Golf
Gus (Cranidos) (M)
Nature: Rash
Type: Rock
Rock: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Harden, Iron Defense, Light Screen, Protect, Quick Guard, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Abilities:
Mold Breaker
Sheer Force (HA Locked)
Stats:
Hp: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 0/6
MC: 0
AC: 0/5
Moves (17/???):
Headbutt (*)
Leer (*)
Focus Energy (*)
Pursuit (*)
Take Down (*)
Scary Face (*)
Assurance (*)
Crunch (*)
Hammer Arm (*)
Iron Head (*)
Stomp (*)
Whirlwind (*)
Ice Beam (*)
Thunderbolt (*)
Earthquake (*)
Fire Blast (*)
Rock Slide (*)
Jerry
Order of Operations:
S0LID_G0LD Orders
Gerard Orders
I Ref

Gus (Cranidos) (M)
Nature: Rash
Type: Rock
Rock: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Harden, Iron Defense, Light Screen, Protect, Quick Guard, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Abilities:
Mold Breaker
Sheer Force (HA Locked)
Stats:
Hp: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 0/6
MC: 0
AC: 0/5
Moves (17/???):
Headbutt (*)
Leer (*)
Focus Energy (*)
Pursuit (*)
Take Down (*)
Scary Face (*)
Assurance (*)
Crunch (*)
Hammer Arm (*)
Iron Head (*)
Stomp (*)
Whirlwind (*)
Ice Beam (*)
Thunderbolt (*)
Earthquake (*)
Fire Blast (*)
Rock Slide (*)
Jerry
Emcee (Mime Jr.) {♀}

Nature: Modest (+1 SpA, -1 Atk)
Type: Psychic / Fairy
Abilities: Soundproof / Filter /Technician
HP: 80
Atk: 0 (-)
Def: 2
SpA: 4 (+)
SpD: 3
Spe: 60
SC: 1
WC: 2
BRT: 12
EC: 0/6
MC: 0
AC: 0/5
Attacks (21/---)
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
Double Slap
Mimic
Light Screen
Reflect
Psybeam
Fake Out
Future Sight
Teeter Dance
Hypnosis
Healing Wish
Psyshock
SolarBeam
Thunderbolt
Shadow Ball
Taunt
Type: Psychic / Fairy
Psychic STAB; 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.Fairy STAB; -1 EN on non-Fairy Typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)Abilities: Soundproof / Filter /
Soundproof: (Passive) 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: Boomburst, Bug Buzz, Chatter, Disarming Voice, Echoed Voice, Grass Whistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)Filter: (Passive) This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent's super effective attack by two (2).Technician: (Passive) 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 that has its BAP increased by Technician 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.HP: 80
Atk: 0 (-)
Def: 2
SpA: 4 (+)
SpD: 3
Spe: 60
SC: 1
WC: 2
BRT: 12
EC: 0/6
MC: 0
AC: 0/5
Attacks (21/---)
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
Double Slap
Mimic
Light Screen
Reflect
Psybeam
Fake Out
Future Sight
Teeter Dance
Hypnosis
Healing Wish
Psyshock
SolarBeam
Thunderbolt
Shadow Ball
Taunt
Order of Operations:
S0LID_G0LD Orders
Gerard Orders
I Ref