Frosty
=_=
Challenging Pwnemon to a 6v6 FE triples
Challenging Engineer Pikachu to a 6v6 FE triples
they can pick the rules because idc
3 Day DQ
Items: All
Abilities: All
Positioning: Off
Substitutions: 3
Infinite chills / Recovers
Switch: OK
Referee can choose a (not too crazy) arena.
Arena: TELEPORTATION!
Field Type: Variable
Complexity: Variable
Format: Variable
Restrictions: Weather Effects, Room Effects, Entry Hazards, & Gravity only last until the end of a round, unless the same arena is rolled twice in a row, otherwise, Variable
Description: Yes, you better believe it! At the end of every round (And at the beginning of the match), the referee will roll a number between 0* & however many arenas there are in the arena compendium thread (Each representing an arena in the Arena Compendium Thread in chronological order). Whichever number you roll, for the next round, the battle will take place on that arena. Its as simple as that.
*0 represents the ASB Tournament Arena.
Concept Arenas do not count, either...Neither does TELEPORTATION! itself.
Summary: A new arena every round.
Field Type: Variable
Complexity: Variable
Format: Variable
Restrictions: Weather Effects, Room Effects, Entry Hazards, & Gravity only last until the end of a round, unless the same arena is rolled twice in a row, otherwise, Variable
Description: Yes, you better believe it! At the end of every round (And at the beginning of the match), the referee will roll a number between 0* & however many arenas there are in the arena compendium thread (Each representing an arena in the Arena Compendium Thread in chronological order). Whichever number you roll, for the next round, the battle will take place on that arena. Its as simple as that.
*0 represents the ASB Tournament Arena.
Concept Arenas do not count, either...Neither does TELEPORTATION! itself.
Summary: A new arena every round.
First Arena is....
Arena: Oasis and Pyramid
Field Type: Ground, Fire, Water, Grass
Complexity: Moderate
Format: All
Arena: A pyramid that is right next to an oasis (about 10 feet away, the oasis is about 200 sq feet in the shape of a circle), which is filled with lush growth and plenty of desert plants. There is a pool that sits next to the pyramid and it is about 15 feet deep. Battlers begin midway between the top of the pyramid and the bottom and can either climb or descend the pyramid. A Revenankh (of life) sits at the top of the pyramid, meditating and it will reward them with 30 Health. Desukan may appear randomly if the sandstorm is damaged too much (as well as Desumasu). They will Curse any Pokemon that get in their way. Sunny Day is always in effect here, with a 10% chance of a Sandstorm occurring. Although the weather is warm here, there is a decent amount of humidity in the air as well. This means that there is a 1% chance of Rain Dance of occurring on its own. And if we want to go into any deeper details, there is only a 0.0000000001% chance of Hail occurring around here. Anyways, this image sort of gives us a feeling of what the arena should look like:
Field Type: Ground, Fire, Water, Grass
Complexity: Moderate
Format: All
Arena: A pyramid that is right next to an oasis (about 10 feet away, the oasis is about 200 sq feet in the shape of a circle), which is filled with lush growth and plenty of desert plants. There is a pool that sits next to the pyramid and it is about 15 feet deep. Battlers begin midway between the top of the pyramid and the bottom and can either climb or descend the pyramid. A Revenankh (of life) sits at the top of the pyramid, meditating and it will reward them with 30 Health. Desukan may appear randomly if the sandstorm is damaged too much (as well as Desumasu). They will Curse any Pokemon that get in their way. Sunny Day is always in effect here, with a 10% chance of a Sandstorm occurring. Although the weather is warm here, there is a decent amount of humidity in the air as well. This means that there is a 1% chance of Rain Dance of occurring on its own. And if we want to go into any deeper details, there is only a 0.0000000001% chance of Hail occurring around here. Anyways, this image sort of gives us a feeling of what the arena should look like:
Elevator Music said:
Ninetales(*) [Kyukon] (F)
Nature: Timid (+15% Spe, +15% Acc, -1 Atk)
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.
Abilities:
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.
