Shadow Ball
Sandstorm
Fire Blast
Sunny Day
Ominous Wind
Kirlia - Lucy (F)
Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.
Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type:
Psychic type: 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, however, cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Synchronize
Type: Innate
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Ability 2: Trace
Type: Can be Activated
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Ability 3: Telepathy (DW Unlocked)
Type: Innate
This Pokemon creates a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 43 (- = 50/1.15)
Size Class: 1
Weight Class: 2
EC: 5/9 Next Evolution at 9
MC: 0
DC: 5/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Disable
Shadow Sneak
Will-O-Wisp
Encore
Signal Beam
Icy Wind
Shock Wave
Thunder Wave
Light Screen
Pain Split
Thunderbolt
Magic Coat
Snatch
Shadow Ball

Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.
Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type:
Psychic type: 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, however, cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Synchronize
Type: Innate
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Ability 2: Trace
Type: Can be Activated
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Ability 3: Telepathy (DW Unlocked)
Type: Innate
This Pokemon creates a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 43 (- = 50/1.15)
Size Class: 1
Weight Class: 2
EC: 5/9 Next Evolution at 9
MC: 0
DC: 5/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Disable
Shadow Sneak
Will-O-Wisp
Encore
Signal Beam
Icy Wind
Shock Wave
Thunder Wave
Light Screen
Pain Split
Thunderbolt
Magic Coat
Snatch
Shadow Ball
Castform - Mirajane (F)
Mirajane is a sweet girl, always smiling at everyone, even though she sometimes do gets into fights with Erza when the latter is not busy pounding Natsu. She helped Elfman overcome his innate fear to swimming by teaching him patiently in Lake Lucid. As a result, the latter treated her as an elder sister, always protective of her while respecting her opinions on every turn. In turn, Mirajane always stays near Elfman for guidance, often perching atop his head on journeys and summoning sunny skies to invigorate the Numel. Despite her small stature, no one else in the family looks upon her as the one to be protected - Mirajane is very capable of looking after herself, usually resolving conflicts around her in a diplomatic way but more than willing to respond with force if necessary.
Nature: Modest (+1 SpA, -1 Atk)
Type (weather-dependent):
Normal type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage and Thrash without losing focus.
Sunny Fire type: Fire STAB; immune to burn, emit a low glow in dark places. Superior senses in volcanic or bushfire areas.
Rainy Water type: Water STAB; Can breathe and have excellent mobility when underwater.
Snowy Ice type: 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.
Ability:
Forecast
Type: Innate
Mirajane is adept at changing and adapting to the weather, granting her immunity to all forms of weather. Mirajane can also change the typing of Weather Ball accordingly, and take different forms during Sunlight, Rain, and Hail. The Energy Cost of all weather changing moves Weather Ball is reduced to 6.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 1
Weight Class: 1
MC: 0
Attacks:
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Hail
Rain Dance
Sunny Day
Weather Ball
Hydro Pump
Fire Blast
Blizzard
Clear Smog
Future Sight
Disable
Amnesia
Hex
Lucky Chant
Ominous Wind
Psych Up
Protect
Energy Ball
Shadow Ball

Mirajane is a sweet girl, always smiling at everyone, even though she sometimes do gets into fights with Erza when the latter is not busy pounding Natsu. She helped Elfman overcome his innate fear to swimming by teaching him patiently in Lake Lucid. As a result, the latter treated her as an elder sister, always protective of her while respecting her opinions on every turn. In turn, Mirajane always stays near Elfman for guidance, often perching atop his head on journeys and summoning sunny skies to invigorate the Numel. Despite her small stature, no one else in the family looks upon her as the one to be protected - Mirajane is very capable of looking after herself, usually resolving conflicts around her in a diplomatic way but more than willing to respond with force if necessary.
Nature: Modest (+1 SpA, -1 Atk)
Type (weather-dependent):
Normal type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage and Thrash without losing focus.
Sunny Fire type: Fire STAB; immune to burn, emit a low glow in dark places. Superior senses in volcanic or bushfire areas.
Rainy Water type: Water STAB; Can breathe and have excellent mobility when underwater.
Snowy Ice type: 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.
Ability:
Forecast
Type: Innate
Mirajane is adept at changing and adapting to the weather, granting her immunity to all forms of weather. Mirajane can also change the typing of Weather Ball accordingly, and take different forms during Sunlight, Rain, and Hail. The Energy Cost of all weather changing moves Weather Ball is reduced to 6.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 1
Weight Class: 1
MC: 0
Attacks:
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Hail
Rain Dance
Sunny Day
Weather Ball
Hydro Pump
Fire Blast
Blizzard
Clear Smog
Future Sight
Disable
Amnesia
Hex
Lucky Chant
Ominous Wind
Psych Up
Protect
Energy Ball
Shadow Ball
How this shit's gonna go down:
KS sends out two of his mons + any applicable items
ZT does the same + orders
KS orders
I ref
KS sends out two of his mons + any applicable items
ZT does the same + orders
KS orders
I ref