Battle Arcade Challenge Sign-Ups 2.0! Open for business!
Battle Arcade
The Battle Arcade is a random battle sequence where players can challenge the Arcade at any time. Certain aspects of the battles are fixed, but the Arcade accepts challenges in singles, doubles, and triples formats. The Battle Arcade's Pokemon are controlled by the referee. A roulette of events is randomized for each battle. and the challenge picks a set of consecutive events, of which a random one occurs. Risk/reward is thus an important part of the Battle Arcade.
The Battle Arcade is based on the Battle Frontier Facility in the mainstream games Platinum, HeartGold and SoulSilver that goes by the same name.
User Interaction
• Challengers may challenge the Arcade once in 7 days. If they win their challenge, the waiting time is erased and they may challenge again immediately if they wish to.
• Challengers keep battling until they either defeat 3 virtual trainers and then the Arcade Star, or lose at any point in the middle.
Battle Details
• The Pokemon for each battle is/are randomized from a pre-determined pool based on length of the streak.
• Before each battle begins, referees randomize a 4x4 roulette from a pre-determined pool of possible events(duplicates of the same event can happen). The challenger is allowed to pick N consecutive events(read the outcomes from left to right and top to bottom the way you would read a normal text) on the roulette. N is equal to 4 for battles 1-8 in a streak, is equal to 8 for battles 9-16, and is equal to 12 from the 17th battle onwards.
• The referee randomizes a result from the challenger’s pick, and applies this to the battle.
• On round 1 of every battle, referees order first, and then alternate as in normal ASB battles.
• Arcade Star Dahlia is always fought as the 4th opponent during each challenge. Her Pokemon are decided from a pre-determined pool.
• Challengers that complete their second streak through the arcade will be forwarded to the second rank of the arcade, changing the Pokemon that they will face and the prizes earned. Challengers that clear two runs of the second rank will likewise be pushed forward to 3rd rank, where both difficulty and prizes will sky-rocket.
Roulette Events
For battles 1-8 of a streak, the first 8 events under each of the first 2 categories, and the first 4 events of the 3rd and 4th categories form the pool. From battle 9 onwards, the roulette is randomized from the entire pool of 48 events.
Opponent-affecting events
1: Opponent’s Pokemon are poisoned for the battle.
2: Opponent’s Pokemon are burned for the battle.
3: Opponent’s Pokemon are paralyzed(15%) at the start of the battle.
4: Opponent’s Pokemon are put to sleep(1 action) at the start of the battle
5: Opponent’s Pokemon each receive a berry(chosen by the ref from a pool based on streak length) for the battle.
6: Opponent’s Pokemon each receive an item(chosen by the ref from a pool based on streak length) for the battle.
7: Opponent’s Pokemon become cloaked by a Safeguard(4 rounds).
8: Opponent’s Pokemon become cloaked by a Mist(2 rounds).
Rank 2 only
9: Tailwind is applied to opponent’s Pokemon(2 rounds).
10: Reflect is applied to opponent’s Pokemon(2 rounds).
11: Light Screen is applied to opponent’s Pokemon(2 rounds).
12: Lucky Chant is applied to opponent’s Pokemon(2 rounds).
13: Heal Block is applied to opponent’s Pokemon(4 rounds).
14: Opponent’s Pokemon start the battle with 20 less HP than usual.
15: Opponent’s Pokemon start the battle with 20 less EN than usual.
16: Opponent’s Pokemon are ‘leveled up’, and gain 1 rank in each of their stats, with speed gaining 25 points, and accuracy 5%(absolute).
Challenger-affecting events
17: Challenger’s Pokemon are poisoned for the duration of the battle.
18: Challenger’s Pokemon are burned for the duration of the battle.
19: Challenger’s Pokemon are paralyzed(15%) at the start of the battle.
20: Challenger’s Pokemon are put to sleep(1 action) at the start of the battle.
21: Challenger’s Pokemon each receive a berry(challenger picks from a pool based on streak length) for the rest of the challenge.
22: Challenger’s Pokemon each receive an item(challenger picks from a pool based on streak length) for the rest of the challenge.
23: Challenger’s Pokemon become cloaked by a Safeguard(4 rounds)
24: Challenger’s Pokemon become cloaked by a Mist(2 rounds).
Rank 2 only
25: Tailwind is applied to challenger’s Pokemon(2 rounds).
26: Reflect is applied to challenger’s Pokemon(2 rounds).
27: Light Screen is applied to challenger’s Pokemon(2 rounds).
28: Lucky Chant is applied to challenger’s Pokemon(2 rounds).
29: Heal Block is applied to challenger’s Pokemon(4 rounds).
30: Challenger’s Pokemon start the battle with 20 less HP than usual.
31: Challenger’s Pokemon start the battle with 20 less EN than usual.
32: Challenger’s Pokemon are ‘leveled up’, and gain 1 rank in each of their stats, with speed gaining 25 points, and accuracy(5%).
Global events
33: Drought is applied to the battle.
34: Drizzle is applied to the battle.
35: Sandstream is applied to the battle.
36: Snow Warning is applied to the battle.
Rank 2 only
37: Trick Room(permanent) is applied to the battle.
38: Gravity(permanent) is applied to the battle.
39: Fog(permanent) is applied to the battle.
40: Wonder Room(permanent) is applied to the battle.
Note: Fog reduces accuracy of all attacks by 10%(absolute), reduces the healing of Moonlight, Synthesis and Morning Sun to 15 HP, and doubles Weather Ball’s power, though it remains a Normal –type move.
Miscellaneous events
41: The roulette is sped up for the rest of the challenge(N is doubled).
42: The roulette is slowed down for the rest of the challenge(N is halved)
43: No Event
44: Challenger wins 1 free CC, then battles normally
Rank 2 only
45: The roulette board's pattern becomes non-sequential, ie N = 16 for the next battle
46: Challenger wins 3 free CC, then battles normally
47: Challenger and opponent swap Pokemon for the duration of the battle.
48: The battle is skipped, and is counted as a victory for the challenger.
Rank 1 event list for easy viewing
Opponent-affecting events
1: Opponent’s Pokemon are poisoned for the battle.
2: Opponent’s Pokemon are burned for the battle.
3: Opponent’s Pokemon are paralyzed(15%) at the start of the battle.
4: Opponent’s Pokemon are put to sleep(1 action) at the start of the battle
5: Opponent’s Pokemon each receive a berry(chosen by the ref from a pool based on streak length) for the battle.
6: Opponent’s Pokemon each receive an item(chosen by the ref from a pool based on streak length) for the battle.
7: Opponent’s Pokemon become cloaked by a Safeguard(4 rounds).
8: Opponent’s Pokemon become cloaked by a Mist(2 rounds).
Challenger-affecting events
9: Challenger’s Pokemon are poisoned for the duration of the battle.
10: Challenger’s Pokemon are burned for the duration of the battle.
11: Challenger’s Pokemon are paralyzed(15%) at the start of the battle.
12: Challenger’s Pokemon are put to sleep(1 action) at the start of the battle.
13: Challenger’s Pokemon each receive a berry(challenger picks from a pool based on streak length) for the rest of the challenge.
14: Challenger’s Pokemon each receive an item(challenger picks from a pool based on streak length) for the rest of the challenge.
15: Challenger’s Pokemon become cloaked by a Safeguard(4 rounds)
16: Challenger’s Pokemon become cloaked by a Mist(2 rounds).
Global events
17: Drought is applied to the battle.
18: Drizzle is applied to the battle.
19: Sandstream is applied to the battle.
20: Snow Warning is applied to the battle.
Miscellaneous events
21: The roulette is sped up for the rest of the challenge(N is doubled).
22: The roulette is slowed down for the rest of the challenge(N is halved)
23: No Event
24: Challenger wins 1 free CC, then battles normally
Note: For event 41, N is capped at 16 for battles 17+
Note 2: Event 48 cannot appear on the roulette for battles with Arcade Star Dahlia. If it appears on the 4x4 roulette the referee obtains after randomization, he will re-randomize all the roulette slots where it appears.
The roulette has its own special DQ period. If the challenger fails to post in that time, the referee can choose any event he wishes to that is present on the roulette board, and it will be in place for the battle. Challengers are therefore advised to ensure their activity for the duration of the challenge.
Pokemon Banlist
The following Pokemon are not permitted to be used in the Battle Arcade:
Clauses
No two Pokemon on the same team can be of the same species.
Battle Formats
The Battle Arcade has three different formats: Singles, Doubles and Triples. The rulesets are given below(note that items may not be brought in, but may potentially be available to the challenger and/or the opponent during a battle due to events 5, 6, 21 and 22)
Singles Battle Arcade Pokemon: 1v1 Roulette DQ: 1 day Battle DQ: 2 days Switch: N/A Abilities: 1 Items: OK Recovers: ∞ Chills: ∞ Substitutions: 2
Singles Battle Arcade Star Pokemon: 3v3 Roulette DQ: 1 day Battle DQ: 2 days Switch: OK Abilities: 1 Items: OK Recovers: ∞ Chills: ∞ Substitutions: 2
Doubles Battle Arcade Pokemon: 2v2 Roulette DQ: 1 day Battle DQ: 2 days Switch: N/A Abilities: 1 Items: No Recovers: ∞ Chills: ∞ Substitutions: 2
Doubles Battle Arcade Star Pokemon: 4v4 Roulette DQ: 1 day Battle DQ: 2 days Switch: OK Abilities: 1 Items: No Recovers: ∞ Chills: ∞ Substitutions: 2
Triples Battle Arcade Pokemon: 3v3 Roulette DQ: 1 day Battle DQ: 2 days Switch: N/A Abilities: 1 Items: OK Recovers: ∞ Chills: ∞ Positioning: OFF Substitutions: 2
Triples Battle Arcade Star Pokemon: 6v6 Roulette DQ: 1 day Battle DQ: 2 days Switch: OK Abilities: 1 Items: OK Recovers: ∞ Chills: ∞ Positioning: OFF Substitutions: 2
Arena: Battle Arcade Arena
(Image) The arena is a broad and spacious arena, well-lit, and surrounded by a cheering crowd. There is a large display board by the battle, which is used for the initial roulette. The arena permits all attacks to be used, regardless of special requirements. The arena will neither interfere with the battle, nor can it be damaged by Pokemon attacks. The arena is carefully constructed to ensure no Pokemon get a significant advantage outside of the roulette.
Rewards
• Pokemon that participate in a Battle Arcade challenge gain the normal amount of EC, MC, DC and KOC as they would in normal battles.
• Challengers win CC for each battle they win. Battles 1-3 and 5-7 give 1 CC each for singles and doubles battles, and 2 CC for triples matches. Battles 9-11 and 13-15 give 3 CC each for singles and doubles battles, and 4 CC for triples matches. Battles 17+ that are not Arcade Star battles give 5 CC each.
• Battles with the Arcade Star give 4M CC on victory, where M = CEILING(Length of streak/4).
• Referees get the standard amount of UC for reffing a challenge, with an additional 3 UC for their commitment and the complexity of the challenge.
__________________
My New ASB Team here for convenience
Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure
Pwnemon: it's just touching yourself because nobody else is willing to
Last edited by Objection; Feb 9th, 2013 at 4:51:47 PM.