Drought (DW): (Innate) When this Pokemon is sent out, it summons blistering sunlight that scorches the field and 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.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 115 (100 *1.15) (+) (15% Accuracy boost)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
Total Moves: 79 [Movepool Complete]
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Attract
Bide
Body Slam
Calm Mind
Captivate
Charm
Confuse Ray
Covet
Curse
Dark Pulse
Dig
Disable
Double-Edge
Double Team
Dream Eater
Ember
Endure
Energy Ball
Extrasensory
Facade
Faint Attack
Fire Blast
Fire Spin
Flail
Flame Burst
Flame Charge
Flamethrower
Flare Blitz
Foul Play
Frustration
Giga Impact
Grudge
Headbutt
Heat Wave
Hex
Hidden Power
Howl
Hyper Beam
Hypnosis
Imprison
Incinerate
Inferno
Iron Tail
Mimic
Nasty Plot
Natural Gift
Ominous Wind
Overheat
Pain Split
Payback
Power Swap
Protect
Psych Up
Psyshock
Quick Attack
Rage
Reflect
Rest
Return
Roar
Role Play
Round
Safeguard
Secret Power
Skull Bash
Sleep Talk
Snore
SolarBeam
Spite
Substitute
Sunny Day
Swagger
Swift
Tail Slap
Tail Whip
Take Down
Toxic
Will-O-Wisp
Zen Headbutt
Milotic(*) [Mirokarosu] (F)
Nature: Bold (+1 Def, -1 Atk)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
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).
Cute Charm (DW): (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.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 5
Spe: 81
Size Class: 5
Weight Class: 5
Base Rank Total: 20
Total Moves: 68 [Movepool Complete]
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Aqua Ring
Aqua Tail
Attract
Avalanche
Bind
Blizzard
Body Slam
Brine
Bulldoze
Captivate
Confuse Ray
Dive
Double-Edge
Double Team
DragonBreath
Dragon Pulse
Dragon Tail
Endure
Facade
Flail
Frustration
Giga Impact
Hail
Haze
Hidden Power
Hydro Pump
Hyper Beam
Hypnosis
Ice Beam
Icy Wind
Iron Head
Iron Tail
Light Screen
Magic Coat
Mimic
Mirror Coat
Mist
Mud-Slap
Mud Sport
Natural Gift
Protect
Psych Up
Rain Dance
Recover
Refresh
Rest
Return
Round
Safeguard
Scald
Secret Power
Sleep Talk
Snore
Splash
Substitute
Surf
Swagger
Swift
Tackle
Tickle
Toxic
Twister
Waterfall
Water Gun
Water Pulse
Water Sport
Whirlpool
Venomoth [Morufon] (M)
Nature: Timid (+15% Spe, +12% Acc, -1 Atk)
Type: Bug/Poison
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).
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.
Abilities:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (e.g. burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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).
Wonder Skin (DW): (Innate) The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 104 (90 *1.15) (+) (12% Accuracy boost)
Size Class: 3
Weight Class: 2
Base Rank Total: 17
Total Moves: 80 [Movepool Complete]
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Acrobatics
Aerial Ace
Agility
Air Cutter
Attract
Baton Pass
Bide
Bug Bite
Bug Buzz
Captivate
Confusion
Curse
Defog
Disable
Double-Edge
Double Team
Endure
Energy Ball
Facade
Flash
Foresight
Frustration
Giga Drain
Giga Impact
Gust
Hidden Power
Hyper Beam
Leech Life
Mega Drain
Mimic
Morning Sun
Natural Gift
Ominous Wind
Poison Fang
PoisonPowder
Protect
Psybeam
Psychic
Psywave
Quiver Dance
Rage
Rage Powder
Razor Wind
Reflect
Refresh
Rest
Return
Roost
Round
Screech
Secret Power
Signal Beam
Silver Wind
Skill Swap
Sleep Powder
Sleep Talk
Sludge Bomb
Snore
SolarBeam
String Shot
Struggle Bug
Stun Spore
Substitute
Sunny Day
Supersonic
Swagger
Sweet Scent
Swift
Tackle
Tailwind
Take Down
Teleport
Thief
Toxic
Toxic Spikes
Twister
U-turn
Venoshock
Whirlwind
Zen Headbutt
Necturna [] (F)
Nature: Rash (+1 SpA, -1 SpD)
Type: Grass/Ghost
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.
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:
Forewarn: (Innate) This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.
Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4 (-)
Spe: 81
Size Class: 3
Weight Class: 3
Base Rank Total: 23
Total Moves: 66 [Movepool Complete]
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Attract
Bind
Calm Mind
Covet
Curse
Cut
Double Team
Dream Eater
Energy Ball
Facade
Flash
Frustration
Future Sight
Giga Drain
Giga Impact
Grass Knot
Gravity
Hex
Hidden Power (Water, 7)
Horn Leech
Hyper Beam
Ingrain
Knock Off
Leaf Blade
Leaf Storm
Leer
Natural Gift
Nightmare
Ominous Wind
Pain Split
Payback
Poison Fang
Power Whip
Protect
Psych Up
Psychic
Rest
Return
Round
Seed Bomb
Shadow Ball
Shadow Claw
Shadow Sneak
Skill Swap
Sleep Talk
Snatch
Snore
Soak (Sketched)
SolarBeam
Spite
Stone Edge
Substitute
Sunny Day
Super Fang
Swagger
Synthesis
Telekinesis
Thief
Thunder Fang
Torment
Toxic
Toxic Spikes
Trick
Vine Whip
Will-O-Wisp
Worry Seed
Conkeldurr [Roobushin] (M)
Nature: Careful (+1 SpD, -1 SpA)
Type: 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.
Abilities:
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 (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)
Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Total Moves: 68 [Movepool Complete]
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Attract
Bide
Block
Brick Break
Bulk Up
Bulldoze
Chip Away
Comet Punch
Counter
Detect
Dig
Double Team
Drain Punch
DynamicPunch
Earthquake
Endure
Facade
Fire Punch
Fling
Focus Blast
Focus Energy
Focus Punch
Force Palm
Foresight
Frustration
Giga Impact
Grass Knot
Hammer Arm
Helping Hand
Hidden Power (Psychic, 7)
Hyper Beam
Ice Punch
Knock Off
Leer
Low Kick
Low Sweep
Mach Punch
Payback
Poison Jab
Pound
Protect
Rain Dance
Rest
Retaliate
Return
Reversal
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Round
Scary Face
Sleep Talk
Smack Down
SmellingSalt
Snore
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Taunt
ThunderPunch
Toxic
Wake-Up Slap
Wide Guard
Work Up
Mollux [] (F)
Nature: Timid (+15% Spe, +9% Acc, -1 Atk)
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.
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.
Abilities:
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 (DW): (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.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 88 (76 *1.15) (+) (9% Accuracy boost)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 67 [Movepool Complete]
MC: 0
DC: 5/5
Attacks:
Acid
Acid Armor
Acid Spray
Aqua Ring
Attract
Bide
Bind
Bug Bite
Calm Mind
Charm
Clear Smog
Confuse Ray
Double Team
Ember
Eruption
Explosion
Facade
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
Hidden Power (Ice, 7)
Hyper Beam
Inferno
Iron Defense
Knock Off
Lava Plume
Light Screen
Moonlight
Overheat
Protect
Rain Dance
Rapid Spin
Recover
Rest
Return
Round
Sleep Talk
Sludge Bomb
Sludge Wave
Snatch
Snore
SolarBeam
Stealth Rock
Substitute
Sunny Day
Swagger
Thief
Thunder
Thunder Wave
Thunderbolt
Toxic
Toxic Spikes
Trick
Venoshock
Will-O-Wisp
Withdraw
Engineer Pikachu said:
Mollux (Yogan) (F)
NATR: Bold (Defense increased by *, Attack decreased by *)
TYPE: Fire / Poison
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 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.
ABILITIES
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 (Unlocked): (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.
STATS: 95 / 45 / 83 / 131 / 106 / 76
HP: 100
Atk-: * (1)
Def+: **** (4)
SpA: ***** (5)
SpD: **** (4)
Spe: 76
SC: 3
WC: 3
BRT: 20
EC: —
MC: 0
DC: 5 / 5
ATTACKS [53]:
Acid
Acid Armor
Acid Spray
Bide
Clear Smog
Confuse Ray
Ember
Eruption
Final Gambit
Gunk Shot
Heat Wave
Inferno
Lava Plume
Moonlight
Recover
Toxic Spikes
Withdraw
Aqua Ring (#)
Fire Spin (#)
Heal Pulse (#)
Bind
Gastro Acid
Heal Bell
Helping Hand
Knock Off
Sleep Talk
Snatch
Stealth Rock
Attract
Double Team
Explosion
Hidden Power [Ice 7]
Hyper Beam
Fire Blast
Flame Charge
Flamethrower
Flash
Light Screen
Overheat
Protect
Rain Dance
Rest
Sludge Bomb
Sludge Wave
SolarBeam
Substitute
Sunny Day
Thunder Wave
Thunder
Thunderbolt (#)
Toxic (#)
Venoshock (#)
Will-O-Wisp
Syclant* (Hyomu) (M)
NATR: Mild (Special Attack increased by *, Defense reduced by *)
TYPE: Ice / Bug
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 STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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 (Unlocked): (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.