Reason: Tag change to (Roleplay)
The Pokemon that are randomized by the referee for Rank 1 battles are randomized only from the listings for those battles. Pokemon for Rank 2 Battles are randomized only from the listings of the battles. However, for Rank 3 battles, Pokemon are randomized from Rank 3 and Rank 2.
All Pokemon will have their abilities chosen by the arcade ref when the pokemon is selected by RNG.
If you want to, as the referee for a battle, you may RNG the trainer class for the NPC opponents and make up a name for the trainer that the challenger is battling. This is not required, though, but since it is a roleplay it's not a bad idea to do it for fun. The challenger will probably appreciate it.
Rank 1
(1) Ivysaur
Ivysaur(Male)
Types:
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.
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.
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)
Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Hidden Power Fire 7
Sunny Day
Giga Drain
SolarBeam
Sludge Bomb
Energy Ball
Grasswhistle
Ingrain
Leaf Storm
Petal Dance
(2) Charmeleon
Charmeleon(Male)
Types:
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.
Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power(Innate): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two(2).
Attacks:
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Rage
Dragon Rage
Scary Face
Fire Fang
Dragon Claw
Hidden Power Grass 7
Sunny Day
Fire Blast
Overheat
Shadow Claw
Dragon Pulse
Flare Blitz
Focus Punch
Rock Slide
(3) Wartortle
Wartortle(Male)
Types: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Torrent(Innate): When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish(Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks:
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
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.
Compoundeyes(Innate): This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens(Innate): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains 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.
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)
Sniper(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.
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.
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(Innate): This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
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.
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.
LightningRod(Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Attacks
ThunderShock
Growl
Tail Whip
Thunder Wave
Quick Attack
Swift
Electro Ball
Double Team
Slam
Thunderbolt
Feint
Charm
Sweet Kiss
Nasty Plot
Focus Punch
Hidden Power Ice 7
Rain Dance
Thunder
Endure
Volt Switch
Bide
Encore
Fake Out
Volt Tackle
(8) Nidorina
Nidorina(F)
Type:
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Poison Point(Can be Disabled): This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry(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).
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Poison Point(Can be Disabled): This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry(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).
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.
Attacks:
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand
Iron Tail
Dig
Aerial Ace
Facade
Endure
Poison Jab
Counter
Head Smash
Poison Tail
Sucker Punch
(10) Golbat
Golbat(M)
Types: Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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.
Infiltrator(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.
Moves:
Leech Life
Screech
Bite
Supersonic
Astonish
Wing Attack
Confuse Ray
Air Cutter
Mean Look
Toxic
Venoshock
Hidden Power Fighting 7
Shadow Ball
Acrobatics
Roost
Brave Bird
Giga Drain
Hypnosis
Zen Headbutt
(11) Gloom
Gloom(F)
Types:
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.
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.
Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stench(Innate): This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Water Absorb(Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Damp(Innate): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Moves:
Water Sport
Bubble
Hyposis
Water Gun
DoubleSlap
Rain Dance
Body Slam
Bubblebeam
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.
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.
Psyshock
Hidden Power Fighting 7
Psychic
Shadow Ball
Energy Ball
Charge Beam
Encore
Barrier
Skill Swap
Guard Split
(14)Machoke
Machoke (F)
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.
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.
No Guard(Innate): This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
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.
Moves:
Karate Chop
Low Kick
Leer
Focus Energy
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Focus Punch
Earthquake
Facade
Payback
Rock Slide
Substitute
Bullet Punch
Close Combat
Ice Punch
ThunderPunch
(15) Weepinbell
Weepinbell (F)
Types:
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.
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.
Venoshock
Hidden Power Ice 7
Sunny Day
Giga Drain
Solarbeam
Sludge Bomb
Clear Smog
Ingrain
Synthesis
Weather Ball
(16) Graveler
Graveler (F)
Types:
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 6 per action Energy Cost to 5 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.
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.
Attacks:
Tackle
Defense Curl
Mud Sport
Rock Polish
Rock Throw
Magnitude
Rollout
Rock Blast
Smack Down
Selfdestruct
Earthquake
Sandstorm
Facade
Stone Edge
Gyro Ball
Substitute
Hammer Arm
Flail
Focus Punch
Endure
(17) Magneton
Magneton(-)
Types:
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.
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.
Magnet Pull(Can Be Activated): This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
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.
Analytic(Innate): If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Attacks:
Tri Attack
Metal Sound
Tackle
Thundershock
Supersonic
Sonicboom
Thunder Wave
Spark
Electro Ball
Lock-On
Magnet Bomb
Hidden Power Ice 7
Hyper Beam
Rain Dance
Thunderbolt
Thunder
Volt Switch
Flash Cannon
Endure
Sleep Talk
(18) Haunter
Haunter (F)
Types:
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.
Levitate(Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate 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.
Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Shadow Punch
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 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Lightningrod(Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
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. Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Attacks:
Horn Attack
Tail Whip
Stomp
Fury Attack
Scary Face
Rock Blast
Bulldoze
Protect
Earthquake
Dig
Giga Impact
Stone Edge
Rock Slide
Crunch
Counter
Dragon Rush
Fire Fang
(20) Chansey
Chansey (F)
Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Natural Cure(Innate): This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Healer(Innate): This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Attacks:
Defense Curl
Pound
Growl
Tail Whip
Refresh
Softboiled
DoubleSlap
Minimize
Sing
Fling
Bestow
Take Down
Charm
Copycat
Sweet Kiss
Poison Point(Can Be Disabled): This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Sniper(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(Innate): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Moves:
Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility
Twister
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.
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.
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 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.
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.
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(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.
Attacks:
Smog
Ember
Leer
Smokescreen
Faint Attack
Fire Spin
Confuse Ray
Flame Burst
Smog
Fire Punch
Lava Plume
Leer
Sunny Day
Flamethrower
Fire Blast
Focus Punch
Hidden Power Grass 7
Sunny Day
Hyper Beam
Overheat
Focus Blast
Cross Chop
Flare Blitz
Mach Punch
Thunder Punch
(24) Dragonair
Dragonair (F)
Type: Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
Marvel Scale(Innate): This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Moves:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
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.
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)
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.
Ability:
Leaf Guard
Attacks:
Tackle
Growl
Razor Leaf
PoisonPowder
Reflect
Synthesis
Body Slam
Magical Leaf
Natural Gift
Hidden Power Fire 7
Sunny Day
Light Screen
Giga Drain
Solarbeam
Substitute
AncientPower
Counter
Ingrain
Leech Seed
(26) Quilava
Quilava(Male)
Types:
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.
Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Flash Fire(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.
Torrent(Innate): When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
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.
Attacks:
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Thrash
Crunch
Protect
Rain Dance
Brick Break
Shadow Claw
Rock Slide
Waterfall
Aqua Jet
Block
Dragon Dance
Ice Punch
(28) Furret
Furret(F)
Types: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Run Away(Innate): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
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.
Frisk(Innate): The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Attacks:
Tackle
Scratch
Foresight
Defense Curl
Quick Attack
Fury Swipes
Helping Hand
Follow Me
Slam
Rest
Sucker Punch
Amnesia
Baton Pass
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.
Insomnia(Innate): This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
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.
Tinted Lens(Innate): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Attacks:
Sky Attack
Tackle
Growl
Foresight
Hypnosis
Peck
Uproar
Reflect
Confusion
Take Down
Echoed Voice
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.
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)
Early Bird(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.
Iron Fist(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)
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains 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.
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)
Insomnia(Innate): This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Sniper(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.
Attacks:
Bug Bite
Poison Sting
String Shot
Scary Face
Constrict
Leech Life
Night Shade
Shadow Sneak
Fury Swipes
Sucker Punch
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.
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(Innate): This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck(Innate): This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Attacks:
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Wish
Water Pulse
Hidden Power Ice 7
Psychic
Shadow Ball
Shock Wave
Flamethrower
Roost
Thunder Wave
Psyshock
(33) Flaaffy
Flaaffy(M)
Types:
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.
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.
Plus(Innate): This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Thick Fat(Innate): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Huge Power(Trait): This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Sap Sipper(Innate): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Tackle
Defense Curl
Tail Whip
Water Gun
Rollout
BubbleBeam
Aqua Ring
Double-Edge
Splash
Charm
Bubble
Slam
Types: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.
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.
Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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.
Infiltrator(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.
Sunny Day
Giga Drain
SolarBeam
U-turn
Reflect
Acrobatics
Double-Edge
Encore
Cotton Guard
Seed Bomb
(36) Sunflora
Sunflora(M)
Types: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.
Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power(Innate): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Early Bird(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.
Attacks:
Absorb
Pound
Growth
Razor Leaf
Mega Drain
Ingrain
GrassWhistle
Leech Seed
Bullet Seed
Worry Seed
Sunny Day
Endeavor
Hidden Power Fire 7
Hyper Beam
Light Screen
Giga Drain
SolarBeam
Sludge Bomb
Encore
Ingrain
Bide
Morning Sun
(37) Yanma
Yanma(M)
Types:
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.
Speed Boost(Innate): Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Compoundeyes(Innate): This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Frisk(Innate): The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
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.
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.
Insomnia(Innate): This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Super Luck(Innate): This Pokemon’s natural skill doubles (x2) its critical hit levels 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.
Prankster(Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Torment
Fly
Roost
Thunder Wave
Substitute
Confuse Ray
Perish Song
Brave Bird
Psycho Shift
(39) Misdreavus
Misdreavus(F)
Types:
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.
Levitate(Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate 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.
Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Pain Split
Hidden Power Fighting 7
Protect
Thunderbolt
Psychic
Shadow Ball
Will-O-Wisp
Destiny Bond
Imprison
Memento
Ominous Wind
(40) Wobbuffet
Wobbuffet(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.
Shadow Tag (Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Telepathy (Innate): This Pokemon has 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.
Attacks:
Counter
Mirror Coat
Safeguard
Destiny Bond
Splash
Charm
Encore
(41) Gligar
Gligar(F)
Types:
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.
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(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.
Earthquake
Sandstorm
Roost
Stone Edge
U-turn
Substitute
Counter
Wing Attack
Feint
Night Slash
(42) Sneasel
Sneasel(M)
Types:
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.
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(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.
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.
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.
Oblivious(Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak(Innate): This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat(Innate): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Attacks:
Ancientpower
Peck
Horn Attack
Odor Sleuth
Mud Sport
Powder Snow
Endure
Mud-Slap
Mud Bomb
Icy Wind
Ice Fang
Take Down
Tackle
Ice Shard
Earthquake
Dig
Facade
Giga Impact
Stone Edge
Avalanche
Double-Edge
Icicle Spear
Fissure
Icicle Crash
(44) Corsola
Corsola(M)
Types:
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.
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.
Natural Cure(Innate): This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Regenerator(Innate): 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.
Hidden Power Rock 7
Ice Beam
Psychic
Shadow Ball
Surf
Scald
Confuse Ray
Ingrain
Aqua Ring
Bide
(45) Delibird
Delibird (F)
Types:
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.
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.
Insomnia(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 Insomnia also has Vital Spirit, its evasion is raised by one (1) stage permanently.
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.
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 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.
Abilities Trace: (Can be activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. 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: (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Own Tempo (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Technichan (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.
Moody (Innate): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Attacks:
Aeroblast
Belly Drum
Blue Flare
Bolt Strike
Close Combat
Cotton Guard
Dark Pulse
Dark Void
Destiny Bond
Doom Desire
Draco Meteor
Drain Punch
Drill Peck
Earthquake
Endeavor
ExtremeSpeed
Fake Out
Feint
Fly
Focus Punch
Foul Play
Freeze Shock
Fusion Bolt
Fusion Flare
Gastro Acid
Giga Drain
Gravity
Guard Swap
Gunk Shot
Hammer Arm
Head Charge
Head Smash
Heal Order
Hi Jump Kick
Hurricane
Hydro Pump
Ice Burn
Ingrain
Judgment
Leaf Blade
Leech Seed
Magma Storm
Meteor Mash
Night Daze
Outrage
Overheat
Power Whip
Psycho Boost
Psystrike
Relic Song
Roar of Time
Rock Blast
Sacred Fire
Sacred Sword
Searing Shot
Secret Sword
Seed Flare
Shadow Force
Sheer Cold
Simple Beam
Sky Drop
Sludge Bomb
Spacial Rend
Stone Edge
Storm Throw
Tail Slap
Techno Blast
Teeter Dance
Thunder Wave
Triple Kick
Trump Card
V-create
Vacuum Wave
Weather Ball
Zen Headbutt
(48) Pupitar
Pupitar(M)
Types:
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 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
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.
Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Dark Pulse
Taunt
Protect
Earthquake
Stone Edge
Sleep Talk
Substitute
Dragon Dance
Focus Energy
Outrage
Iron Head
(49) Grovyle
Grovyle(Male)
Types:
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.
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)
Unburden(Innate): This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item.
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost (Innate): Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Attacks:
Scratch
Growl
Focus Energy
Ember
Double Kick
Peck
Sand Attack
Fire Spin
Bulk Up
Focus Punch
Hidden Power Grass 7
Sunny Day
Flamethrower
Focus Blast
Rock Slide
Baton Pass
Counter
Night Slash
Reversal
(51) Marshtomp
Marshtomp(F)
Types:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Torrent(Innate): When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp(Innate): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
Tackle
Growl
Mud Slap
Water Gun
Bide
Mud Shot
Foresight
Mud Sport
Mud Bomb
Rain Dance
Earthquake
Dig
Facade
Rock Slide
Waterfall
Avalanche
Ice Ball
Refresh
Yawn
(52) Mightyena
Mightyena(M)
Type:
Dark: 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.
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.
Quick Feet(Innate): This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
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.
Pick Up(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.
Gluttony(Innate): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Quick Feet(Innate): This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
Iron Tail
Return
Dig
Facade
Shadow Claw
Giga Impact
Pursuit
Rock Climb
Simple Beam
Tickle
(54) Beautifly
Beautifly(M)
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.
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)
Rivalry(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).
Ability:
Swarm
Attacks:
Tackle
String Shot
Poison Sting
Bug Bite
Harden
Absorb
Gust
Stun Spore
Morning Sun
Mega Drain
Whirlwind
Toxic
Venoshock
Hidden Power Rock 7
Hyper Beam
Giga Drain
Psychic
Shadow Ball
Energy Ball
Silver Wind
(55) Dustox
Dustox(F)
Types:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains 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.
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.)
CompoundEyes(Innate): This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Hidden Power Rock 7
Hyper Beam
Light Screen
Giga Drain
Psychic
Shadow Ball
Sludge Bomb
Energy Ball
Silver Wind
(56) Lombre
Lombre(F)
Types:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish(Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo(Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Attacks:
Astonish
Growl
Absorb
Nature Power
Fake Out
Mist
Fury Swipes
Water Sport
Mega Drain
Bubble Beam
Zen Headbutt
Hidden Power Fighting 7
Ice Beam
Rain Dance
Giga Drain
Energy Ball
Surf
Counter
Leech Seed
Razor Leaf
Teeter Dance
(57) Nuzleaf
Nuzleaf(F)
Types:
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.
Dark: 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.
Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird(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.
Pickpocket(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.
Attacks:
Bide
Razor Leaf
Pound
Harden
Growth
Nature Power
Fake Out
Synthesis
Torment
Hidden Power Fire 7
Sunny Day
Hyper Beam
Giga Drain
SolarBeam
Dark Pulse
Foul Play
Leech Seed
Quick Attack
Worry Seed
(58) Kirlia
Kirlia(Male)
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.
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.
Trace(Can be Activated): This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy(Innate): This Pokemon has 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.
Attacks:
Magical Leaf
Growl
Confusion
Double Team
Teleport
Lucky Chant
Heal Pulse
Calm Mind
Psychic
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 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.
Moves:
Scratch
Yawn
Encore
Faint Attack
Slack Off
Amnesia
Uproar
Fury Swipes
Endure
Focus Punch
Earthquake
Return
Brick Break
Facade
Rock Slide
Body Slam
Hammer Arm
Night Slash
Slash
(60) Loudred
Loudred (M)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Soundproof(Innate): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Scrappy(Innate): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
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.
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.
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.
Heavy Metal(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.
Moves:
Tackle
Harden
Mud Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Iron Head
Iron Tail
Earthquake
Dig
Sandstorm
Shadow Claw
Stone Edge
Rock Slide
Body Slam
Dragon Rush
Endeavor
Head Smash
(62) Meditite
Meditite (M)
Types:
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.
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.
Pure Power(Trait): This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Telepathy(Innate): This Pokemon has 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.
Moves:
Bide
Meditate
Confusion
Detect
Hidden Power Flying 7
Swagger
Mind Reader
Feint
Calm Mind
Force Palm
Focus Punch
Frustration
Brick Break
Facade
Rock Slide
Sleep Talk
Drain Punch
Ice Punch
Psycho Cut
Thunderpunch
(63) Plusle
Plusle (F)
Types:
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.
Plus(Innate): This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Ability:
Plus
Attacks:
Growl
Thunder Wave
Quick Attack
Helping Hand
Spark
Encore
Fake Tears
Copycat
Electro Ball
Swift
Hidden Power Ice 7
Rain Dance
Thunderbolt
Thunder
Volt Switch
Grass Knot
Discharge
Lucky Chant
Sing
Wish
(64) Minun
Minun (F)
Types:
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.
Minus(Innate): This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Attacks:
Growl
Thunder Wave
Quick Attack
Helping Hand
Spark
Encore
Fake Tears
Copycat
Electro Ball
Swift
Illuminate(Can be Activated): When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released. Command: (Ability: Illuminate)
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)
Prankster(Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Flash
Tackle
Confuse Ray
Double Team
Moonlight
Quick Attack
Tail Glow
Signal Beam
Protect
Oblivious(Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Tinted Lens(Innate): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Prankster(Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Water Pulse
Hidden Power Fire 7
Giga Drain
Thunderbolt
Shadow Ball
Roost
Bug Buzz
Captivate
Confuse Ray
Growth
(67) Roselia
Roselia (F)
Types:
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.
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.
Natural Cure(Innate): This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point(Can be Disabled): This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
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.
Attacks:
Absorb
Growth
Poison Sting
Stun Spore
Mega Drain
Leech Seed
Magical Leaf
Grasswhistle
Giga Drain
Toxic Spikes
Water Sport
Worry Seed
Hidden Power Fire 7
Sunny Day
SolarBeam
Shadow Ball
Sludge Bomb
Energy Ball
Leaf Storm
Sleep Powder
Synthesis
Extrasensory
(68) Spinda
Spinda(F)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Own Tempo(Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
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.
Contrary(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.
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Levitate(Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate 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.
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.
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.
Attacks:
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Curse
Focus Punch
Earthquake
Brick Break
Facade
Will-O-Wisp
Rock Slide
Destiny Bond
Faint Attack
Imprison
Pain Split
(71) Sealeo
Sealeo(M) Types:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Thick Fat(Innate): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Ice Body(Innate): This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Oblivious(Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Attacks:
Powder Snow
Growl
Defense Curl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Hail
Hidden Power Grass 7
Ice Beam
Blizzard
Brine
Surf
Aqua Ring
Signal Beam
Stockpile
Yawn
(72) Shelgon
Shelgon(F)
Types:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.
Overcoat(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).
Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Protect
Dragon Claw
Brick Break
Fire Blast
Facade
Shadow Claw
Rock Slide
Dragon Dance
Dragon Rush
Fire Fang
Thrash
(73) Grotle
Grotle(F)
Types:
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.
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)
Shell Armor(Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Bullet Seed
Iron Tail
Return
Facade
Endure
Substitute
Body Slam
Double-Edge
Seed Bomb
Superpower
(74) Monferno
Monferno(F)
Types:
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.
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.
Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist(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)
Torrent(Innate): When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Defiant(Innate): 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.
Attacks:
Tackle
Growl
Water Sport
Peck
Metal Claw
Bide
Bubblebeam
Fury Attack
Hidden Power Electric 7
Ice Beam
Rain Dance
Brine
Scald
Endure
Sleep Talk
Surf
(76) Staravia
Staravia(M)
Types:
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.
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.
Reckless (Innate): This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Ability:
Intimidate
Attacks:
Tackle
Growl
Quick Attack
Wing Attack
Double Team
Endeavor
Whirlwind
Aerial Ace
Take Down
Facade
Steel Wing
Roost
Pluck
U-turn
Fly
Detect
Double-Edge
Pursuit
Revenge
(77) Bibarel
Bibarel (F)
Types:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Simple(Innate): This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
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.
Moody(Innate): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
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.
Attacks:
Growl
Bide
Fury Cutter
Leech Life
Sing
Focus Energy
Slash
X-Scissor
Bug Bite
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.
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.
Rivalry(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).
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.
Mold Breaker(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.)
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.
Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Chip Away
AncientPower
Smack Down
Earthquake
Dig
Facade
Stone Edge
Rock Slide
Crunch
Hammer Arm
Iron Head
Thrash
(81) Shieldon
Shieldon (F)
Types:
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.
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.
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.
Soundproof(Innate): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
AncientPower
Smack Down
Iron Tail
Earthquake
Dig
Stone Edge
Rock Slide
Body Slam
Counter
Double-Edge
Rock Blast
(82) Mothim
Mothim(M)
Types:
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.
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)
Tinted Lens(Innate): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Attacks:
Tackle
Protect
Bug Bite
Hidden Power Fire 7
Confusion
Gust
PoisonPowder
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.
Run Away(Innate): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Pickup(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.
Volt Absorb(Innate): This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Attacks:
Growl
Bide
Quick Attack
Charm
Spark
Endure
Swift
Electro Ball
Sweet Kiss
Discharge
Hidden Power Ice 7
Rain Dance
Thunderbolt
Thunder
Volt Switch
Grass Knot
Charge
Covet
Flail
Rollout
(84) Buizel
Buizel (F)
Types:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Water Veil(Innate): Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Attacks:
SonicBoom
Growl
Water Sport
Quick Attack
Water Gun
Pursuit
Swift
Aqua Jet
Agility
Focus Punch
Iron Tail
Dig
Brick Break
Facade
Waterfall
Aqua Tail
Me First
Slash
Tail Slap
(85) Cherrim
Cherrim (M)
Type:
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.