STATS: 70 / 116 / 70 / 114 / 64 / 121
HP: 100
Atk: **** (4)
Def-: ** (2)
SpA+: ***** (5)
SpD: *** (3)
Spe: 121
SC: 3
WC: 4
BRT: 21
EC: 6 / 6
MC: 4
DC: 5 / 5
ATTACKS [47]:
Avalanche
Bug Bite (*)
Bug Buzz
Focus Energy (*)
Hail
Ice Beam
Ice Punch
Ice Shard (*)
Icicle Drop
Icicle Spear (*)
Icy Wind (*)
Leech Life (*)
Leer (*)
Scratch
Sheer Cold
Slash (*)
X-Scissor
Counter
Earth Power (*)
Pin Missile
Spikes
Tail Glow (*)
Water Pulse (*)
Electroweb
Superpower
Acrobatics (*)
Aerial Ace
Blizzard (*)
Brick Break
Bulldoze
Dig
Double Team
Earthquake
False Swipe
Focus Blast
Frost Breath
Hidden Power [Electric 6]
Protect
Rock Slide (*)
SolarBeam
Stone Edge
Struggle Bug
Substitute
Taunt
Toxic
U-turn
Venom Shock
Dragonite* (Kidoku) (M)
NATR: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion)
Type: Dragon / Flying
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
ABILITIES
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.
Multiscale (Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
STATS: 91 / 134 / 95 / 100 / 100 / 80
HP: 100
Atk: ***** (5)
Def: *** (3)
SpA+: ***** (5)
SpD: **** (4)
Spe-: 69 (80 / 1.15)
SC: 4
WC: 6
BRT: 22
EC: 9 / 9
MC: 7
DC: 5 / 5
ATTACKS [55]:
Agility (*)
Aqua Tail
Dragon Dance
Dragon Rage (*)
Dragon Rush
Dragon Tail
Fire Punch
Hurricane
Hyper Beam
Leer (*)
Outrage
Roost
Safeguard
Slam (*)
ThunderPunch
Thunder Wave (*)
Twister (*)
Wing Attack
Wrap (*)
Aqua Jet (*)
Dragon Pulse (*)
ExtremeSpeed (*)
Draco Meteor
Heat Wave
Ominous Wind
Superpower
Tailwind
Brick Break
Bulldoze
Dive
Double Team
Dragon Claw
Dragon Tail
Earthquake
Fire Blast (*)
Fly
Focus Blast
Hidden Power [Grass 7]
Ice Beam (*)
Light Screen
Protect
Rain Dance
Sky Drop
Stone Edge
Substitute
Surf
Thunderbolt (*)
Toxic
Bide
Endure
Focus Punch
Reflect
Shock Wave
Sleep Talk
Dispel [R]
Aerodactyl (Malcolm) (M)
NATR: Jolly (+15% Spe, +26% [25.86%] Acc, Special Attack reduced by *)
Type: Rock / Flying
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
ABILITIES
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.
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.
Unnerve (Unlocked): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
STATS: 80 / 105 / 65 / 60 / 75 / 130
HP: 100
Atk: **** (4)
Def: *** (3)
SpA-: * (1)
SpD: *** (3)
Spe+: 150 (130 * 1.15)
SC: 4
WC: 4
BRT: 20
EC: —
MC: 5
DC: 5 / 5
ATTACKS [47]:
Agility
Ancientpower
Bite
Crunch
Fire Fang
Giga Impact (#)
Hyper Beam
Ice Fang
Iron Head
Roar
Rock Slide (#)
Scary Face
Sky Drop
Supersonic
Supersonic
Take Down
Thunder Fang
Wing Attack
Pursuit
Roost (#)
Steel Wing (#)
Tailwind (#)
Whirlwind
Air Cutter
Aqua Tail
Endure
Heat Wave
Sky Attack
Aerial Ace
Bulldoze
Double Team
Dragon Claw
Earthquake
Fly
Payback
Protect
Rest
Sandstorm
Smack Down
Stone Edge
Substitute
Sunny Day
Taunt (#)
Torment
Bide
Razor Wind
Reflect
Sleep Talk
Stealth Rock
Colossoil (Kujira) (F)
NATR: Hasty (+15% Spe, +14% [13.91%] Acc, Defense decreased by *)
Type: Dark / Ground
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
ABILITIES
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (Unlocked): (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.