Flower Gift(Innate): This Pokemon’s flower opens up in intense sunlight, it releases a glow that is infused into its allies, increasing the Base Attack Power of their physical attacks by two (2) and reducing the Base Attack Power of opponent's special attacks by two (2).
Moves:
Morning Sun
Tackle
Growth
Leech Seed
Helping Hand
Magical Leaf
Sunny Day
Petal Dance
Worry Seed
Hidden Power Ice 7
Hyper Beam
Giga Drain
Solarbeam
Energy Ball
Substitute
Grasswhistle
Heal Pulse
Nature Power
Weather Ball
(86) Lopunny
Lopunny (F)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Cute Charm(Innate): This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Klutz(Can be Disabled): The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
Limber(Innate): This Pokemon’s body is well trained and immune to paralysis.
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.
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.
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate 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.
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal: (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.
Attacks:
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Iron Defense
Safeguard
Hidden Power Ice 7
Light Screen
Protect
Earthquake
Reflect
Sandstorm
Gyro Ball
Rock Slide
Trick Room
(88) Chatot
Chatot (M)
Types:
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.
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(Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Hidden Power Fire 7
Aerial Ace
Facade
Pluck
U-Turn
Fly
Air Cutter
Encore
Night Shade
Steel Wing
(89) Gabite
Gabite(F)
Types:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
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.
Rough Skin(Innate): When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Attacks:
Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Dual Chop
Slash
Dragon Claw
Earthquake
Dig
Facade
Shadow Claw
Stone Edge
Body Slam
Double-Edge
Iron Head
Outrage
(90) Munchlax
Munchlax (M)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Pick Up(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.
Thick Fat(Innate): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony(Innate): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Focus Punch
Earthquake
Return
Brick Break
Facade
Rock Slide
Counter
Double Edge
Pursuit
Zen Headbutt
(91) Hippopotas
Hippopotas (M)
Types:
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.
Sand Stream(Innate): When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command[Command: (Ability: Sand Stream)]. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock-, Ground-, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw abilities.
Sand Force(Innate) :This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Attacks: Tackle
Sand-Attack
Bite
Yawn
Take Down
Dig
Sand Tomb
Crunch
Earthquake
Sandstorm
Facade
Endure
Bulldoze
Rock Slide
Body Slam
Revenge
Slack Off
Sleep Talk
(92) Croagunk
Croagunk (F)
Types:
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.
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.
Anticipation(Innate): This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Dry Skin(Innate): This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Poison Touch(Can be Disabled.): This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Focus Punch
Brick Break
Sludge Bomb
Dark Pulse
Rock Slide
Poison Jab
Bullet Punch
Cross Chop
Drain Punch
Vacuum Wave
(93) Carnivine
Carnivine (M)
Type:
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.
Levitate(Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate 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.
Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Storm Drain(Innate): This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. 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.
Water Veil(Innate): Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Moves:
Pound
Water Gun
Attract
Rain Dance
Gust
Water Pulse
Captivate
Safeguard
Hidden Power Electric 7
Ice Beam
Hyper Beam
Rain Dance
Silver Wind
Surf
Aurora Beam
Brine
Psybeam
Signal Beam
(95) Snover
Snover (M)
Types:
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.
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.
Snow Warning(Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command. Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect.[Command: (Ability: Snow Warning)]
Soundproof(Innate): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Hidden Power Fire 7
Blizzard
Ice Beam
Shadow Ball
Energy Ball
Frost Breath
Avalanche
Bullet Seed
Leech Seed
Seed Bomb
(96) Rotom
Rotom (—)
Types:
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.
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.
Levitate(Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate 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.
Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Ominous Wind
Hidden Power Fire 7
Light Screen
Rain Dance
Thunderbolt
Thunder
Shadow Ball
Reflect
Will-O-Wisp
Volt Switch
(97) Servine
Servine(M)
Type:
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.
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(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.
Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Leaf Blade
Hidden Power Fire 7
Sunny Day
Reflect
Solarbeam
Energy Ball
Substitute
Glare
Magical Leaf
Mirror Coat
Twister
(98) Pignite
Pignite(F)
Types:
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Thick Fat(Innate): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Attacks
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash
Sunny Day
Brick Break
Flamethrower
Overheat
Stone Edge
Wild Charge
Endeavour
Sleep Talk
Superpower
Yawn
(99) Dewott
Dewott(M)
Types:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Torrent(Innate): When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor(Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Ability:
Shell Armor
Attacks:
Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge
Aqua Jet
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.
Sand Rush(Innate): This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Scrappy(Innate): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Attacks:
Leer
Tackle
Odor Sleuth
Bite
Helping Hand
Take Down
Work Up
Crunch
Roar
Retaliate
__________________
My New ASB Team here for convenience
Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure
Pwnemon: it's just touching yourself because nobody else is willing to
Last edited by Ragnarokalex; Jan 13th, 2013 at 3:42:43 PM.
The following Pokemon are a continuation of the list in the previous post for Rank 1 Battles.
(101) Liepard
Liepard(M)
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.
Limber(Innate): This Pokemon’s body is well trained and immune to paralysis.
Unburden(Innate): This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item.
Prankster(Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Taunt
Protect
Return
Double Team
Thunder Wave
Substitute
Encore
Faint Attack
Foul Play
Yawn
(102) Tranquill
Tranquill(F)
Types:
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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Big Pecks(Innate): This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Super Luck(Innate): 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.
Rivalry(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).
Attacks:
Gust
Growl
Leer
Quick Attack
Air Cutter
Roost
Detect
Taunt
Air Slash
Return
Facade
Attract
Pluck
U-turn
Fly
Hypnosis
Morning Sun
Wish
Steel Wing
(103) Boldore
Boldore(M)
Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Sand Force(Innate): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Tackle
Harden
Sand-Attack
Headbutt
Rock Blast
Mud-Slap
Iron Defense
Smack Down
Power Gem
Rock Slide
Stealth Rock
Protect
Frustration
Earthquake
Sandstorm
Facade
Stone Edge
Gravity
Heavy Slam
Lock-On
Magnitude
(104) Audino
Audino(M)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Healer(Innate): This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Regenerator(Innate): 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.
Klutz(Can Be Disabled): The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
Attacks:
Pound
Growl
Helping Hand
Refresh
DoubleSlap
Attract
Secret Power
Entrainment
Take Down
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.
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.
Iron Fist(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)
Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Bulk Up
Frustration
Facade
Payback
Stone Edge
Rock Slide
Poison Jab
Detect
Drain Punch
Force Palm
Mach Punch
(106) Palpitoad
Palpitoad(M)
Types:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Hydration(Innate): This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Water Absorb(Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Attacks:
Bubble
Growl
Supersonic
Round
Bubblebeam
Mud Shot
Aqua Ring
Uproar
Muddy Water
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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.
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)
Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Overcoat(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).
Sunny Day
Shadow Claw
Giga Impact
Swords Dance
X-Scissor
Substitute
Agility
Baton Pass
Camouflage
Me First
(108) Scolipede
Scolipede(F)
Types:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains 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.
Poison Point(Can Be Disabled): This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
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)
Quick Feet(Innate): This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
Earthquake
Facade
Giga Impact
Rock Slide
X-Scissor
Poison Jab
Pin Missile
Rock Climb
Take Down
Twineedle
(109) Whimsicott
Whimsicott(M)
Type:
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.
Prankster(Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator(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.
Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Hidden Power Ice 7
Taunt
Hyper Beam
Double Team
Energy Ball
Substitute
Encore
Grasswhistle
Tickle
Worry Seed
(110)Lilligant
Lilligant(F)
Type:
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.
Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Own Tempo(Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
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.
Reckless(Innate): This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Adaptability(Innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Mold Breaker(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.)
Attacks:
Tackle
Water Gun
Uproar
Headbutt
Bite
Aqua Jet
Chip Away
Take Down
Crunch
Aqua Tail
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.
Dark: 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.
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.
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.
Anger Point(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).
Taunt
Protect
Earthquake
Sandstorm
Torment
Stone Edge
Counter
Double-Edge
Fire Fang
Thunder Fang
(113) Gothorita
Gothorita(M)
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Frisk(Innate): The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Shadow Tag(Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Hidden Power Fighting 7
Protect
Thunderbolt
Psychic
Shadow Ball
Energy Ball
Dark Pulse
Miracle Eye
Mirror Coat
Uproar
(114) Duosion
Duosion(M)
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Overcoat(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(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(Innate): 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.
Rain Dance
Thunder
Psychic
Shadow Ball
Energy Ball
Trick Room
Acid Armor
Confuse Ray
Night Shade
Trick
(115) Vanillish
Vanillish(F)
Type:
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.
Ice Body(Innate): This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor(Can Be Enabled): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Hail
Hidden Power Electric 7
Ice Beam
Blizzard
Substitute
Flash Cannon
Ice Shard
Imprison
Powder Snow
Water Pulse
(116) Klang
Klang(—)
Type:
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.
Plus(Innate): This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Minus(Innate): This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Clear Body(Innate): This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Toxic
Hidden Power Fire 7
Hyper Beam
Frustration
Thunderbolt
Sandstorm
Facade
Thunder Wave
Substitute
Flash Cannon
(117) Eelektrik
Eelektrik(F)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Thunder breaking Protect during Rain. Superior senses in power plant environments.
Levitate(Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate 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.
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.
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.
Flash Fire(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.
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.
Shadow Tag(Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex
Sunny Day
SolarBeam
Psychic
Shadow Ball
Flamethrower
Fire Blast
Acid Armor
Clear Smog
Endure
Heat Wave
(119) Fraxure
Fraxure(F)
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Rivalry(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(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(Innate): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Dragon Claw
Dark: Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Hustke(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.
Attacks:
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Slam
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.
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.
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: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Leaf Tornado
Hidden Power Ice 7
Sunny Day
SolarBeam
Flamethrower
Energy Ball
Substitute
Aromatherapy
Counter
Earth Power
Inferno
(122) Privatyke
Privatyke(F)
Types:
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.
Unaware(Innate): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz(Can be Disabled): The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Attacks:
Bubble
Smokescreen
Yawn
Wrap
Chip Away
Arm Thrust
Aqua Jet
Mach Punch
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker: (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.)
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Vacuum Wave
Hidden Power Ice 6
Hyper Beam
Giga Drain
Shadow Ball
Flamethrower
Sandstorm
Energy Ball
Endure
Sleep Talk
Substitute
(124) Duclohm
Duclohm (F)
Types:
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.
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat: (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).
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
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.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost: (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Body Slam
Toxic
Hidden Power Water 7
Taunt
Rain Dance
Dark Pulse
Venoshock
Encore
Fake Out
Earth Power
Water Spout
__________________
My New ASB Team here for convenience
Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure
Pwnemon: it's just touching yourself because nobody else is willing to
Last edited by Ragnarokalex; Jan 13th, 2013 at 3:41:28 PM.
The following Pokemon are used for Rank 2 Battles.
Rank 2
Placeholder.
__________________
My New ASB Team here for convenience
Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure
Pwnemon: it's just touching yourself because nobody else is willing to
Last edited by Ragnarokalex; Jan 13th, 2013 at 3:41:00 PM.
The following Pokemon are used for Rank 2 Battles.
Rank 2 (Continued)
Placeholder.
__________________
My New ASB Team here for convenience
Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure
Pwnemon: it's just touching yourself because nobody else is willing to
Last edited by Ragnarokalex; Jan 13th, 2013 at 3:40:32 PM.
The following Pokemon are used for Rank 2 Battles.
Rank 2 (Continued)
Placeholder.
__________________
My New ASB Team here for convenience
Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure
Pwnemon: it's just touching yourself because nobody else is willing to
Last edited by Ragnarokalex; Jan 13th, 2013 at 3:40:13 PM.
The following Pokemon are used for Rank 3 Battles, in addition to the Pokemon listings for battles 9-16.
Battles 17+
Placeholder.
Arcade Star Dahlia
When the Arcade Star appears as your opponent, her Pokemon are determined by which Rank you are currently fighting in. When you battle her in Rank 1 Singles, she will use the Rank 1 Singles List. Her team will remain the same no matter how many times you challenge her within that rank.Doubles and Triples work the same way, using the respective Doubles and Triples listings. Only once you reach Ranks 2 or 3 will the Pokemon the Arcade Star uses differ, pulling from the appropriate ranks/formats list.
Attention Arcade Refs!
Any arcades that were accepted before the change to this thread will continue to use the OLD arcade star teams. Only use the teams listed here for new challenges that are issued within this thread.
Singles
Dusknoir
Dusknoir(F)
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.
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.
Moves
ThunderPunch
Fire Punch
Ice Punch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Curse
Will-O-Wisp
Shadow Punch
Hex
Mean Look
Payback
Future Sight
Focus Punch
Calm Mind
Toxic
Hidden Power Grass 7
Sunny Day
Taunt
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Telekinesis
Frustration
Earthquake
Return
Psychic
Shadow Ball
Brick Break
Double Team
Rock Tomb
Torment
Facade
Secret Power
Rest
Attract
Thief
Round
Skill Swap
Snatch
Focus Blast
Fling
Charge Beam
Endure
Embargo
Giga Impact
Flash
Psych Up
Captivate
Bulldoze
Dark Pulse
Rock Slide
Sleep Talk
Natural Gift
Dream Eater
Swagger
Substitute
Trick Room
Strength
Rock Smash
Body Slam
Counter
DynamicPunch
Double-Edge
Headbutt
Helping Hand
Icy Wind
Mega Kick
Mega Punch
Metronome
Mimic
Mud Slap
Nightmare
Seismic Toss
Snore
Spite
Sucker Punch
Trick
Wonder Room
Medicham
Medicham(F)
Types:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Pure Power(Trait): This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Telepathy(Innate): This Pokemon has 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.
Moves
Fire Punch
Ice Punch
ThunderPunch
Bide
Meditate
Confusion
Detect
Hidden Power Flying 7
Swagger
Mind Reader
Feint
Calm Mind
Force Palm
Hi Jump Kick
Psych Up
Acupressure
Power Trick
Reversal
Recover
Focus Punch
Psyshock
Toxic
Bulk Up
Sunny Day
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball
Brick Break
Double Team
Reflect
Rock Tomb
Facade
Secret Power
Rest
Attract
Low Sweep
Round
Focus Blast
Energy Ball
Fling
Endure
Drain Punch
Recycle
Retaliate
Giga Impact
Flash
Captivate
Rock Slide
Sleep Talk
Natural Gift
Poison Jab
Dream Eater
Grass Knot
Swagger
Substitute
Rock Smash
Strength
Baton Pass
Bullet Punch
DynamicPunch
Fake Out
Foresight
Guard Swap
Power Swap
Psycho Cut
Body Slam
Counter
Double-Edge
Gravity
Headbutt
Helping Hand
Low Kick
Magic Coat
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Pain Split
Role Play
Seismic Toss
Signal Beam
Snore
Swift
Trick
Vacuum Wave
Zen Headbutt
Ludicolo
Ludicolo(F)
Types:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish(Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo(Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Moves:
Astonish
Growl
Absorb
Nature Power
Fake Out
Mist
Fury Swipes
Water Sport
Rain Dance
BubbleBeam
Thief
Natural Gift
Mega Drain
Zen Headbutt
Uproar
Hydro Pump
Focus Punch
Hone Claws
Water Pulse
Toxic
Hail
Bullet Seed
Hidden Power Flying 7
Sunny Day
Ice Beam
Blizzard
Hyper Beam
Protect
Giga Drain
Frustration
SolarBeam
Return
Brick Break
Double Team
Facade
Secret Power
Rest
Attract
Round
Echoed Voice
Focus Blast
Energy Ball
Scald
Fling
Endure
Drain Punch
Giga Impact
Flash
Swords Dance
Captivate
Sleep Talk
Grass Knot
Swagger
Substitute
Surf
Strength
Whirlpool
Rock Smash
Waterfall
Dive
Rock Climb
Cute Charm (Innate): This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
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.
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.
Moves:
After You
Amnesia
Aromatherapy
Attract
Belly Drum
Bestow
Bide
Blizzard
Body Slam
Bounce
Brick Break
BubbleBeam
Calm Mind
Captivate
Charge Beam
Charm
Copycat
Cosmic Power
Counter
Covet
Curse
Defense Curl
Detect
Dig
Double-Edge
DoubleSlap
Double Team
Drain Punch
Dream Eater
DynamicPunch
Echoed Voice
Encore
Endeavor
Endure
Facade
Fake Tears
Fire Blast
Fire Punch
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Follow Me
Frustration
Giga Impact
Grass Knot
Gravity
Growl
Headbutt
Heal Bell
Healing Wish
Helping Hand
Hidden Power
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Incinerate
Iron Tail
Knock Off
Last Resort
Light Screen
Lucky Chant
Magical Leaf
Magic Coat
Mega Kick
Mega Punch
Meteor Mash
Metronome
Mimic
Minimize
Moonlight
Mud-Slap
Natural Gift
Nightmare
Pound
Present
Protect
Psychic
Psych Up
Psyshock
Psywave
Rage
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rock Smash
Role Play
Rollout
Round
Safeguard
Secret Power
Seismic Toss
Shadow Ball
Shock Wave
Signal Beam
Sing
Skull Bash
Sleep Talk
Snatch
Snore
Softboiled
SolarBeam
Splash
Stealth Rock
Stored Power
Strength
Submission
Substitute
Sunny Day
Swagger
Sweet Kiss
Take Down
Telekinesis
Teleport
Thunder
Thunderbolt
ThunderPunch
Thunder Wave
Tickle
Toxic
Tri Attack
Trick
Uproar
Wake-Up Slap
Water Gun
Water Pulse
Wish
Wonder Room
Work Up
Zap Cannon
Zen Headbutt
Mollux
Mollux(F)
Types:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Dry Skin(Innate): This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate(Can Be Enabled): This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Moves:
Acid
Acid Armor
Acid Spray
Aqua Ring
Attract
Bide
Bind
Bug Bite
Calm Mind
Charm
Clear Smog
Confuse Ray
Double Team
Ember
Eruption
Explosion
Façade
Final Gambit
Fire Blast
Fire Spin
Flame Charge
Flamethrower
Flash
Frustration
Gastro Acid
Giga Impact
Gunk Shot
Heal Bell
Heal Pulse
Heat Wave
Helping Hand
Helping Hand
Hidden Power
Hyper Beam
Inferno
Iron Defense
Knock Off
Lava Plume
Light Screen
Moonlight
Overheat
Protect
Rain Dance
Rapid Spin
Recover
Rest
Return
Round
Sleep Talk
Sleep Talk
Sludge Bomb
Sludge Wave
Snatch
Snore
Solar Beam
Stealth Rock
Substitute
Sunny Day
Swagger
Thief
Thunder
Thunder Wave
Thunderbolt
Toxic
Toxic Spikes
Trick
Venoshock
Will-O-Wisp
Withdraw
Corsola
Corsola(F)
Types:
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.
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.
Natural Cure(Innate): This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Regenerator(Innate): 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.
Moves:
Amnesia
AncientPower
Aqua Ring
Attract
Barrier
Bide
Blizzard
Body Slam
Brine
Bubble
BubbleBeam
Bulldoze
Calm Mind
Captivate
Confuse Ray
Curse
Defense Curl
Dig
Double-Edge
Double Team
Earth Power
Earthquake
Endeavor
Endure
Explosion
Facade
Flail
Frustration
Hail
Harden
Headbutt
Head Smash
Hidden Power (Fire 7)
Ice Beam
Icicle Spear
Icy Wind
Ingrain
Iron Defense
Light Screen
Lucky Chant
Magic Coat
Mimic
Mirror Coat
Mist
Mud-Slap
Natural Gift
Nature Power
Power Gem
Protect
Psychic
Rain Dance
Recover
Reflect
Refresh
Rest
Return
Rock Blast
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Scald
Screech
Secret Power
Selfdestruct
Shadow Ball
Sleep Talk
Snore
Spike Cannon
Stealth Rock
Stone Edge
Strength
Substitute
Sucker Punch
Sunny Day
Surf
Swagger
Tackle
Toxic
Water Pulse
Whirlpool
Donphan
Donphan(F)
* Types:
* 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.
Careful Nature(+SpD, -SpA)
Stats
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 19
* Abilities:
*
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.
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.
Moves:
AncientPower
Assurance
Attract
Block
Body Slam
Bounce
Bulldoze
Captivate
Charm
Counter
Curse
Defense Curl
Double-Edge
Double Team
Earth Power
Earthquake
Echoed Voice
Endeavor
Endure
Facade
Fire Fang
Fissure
Flail
Focus Energy
Frustration
Fury Attack
Giga Impact
Growl
Gunk Shot
Gyro Ball
Headbutt
Head Smash
Heavy Slam
Hidden Power
Horn Attack
Hyper Beam
Hyper Voice
Ice Shard
Iron Defense
Iron Tail
Knock Off
Last Resort
Magnitude
Mimic
Mud-Slap
Natural Gift
Odor Sleuth
Poison Jab
Protect
Rapid Spin
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sandstorm
Scary Face
Secret Power
Seed Bomb
Slam
Sleep Talk
Snore
Stealth Rock
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Tackle
Take Down
Thunder Fang
Toxic
Water Gun
Triples
Clefable
Clefable(F)
Types:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Cute Charm (Innate): This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
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.
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.
Moves:
After You
Amnesia
Aromatherapy
Attract
Belly Drum
Bestow
Bide
Blizzard
Body Slam
Bounce
Brick Break
BubbleBeam
Calm Mind
Captivate
Charge Beam
Charm
Copycat
Cosmic Power
Counter
Covet
Curse
Defense Curl
Detect
Dig
Double-Edge
DoubleSlap
Double Team
Drain Punch
Dream Eater
DynamicPunch
Echoed Voice
Encore
Endeavor
Endure
Facade
Fake Tears
Fire Blast
Fire Punch
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Follow Me
Frustration
Giga Impact
Grass Knot
Gravity
Growl
Headbutt
Heal Bell
Healing Wish
Helping Hand
Hidden Power
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Incinerate
Iron Tail
Knock Off
Last Resort
Light Screen
Lucky Chant
Magical Leaf
Magic Coat
Mega Kick
Mega Punch
Meteor Mash
Metronome
Mimic
Minimize
Moonlight
Mud-Slap
Natural Gift
Nightmare
Pound
Present
Protect
Psychic
Psych Up
Psyshock
Psywave
Rage
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rock Smash
Role Play
Rollout
Round
Safeguard
Secret Power
Seismic Toss
Shadow Ball
Shock Wave
Signal Beam
Sing
Skull Bash
Sleep Talk
Snatch
Snore
Softboiled
SolarBeam
Splash
Stealth Rock
Stored Power
Strength
Submission
Substitute
Sunny Day
Swagger
Sweet Kiss
Take Down
Telekinesis
Teleport
Thunder
Thunderbolt
ThunderPunch
Thunder Wave
Tickle
Toxic
Tri Attack
Trick
Uproar
Wake-Up Slap
Water Gun
Water Pulse
Wish
Wonder Room
Work Up
Zap Cannon
Zen Headbutt
Mollux
Mollux(F)
Types:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Dry Skin(Innate): This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate(Can Be Enabled): This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Moves:
Acid
Acid Armor
Acid Spray
Aqua Ring
Attract
Bide
Bind
Bug Bite
Calm Mind
Charm
Clear Smog
Confuse Ray
Double Team
Ember
Eruption
Explosion
Façade
Final Gambit
Fire Blast
Fire Spin
Flame Charge
Flamethrower
Flash
Frustration
Gastro Acid
Giga Impact
Gunk Shot
Heal Bell
Heal Pulse
Heat Wave
Helping Hand
Helping Hand
Hidden Power
Hyper Beam
Inferno
Iron Defense
Knock Off
Lava Plume
Light Screen
Moonlight
Overheat
Protect
Rain Dance
Rapid Spin
Recover
Rest
Return
Round
Sleep Talk
Sleep Talk
Sludge Bomb
Sludge Wave
Snatch
Snore
Solar Beam
Stealth Rock
Substitute
Sunny Day
Swagger
Thief
Thunder
Thunder Wave
Thunderbolt
Toxic
Toxic Spikes
Trick
Venoshock
Will-O-Wisp
Withdraw
Corsola
Corsola(F)
Types:
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.
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.
Natural Cure(Innate): This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Regenerator(Innate): 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.
Moves:
Amnesia
AncientPower
Aqua Ring
Attract
Barrier
Bide
Blizzard
Body Slam
Brine
Bubble
BubbleBeam
Bulldoze
Calm Mind
Captivate
Confuse Ray
Curse
Defense Curl
Dig
Double-Edge
Double Team
Earth Power
Earthquake
Endeavor
Endure
Explosion
Facade
Flail
Frustration
Hail
Harden
Headbutt
Head Smash
Hidden Power
Ice Beam
Icicle Spear
Icy Wind
Ingrain
Iron Defense
Light Screen
Lucky Chant
Magic Coat
Mimic
Mirror Coat
Mist
Mud-Slap
Natural Gift
Nature Power
Power Gem
Protect
Psychic
Rain Dance
Recover
Reflect
Refresh
Rest
Return
Rock Blast
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Scald
Screech
Secret Power
Selfdestruct
Shadow Ball
Sleep Talk
Snore
Spike Cannon
Stealth Rock
Stone Edge
Strength
Substitute
Sucker Punch
Sunny Day
Surf
Swagger
Tackle
Toxic
Water Pulse
Whirlpool
Swoobat
Swoobat(F)
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. 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.
Unaware(Innate): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz(Can Be Disabled): The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
Simple(Innate): This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.
Moves:
Acrobatics
Aerial Ace
After You
Air Cutter
Air Slash
Amnesia
Assurance
Attract
Calm Mind
Charge Beam
Charm
Confusion
Double Team
Dream Eater
Embargo
Endeavor
Energy Ball
Facade
Fake Tears
Flash
Flatter
Fly
Frustration
Future Sight
Giga Drain
Giga Impact
Gust
Gyro Ball
Heart Stamp
Heat Wave
Helping Hand
Hidden Power
Hyper Beam
Imprison
Knock Off
Light Screen
Magic Coat
Odor Sleuth
Pluck
Protect
Psychic
Psych Up
Psyshock
Rain Dance
Reflect
Rest
Return
Roost
Round
Safeguard
Shadow Ball
Signal Beam
Skill Swap
Sky Attack
Sleep Talk
Snore
Stored Power
Substitute
Super Fang
Supersonic
Swagger
Synchronoise
Tailwind
Taunt
Telekinesis
Thief
Thunder Wave
Torment
Toxic
Trick
Trick Room
Uproar
U-turn
Zen Headbutt
Donphan
Donphan(F)
* Types:
* 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.
Careful Nature(+SpD, -SpA)
Stats
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 19
* Abilities:
*
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.
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.
Moves:
AncientPower
Assurance
Attract
Block
Body Slam
Bounce
Bulldoze
Captivate
Charm
Counter
Curse
Defense Curl
Double-Edge
Double Team
Earth Power
Earthquake
Echoed Voice
Endeavor
Endure
Facade
Fire Fang
Fissure
Flail
Focus Energy
Frustration
Fury Attack
Giga Impact
Growl
Gunk Shot
Gyro Ball
Headbutt
Head Smash
Heavy Slam
Hidden Power
Horn Attack
Hyper Beam
Hyper Voice
Ice Shard
Iron Defense
Iron Tail
Knock Off
Last Resort
Magnitude
Mimic
Mud-Slap
Natural Gift
Odor Sleuth
Poison Jab
Protect
Rapid Spin
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sandstorm
Scary Face
Secret Power
Seed Bomb
Slam
Sleep Talk
Snore
Stealth Rock
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Tackle
Take Down
Thunder Fang
Toxic
Water Gun
Breloom
Breloom(F)
Types:
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. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Effect Spore(Can Be Disabled): This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
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.
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.
Moves:
Absorb
Attract
Body Slam
Brick Break
Bulk Up
Bullet Seed
Captivate
Charm
Counter
Cut
Double-Edge
Double Team
Drain Punch
DynamicPunch
Endure
Energy Ball
Facade
Fake Tears
False Swipe
Flash
Fling
Focus Blast
Focus Punch
Force Palm
Frustration
Fury Cutter
Giga Drain
Giga Impact
Grass Knot
Growth
Headbutt
Helping Hand
Hidden Power
Hyper Beam
Iron Tail
Leech Seed
Low Sweep
Mach Punch
Mega Drain
Mega Kick
Mega Punch
Mimic
Mind Reader
Mud-Slap
Natural Gift
PoisonPowder
Protect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Seed Bomb
Seismic Toss
Sky Uppercut
Sleep Talk
Sludge Bomb
Snatch
Snore
SolarBeam
Spore
Stone Edge
Strength
Stun Spore
Substitute
Sunny Day
Superpower
Swagger
Swords Dance
Synthesis
Tackle
ThunderPunch
Toxic
Vacuum Wave
Venoshock
Wake-Up Slap
Work Up
Worry Seed
__________________
My New ASB Team here for convenience
Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure
Pwnemon: it's just touching yourself because nobody else is willing to
Last edited by Ragnarokalex; May 9th, 2013 at 8:04:47 PM.
To apply to take the Arcade challenge, you must use the following form and post in this thread. There are some requirements that must be adhered to, and some intricacies that might not be totally obvious at first glance. That's why this information is in its own post and not the first post. You need to make sure you meet the rules here! One last important thing to note is that for a singles challenge, the first Pokemon you list will be the Pokemon that gets used for all 1v1 match-ups, and for a doubles challenge, the first two Pokemon you list will be the Pokemon that get used for all 2v2 match-ups. Make sure you choose your order carefully! Your last Pokemon are only used for Dahlia!
The only posts made in this thread should be those posting to take the Arcade challenge and those posting to ref an Arcade challenge. All other posts should not go there and will be moderated!
Challenge Form
You should tailor the form to your personal team. The format is given below.
Every time you lose a challenge in the Arcade, you may challenge the Arcade again after waiting at least 7 days from the end of your last challenge. If you beat your first challenge, then you may immediately challenge the arcade again to continue your streak. Every time you challenge the Arcade, including for your second challenge and later, you will post a new challenge form in this thread. If you already have a thread, please link to it where appropriate in the challenge submission, otherwise mark it as N/A so the refs know to post a new one. It is through this that you can change your team between challenges. If you want to test out a new Pokemon, then know that the challenge form is the only place these changes can be made. Changes, obviously, cannot be made while a challenge is going on, only between challenges.
Winning Streaks
If you successfully clear the Battle Arcade (defeating all 3 RNGed opponents, and then Dahlia afterwords) you will begin a streak. Streaks only remain for as long as you continue winning fights, If you lose even one fight, your streak is over, and must be started anew. In order to reach the higher ranks you must raise your streak to 2 full wins within the previous rank. So if you clear 2 complete arcade runs while in Rank 1, you may then challenge Rank 2. However if you have qualified to challenge a higher rank and do not wish too, you may still challenge a lower rank. However if you clear the arcade challenge again while doing this, you will not further your streak, and if you are defeated on your run, your streak is still reset. Streaks for different formats are separate and do not affect each other (IE your singles streak has no bearing on your doubles streak and vice versa).
Challenge Threads
Each player gets their own challenge thread. For however many times you challenge the Arcade, your battles all occur and are reffed in your specific Arcade thread. The only posts that get made in this topic are the challenges themselves, nothing else. You will not post your own challenge thread, the referee that is reffing your matches will post it. This referee may change when you issue new challenges, but the same thread is used regardless.
The title of a challenge thread should be in the following form: Battle Arcade Challenge: <USER NAME>
So, for an example, let's say Destiny Warrior personally challenged the Arcade. His thread would be named "Battle Arcade Challenge: Destiny Warrior" without the quotation marks.
__________________
My New ASB Team here for convenience
Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure
Pwnemon: it's just touching yourself because nobody else is willing to
Last edited by Ragnarokalex; Feb 9th, 2013 at 7:35:37 AM.
Items:
Four events in the Battle Arcade involve items and berries. The lists from which they are obtained(based on streak length) are given below. When these events are chosen, the player (or ref) selects a different item for each of their Pokemon, items must all be different, and will be carried through in between battles. However any number of uses that an item may have do not get replaced between fights, so if a challenger uses 2 uses on his Ice Gem then moves onto the next battle, that Ice Gem will still only have 3 uses left. Any items that are lost though means of Knock Off or Thief are lost and cannot be replaced. If this event is selected multiple times, new items may be chosen for each mon, even an item that a mon is already currently holding, but each mon may still only hold one item.
Mental Herb
Dragon Scale
Electirizer
Link Cable
Soothe Bell
Full Incense
Lax Incense
Luck Incense
Odd Incense
Pure Incense
Rock Incense
Rose Incense
Sea Incense
Wave Incense
Magmarizer
Protector
Reaper Cloth
Damp Rock
Heat Rock
Icy Rock
Smooth Rock
Light Clay
Black Belt
Blackglasses
Charcoal
Dragon Fang
Hard Stone
Magnet
Metal Coat
Miracle Seed
Mystic Water
NeverMeltIce
Poison Barb
Sharp Beak
Silk Scarf
Silverpowder
Soft Sand
Spell Tag
Twistedspoon
Iron Ball
Flame Orb
Toxic Orb
Sticky Barb
Ring Target
Dawn Stone
Dusk Stone
Fire Stone
Water Stone
Leaf Stone
Thunder Stone
Moon Stone
Shiny Stone
Sun Stone
Ice Rock
Moss Rock
(Rotom appliances can only selected once per roulette result, and go to the trainer instead of a mon, however they must be selected as a mon's hold item, using up their choice)
Rotom Cut Mower
Rotom Frost Fridge
Rotom Heat Toaster
Rotom Spin Fan
Rotom Wash Washer
Battles 17+
These berries and items are in addition to the previous lists.
Everstone
Rare Candy
Life Orb
Muscle Band
Wise Glasses
Expert Belt
Metronome
Choice Band
Choice Specs
Choice Scarf
Leftovers
Black Sludge
Shell Bell
Rocky Helmet
Focus Band
Focus Sash
Destiny Knot
Shed Shell
Smoke Ball
Scope Lens
Wide Lens
Zoom Lens
Quick Claw
Lagging Tail
Razor Claw
Razor Fang
Brightpowder
Float Stone
Big Root
Binding Band
Grip Claw
King's Rock
Macho Brace
Referees:
Information
Referees are needed for the Battle Arcade. As a preliminary measure, I will take 3 additional referees, other than myself, and hire any more on a need basis. Referees are paid in Universal Counters(UC). You earn the standard amount of UC you would earn for a normal battle for each battle, with 3 extra UC thrown in for good measure, due to the complexity of the challenge.
At the start of every match, after (a) Pokemon has/have been randomized, referees must randomize a 4x4 roulette board from the events given in the first post. For Battles 1-8, only the events given under the hide tag need to be randomized from, while for battles 9+, events for the roulette are randomized from the entire list of 48 events. Repetitions on the roulette CAN happen(and are in fact quite likely), so do not bother about such occurences.
Workflow
Accept a challenge.
Post a new thread if it is the challenger's first challenge, else post the challenge in the challenger's thread.
Choose an NPC if you wish to(this is advised), and and randomize the Pokemon you will be using, then randomize the roulette and post both in the thread.
Ref the battle as you would ref any battle of that type in the challenger's thread. Assume, for purposes of move order, the battle was issued by the challenger and that the NPC is the acceptor, that is, the NPC must issue actions first.
Continue reffing matches until the challenger beats the Boss and wins the challenge, loses, is disqualified, or forfeits.
Post challenge rewards at the end of the challenge, including EC/MC/DC/KOC/your UC.
Approved Referees
The following referees are approved Battle Arcade Referees:
Active
Ragnarokalex
Matezoide
Waterwarrior
UllarWarlord
The Wanderer
AOPSUser
King Serperior
Inactive
Pwnemon
Dogfish44
Applications
When applying for a position as a Battle Arcade Referee, send a PM to Ragnarokalex with a few links to fights that you have both reffed and participated in, that you feel highlight your Battling Skill, Reffing Speed, and Reffing Accuracy. Remember that accuracy, speed of reffing, and providing a challenge for our players is our utmost concern. Flavor can take a backseat to these so long as the other criteria are being fulfilled.
__________________
My New ASB Team here for convenience
Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure
Pwnemon: it's just touching yourself because nobody else is willing to
Last edited by Ragnarokalex; May 9th, 2013 at 8:21:40 PM.
Reason: increasing the ref roster
Challengers may feel free to begin posting challenges again once I have posted Matezoides previous arcade challenge.
__________________
My New ASB Team here for convenience
Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure
Pwnemon: it's just touching yourself because nobody else is willing to
Alright, the new Arcade thread is finally open for business, take note any new challenges that are not already taken should follow the changes to the rules outlined here. With that being said, here are the challenges transferred over from the previous thread:
Nature: Naive (+17% accuracy)
Type: Fire
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.
About: Caught after being found injured by Matt and nursed back to health, Twilight quickly showed it's amazing fighting abilites by defeating a pack of wild Grimer. Despite her naiveness,Twilight is by no means a fool and , despite managing to maintain a serious attitude, she is a sweet heart and quickly becomes timid depending on the situation.
Run Away (Innate):
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Flash-Fire (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.
Flame Body (DW UNLOCKED,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.
Summary: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
About: Aside from her physical difference betwen other Vanilish (wich Bosco described as ''delicious looking''), Fiona is a highly timid and modest pokemon, refusing to show off no matter what. Sadly, this also causes her to understimate her own fighting abilites. She greatly hates using her Taunt move, but will not hesitate to use it if she feels it is necessary.
Abilites: Ice-Body (Innate):
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor (DW UNLOCKED, 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.
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.
About: While meditating, Throh was approached by the team and instantly felt Steve's strength. During their battle, Ernie showed a lot of inteligence and cunning, used Steve's own strength against him and got an early lead, but Steve managed to recover and quickly turn the tables around. After being burned by his Fire Punch, Ernie activated his Guts ability and had little trouble beating down Steve, until his Anger Point activated and a single Close Combat was enough to fall the Judo Pokemon.
He decided to join the team and train harder than ever, due to his old age, he also feels responsable to the others and greatly enjoys Tara's company, due to her maturity.
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.
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.
Mold Breaker (DW LOCKED, 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.)
Type: Ghost/Grass
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.
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:
Forewarn: This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW LOCKED): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Type: Bug/Flying 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). 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: Wonder Guard: Type: Innate
Pokemon with this ability suffer no damage from attacks that are not super effective. This ability cannot be removed or copied by any means.
Type: Ghost/Fighting 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. 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:
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 LOCKED): (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.
Nidoking (Gage) Male
Nature: Mild
Type: Poison: STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Ground: 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: Poison Point:
Type: Can be Disabled.
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect). 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). Sheer Force (DW):
Type: 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. (Dreamworld)
Attacks: 37 Total
Bide
Chip Away
Counter
Dig
Disable
Double Kick
Earth Power
Endure
Flamethrower
Focus Blast
Focus Energy
Fury Attack
Helping Hand
Horn Attack
Horn Drill
Ice Beam
Leer
Megahorn
Pay Day
Peck
Protect
Poison Sting
Roar
Shadow Ball
Substitute
Sucker Punch
Super Fang
Surf
Swagger
Tackle
Taunt
Thrash
Thunderbolt
Torment
Toxic
Toxic Spikes
Venoshock
Malspar the Infernape@Iron Fist
Infernape (Malspar) Male
Nature: Naughty
Type: 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. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Blaze:
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Iron Fist (DW):
Type: 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)
Attacks: 38 Total
Acrobatics
Aerial Ace
Blast Burn
Brick Break
Close Combat
Counter
Dig
Earthquake
Ember
Encore
Fake Out
Feint
Fire Punch
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Focus Punch
Fury Swipes
Grass Knot
Helping Hand
Leer
Mach Punch
Magic Coat
Nasty Plot
Overheat
Scratch
Shadow Claw
Slack Off
Stone Edge
Substitute
Sunny Day
Swift
Taunt
Thunder Punch
Torment
Toxic
Will o Wisp
Hacketia the Porygon-Z@Adaptibility
Porygon-Z (Hacketia)
Nature: Modest
Type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Adaptability:
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Download:
Type: 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 increase 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, Attack is raised.) This boost is maintained at the end of each round. Analytic (DW):
Type: Can be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Attacks: 42 Total
Agility
Bide
Blizzard
Conversion
Conversion2
Dark Pulse
Defense Curl
Double Team
Endure
Hidden Power (Ground, 7)
Hyper Beam
Ice Beam
Icy Wind
Magic Coat
Magnet Rise
Nasty Plot
Pain Split
Protect
Psybeam
Psychic
Psyshock
Rain Dance
Recover
Reflect
Rest
Sharpen
Signal Beam
Shadow Ball
Sleep Talk
Solar Beam
Substitute
Sunny Day
Swagger
Swift
Tackle
Thunder
Thunderbolt
Thunder Wave
Teleport
Toxic
Tri Attack
Trick Room
Azavel the Togekiss@Serene Grace
Togetic (Azavel) Male
Nature: Timid
Type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. 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: Hustle:
Type: 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:
Type: Innate
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Super Luck (DW):
Type: Innate
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.
Attacks: 50 Total
After You
Air Cutter
Air Slash
Ancient Power
Aura Sphere
Baton Pass
Bestow
Brick Break
Charm
Counter
Double Team
Encore
Endure
Extrasensory
Extreme Speed
Fire Blast
Flamethrower
Fly
Follow Me
Grass Knot
Growl
Heal Bell
Heat Wave
Helping Hand
Light Screen
Magic Coat
Magical Leaf
Metrenome
Mirror Move
Morning Sun
Nasty Plot
Protect
Psychic
Psyshock
Rain Dance
Reflect
Roost
Safeguard
Shadow Ball
Sky Attack
Solar Beam
Substitute
Sunny Day
Sweet Kiss
Swift
Tailwind
Toxic
Tri Attack
Yawn
Wish
__________________
My New ASB Team here for convenience
Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure
Pwnemon: it's just touching yourself because nobody else is willing to
Last edited by Ragnarokalex; Feb 20th, 2013 at 3:41:25 PM.
Cinccino [Dexter](M) Nature: Adamant (+Att, -SpA) Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm: Type: Innate. This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
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.
Skill Link (DW unlocked): Type: Innate. 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).
Attacks:
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Wake-up Slap
After You
Hyper Voice
Rock Blast
Bullet Seed
Last Resort
Echoed Voice
Endure
Knock Off
Flail
Mud-Slap
Tail Whip
Covet
Sleep Talk
Safeguard
Dig
Double Team
Retailiate
Thief
Thunder Wave
U-Turn
Sunny Day
Rain Dance
Jill the Jellicent
Jellicent[Jill](F)* Nature: Bold (+Def, -Att) Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Water Absorb: Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Cursed Body: Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (DW unlocked): Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
Bubble*
Water Sport*
Absorb*
Night Shade*
BubbleBeam*
Recover*
Water Pulse*
Ominous Wind
Rain Dance
Hex
Wring Out
Water Spout
Brine
Hydro Pump
Confuse Ray*
Mist*
Acid Armor*
Pain Split
Giga Drain
Icy Wind
Magic Coat
Sleep Talk
Ice Beam*
Shadow Ball*
Scald*
Toxic
Protect
Will-o-Wisp
Surf
Double Team
Hail
Blizzard
Energy Ball
Psychic
King Kong the Darmanitan
Damanitan[King Kong](M)* Nature: Adamant Type:
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.
Abilities:
Sheer Force: Type: 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.
Zen Mode(DW): Type: Can be Enabled.
Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.
Weavile (Dovahkiin) Male ♫ Nature: Adamant (+Atk, -SpA) Type: Dark/Ice
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 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: 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. Pickpocket (DW ability- 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. Command: [Ability: Pickpocket (Ally Item Swap)]
Serperior (Franziska) Female ♫
Nature: Serious
Type: 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 ability- UNLOCKED): (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.
Blastoise* (Squirts) Female ♫ Nature: Quiet (+SpA, -Spe, -10% Eva) Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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) Rain Dish (DW ability- UNLOCKED): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 67 (78/1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 9/9 MC: 0 DC: 5/5
Attacks: (31 total) Physical:
Aqua Tail
Bite*
Brick Break
Counter
Dragon Tail
Fake Out
Rapid Spin*
Skull Bash
Tackle*
Special: Brine*
Bubble*
Flash Cannon
Focus Blast
Hidden Power (Grass- 7)
Hydro Pump
Ice Beam*
Mirror Coat
Scald
Surf*
Water Gun*
Water Pledge
Water Pulse*
Water Sput
Status: Aqua Ring*
Double Team*
Endure
Iron Defense
Protect*
Rain Dance
Tail Whip*
Withdraw*
Yawn*
__________________ CAP ASB
<Engineer> dw you should come to america
<Engineer> where you can eat burgers and get fat
<Destiny_Warrior> 9.9 engi
*** kingofburgerz [~cgiirc@synIRC-43958468.hsd1.co.comcast.net] has joined #capasb
Weavile (Dovahkiin) Male ♫ Nature: Adamant (+Atk, -SpA) Type: Dark/Ice
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 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: 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. Pickpocket (DW ability- 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. Command: [Ability: Pickpocket (Ally Item Swap)]
Serperior (Franziska) Female ♫
Nature: Serious
Type: 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 ability- UNLOCKED): (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.
Blastoise* (Squirts) Female ♫ Nature: Quiet (+SpA, -Spe, -10% Eva) Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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) Rain Dish (DW ability- UNLOCKED): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 67 (78/1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 9/9 MC: 0 DC: 5/5
Attacks: (31 total) Physical:
Aqua Tail
Bite*
Brick Break
Counter
Dragon Tail
Fake Out
Rapid Spin*
Skull Bash
Tackle*
Special: Brine*
Bubble*
Flash Cannon
Focus Blast
Hidden Power (Grass- 7)
Hydro Pump
Ice Beam*
Mirror Coat
Scald
Surf*
Water Gun*
Water Pledge
Water Pulse*
Water Sput
Status: Aqua Ring*
Double Team*
Endure
Iron Defense
Protect*
Rain Dance
Tail Whip*
Withdraw*
Yawn*
My first taste of reffing a facility...let's get to it!
posting to say UllarWarlord is now an approved Arcade Ref, and that Yoshinites ability has been fixed, so his challenge is now legal
__________________
My New ASB Team here for convenience
Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure
Pwnemon: it's just touching yourself because nobody else is willing to
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 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:
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.
Sunny Day
Flamethrower
Solarbeam
Protect
Earthquake
Will-O-Wisp
Hidden Power (Ice 7)
Endure
Rock Slide
Light Screen
Dragon Tail
Substitute
Rest
Overheat
Low Sweep
Block
Low Kick
Stealth Rock
Sleep Talk
Total Moves: 42
Angry Birds the Cyclohm (M)
Angry Birds the Cyclohm (M) @ Shield Dust
Nature: Modest (+Sp Atk, -Atk)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat (DW-Unlocked): (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).
Tackle
Growl
Twister
Whirlwind
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Hurricane
Slack Off
Weather Ball
Dragon Pulse
Double Hit
Bide
Tri Attack
Leer
Dragon Tail
Discharge
Zap Cannon
Thrash
Outrage
Heal Bell
Hydro Pump
Power Gem
Magnet Rise
Gust
Mud Slap
Flamethrower
Thunder
Substitute
Hail
Sandstorm
Blizzard
Volt Switch
Sunny Day
Thunder Wave
Hidden Power Grass (7)
Hyper Beam
Surf
Earthquake
Protect
Thunderbolt
Torment
Light Screen
Ice Beam
Charge Beam
Fire Blast
Rest
Round
Incinerate
Flash
Trick Room
Signal Beam
Electroweb
Draco Meteor
Sleep Talk
Total Moves: 57
Temple Run the Stratagem (-)
Temple Run the Stratagem (-) @ Technician (But no levitrait :()
Nature: Modest (+SpAtk, -Atk)
Type: Rock Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. 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. Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Mold Breaker (DW UNLOCKED): (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.)
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Paleo Wave
Metal Sound
Giga Drain
Weather Ball
Magnet Rise
Electro Ball
Head Smash
Rock Polish
Double Edge
Earth Power
Heat Wave
Vacuum Wave
Ancientpower
Trick
Ominous Wind
Shadow Ball
Energy Ball
Protect
Hidden Power Ice (6)
Volt Switch
Flamethrower
Flash Cannon
Double Team
Calm Mind
Total Moves: 32
Othello the Reuniclus (F)
Othello the Reuniclus (F) @ Magic Guard
Nature: Brave (+Atk, - Speed)
Type: Psychic
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:
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.
Taking yoshinite's challenge, as he's fixed his Necturna. Sorry Subway :/
__________________ CAP ASB
<Engineer> dw you should come to america
<Engineer> where you can eat burgers and get fat
<Destiny_Warrior> 9.9 engi
*** kingofburgerz [~cgiirc@synIRC-43958468.hsd1.co.comcast.net] has joined #capasb
Name: EspyOwner Format: Singles Thread:Here Mon #1: Shadow Man @ Cursed Body Mon #2: Hard Man @ Sheer Force Mon #3: Bubble Man @ Torrent
Kitsunoh (Shadow Man)
Kitsunoh (Shadow Man) [Female]
Nature: Jolly (+15% Speed, -1 Special Attack, +19% Accuracy)
Type: Steel/Ghost Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Frisk:
Type: Innate
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Limber:
Type: Innate
This Pokemon's body is well trained and immune to paralysis.
Cursed Body (Dream World):
Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Scratch
Iron Defense
Lick
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
ShadowStrike
Fake Out
Iron Head
Metal Claw
Imprison
Revenge
Shadow Claw
Perish Song
Meteor Mash
Psycho Shift
Yawn
Magic Coat
Sleep Talk
Low Kick
Ice Punch
Fire Punch
ThunderPunch
Spite
Snatch
Super Fang
Knock Off
Steelix (Hard Man) [Male]
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Steel/Ground 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. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
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.
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.
Sheer Force (Dream World):
Type: 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.
Mud Sport
Tackle
Harden
Bind
Curse
Screech
Rock Throw
Rage
Rock Tomb
Stealth Rock
Rock Polish
Smack Down
DragonBreath
Sandstorm
Slam
Rock Slide
Dig
Autotomize
Thunder Fang
Ice Fang
Fire Fang
Crunch
Double-Edge
Stone Edge
Empoleon (Bubble Man) [Male]
Nature: Quiet (-15% Speed, +1 Special Attack, -10% Evasion)
Type: Water/Steel Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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.
Abilities:
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Defiant (Dream World):
Type: Innate
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.
Nidoking: Expert Belt & Sheer Force Pyroak: Rare Candy & Rock Head Lucario: Quick Claw & Steadfast
King the Nidoking
Nidoking [King] (Male)
Mild: (+1 Sp.Atk, -1 Def) Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Poison Point: (Can be disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect). Rivalry: (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. 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.
Attacks:
1). Leer
2). Peck
3). Tackle
4). Horn Attack
5). Double Kick
6). Poison Sting
7). Focus Energy
8). Fury Attack
9). Helping Hand
10). Poison Jab
11). Fire Blast
12). Sludge Wave
13). Sucker Punch
14). Head Smash
15). Confusion
16). Sludge Bomb
17). Thunderbolt
18). Ice Beam
19). Protect
20). Water Pulse
21). Dig
22). Double Team
23). Hone Claws
24). Chip Away
25). Thrash
26). Earth Power
27). Megahorn
28). Blizzard
29). Flamethrower
30). Thunder
31). Brick Break
32). Fire Punch
33). Thunderpunch
34). Ice Punch
35). Focus Blast
36). Surf
37). Hidden Power (Ground) [7 BAP]
38). Rock Slide
39). Earthquake
40). Stone Edge
41). Drill Run
42). Toxic Spikes
43). Endure
44). Venoshock
45). Smack Down
46). Dynamicpunch
47). Sandstorm
48). Incinerate
49). Horn Drill
50). Flatter
51). Captivate
52). Counter
53). Taunt
54). Disable
55). Aqua Tail
56). Outrage
57). Stealth Rock
58). Super Fang
59). Superpower
60). Shadow Ball
61). Morning Sun
62). Toxic
63). Substitute
64). Lovely Kiss
65). Sweet Kiss
66). Torment
67). Roar
68). Fissure
69). Hyper Beam
70). Bulldoze
Firestorm the Pyroak
Pyroak [Firestorm] (Male) Nature: Brave (+1 Atk, -15% Speed, -10% Evasion) 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 brushfire areas. Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Lucario [Goku] (male) Nature: Naughty (+1 Atk, -1Sp.Def) 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. 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.
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. 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. 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.
__________________
My New ASB Team here for convenience
Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure
Pwnemon: it's just touching yourself because nobody else is willing to
__________________ Nobody is going to die on my watch.....And ASB team
<Glacier> Suddenly Ahri was overpowered by Texas's might! "B-b-but Texas.." she whispered, trying to hide her wet craven, "What if Glacier finds out-" but Texas didnt care, and suddenly mouth was on mouth, eyes rolling back as the hormones did the talking
<Glacier> AND THEN GLACIER COMES IN AND THREESOME YAY
__________________ CAP ASB
<Engineer> dw you should come to america
<Engineer> where you can eat burgers and get fat
<Destiny_Warrior> 9.9 engi
*** kingofburgerz [~cgiirc@synIRC-43958468.hsd1.co.comcast.net] has joined #capasb
Frostbite - Scylant (M) Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage; Subtracts One (1) Rank from Defense) Type: Ice - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. KOs: 10
Abilities: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks. Technician: (Dream World; 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.
Serenity - Togekiss (F) Nature: Bold (Adds 1 to Defense; Subtracts 1 from Attack) 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. KOs: 9 Original Trainer: rickheg
Abilities: 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: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Super Luck: (Dream World; Innate) 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.
Hakumen - Kitsunoh (M) Nature: Impish (Adds one Rank to Defense; Subtract one Rank to Special Attack) Type: Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. KOs: 9
Abilities: Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift. Limber (Innate) This Pokemon’s body is well trained and immune to paralysis. Cursed Body: (Dream World; Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
__________________
20:27 GemoftheDay They need cap lc. Just saying
20:27 ThatWildWolfe What's LC?
20:28 Glacier Lesbian Camels, actually
20:28 Matezoide I approve
Umm... hello? Any other refs alive? Taking EspyOwner, and let's hope we can revive this...
Current queue:
King Serperior
Matezoide (subref)
waterwarrior (subref)
TheWolfe
__________________ CAP ASB
<Engineer> dw you should come to america
<Engineer> where you can eat burgers and get fat
<Destiny_Warrior> 9.9 engi
*** kingofburgerz [~cgiirc@synIRC-43958468.hsd1.co.comcast.net] has joined #capasb