STATS: 133 / 122 / 72 / 71 / 72 / 95
HP: 120
Atk: ***** (5)
Def-: ** (2)
SpA: *** (3)
SpD: *** (3)
Spe+: 110 (95 * 1.15)
SC: 5
WC: 10
BRT: 22
EC: 6 / 6
MC: 8
DC: 5 / 5
ATTACKS [78]:
Bite
Body Slam
Bounce
BubbleBeam
Crunch
Dark Pulse
Dig
Drill Run
Horn Attack
Horn Drill
Leer
Magnitude
Megahorn
Mud Bomb
Mud Shot
Muddy Water
Peck
Pursuit
Rapid Spin
Spit Up
Stockpile
Swallow
Tackle
Dive
Encore (#)
Fake Out (#)
Fire Fang
Fissure
Flail
Sand Tomb
Sucker Punch
Thunder Fang
Water Spout (#)
Aqua Tail
Earth Power
Foul Play
Iron Tail
Knock Off
Snatch
Snore
Superpower
Attract
Brick Break
Bulldoze
Double Team
Dragon Tail
Earthquake (#)
Echoed Voice
Embargo
Facade
Frustration
Giga Impact
Payback
Poison Jab
Protect
Quash
Rain Dance
Rest
Retaliate
Return
Roar
Rock Slide
Rock Tomb
Round
Sandstorm
Sludge Bomb
Sludge Wave
Smack Down
Snarl
Stone Edge
Substitute
Sunny Day
Taunt (#)
Thief
Toxic
U-turn
Endure
Sleep Talk
Fidgit (Shokoli) (F)
NATR: Quiet (SpA increased by *, -10% Evasion, Speed decreased by 15%)
TYPE: Ground / Poison
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 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.
ABILITIES
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster (Unlocked): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
STATS: 95 / 76 / 109 / 90 / 80 / 105
HP: 100
Atk: *** (3)
Def: **** (4)
SpA+: **** (4)
SpD: *** (3)
Spe-: 91 (105 / 1.15)
SC: 2
WC: 4
BRT: 20
EC: 6 / 6
MC: 13
DC: 5 / 5
ATTACKS [94]:
Air Slash
Body Slam
Circle Throw
Clear Smog
Comet Punch
Copycat
Earth Power
Encore
Gravity
Gust
Heal Block
Helping Hand
Knock Off
Lucky Chant
Magic Room
Me First
Rapid Spin
Razor Wind
Sludge Bomb
Tailwind
Toxic Spikes
Whirlwind
Wide Guard
Wonder Room
Acid Spray
After You
Disable (#)
Entrainment
Follow Me
Gastro Acid
Haze
Heal Pulse
Icy Wind
Metronome
Mimic
Spikes
Stealth Rock (#)
Wish (#)
Block
Drill Run
Skill Swap
Snatch
Snore
Swift
Twister
Acrobatics
Aerial Ace
Ally Switch
Attract
Bulldoze
Dig
Double Team
Earthquake
Echoed Voice
Embargo
Facade
Fling
Frustration
Giga Impact
Hidden Power [Grass 7]
Hyper Beam
Light Screen
Low Sweep
Poison Jab
Protect
Quash
Rain Dance
Reflect (#)
Retaliate
Rest
Return
Rock Slide
Rock Tomb
Round
Safeguard
Sandstorm
Shadow Ball (#)
Sludge Wave
Smack Down
Stone Edge
Struggle Bug
Substitute
Sunny Day
Swagger
Taunt (#)
Telekinesis
Thief
Torment
Toxic
U-turn
Venom Shock
Endure
Sleep Talk
Dispel [R]
Order of Operations:
Elevator Music sends out pokemon with items
Engineer Pikachu sends out pokemon with items and orders
Elevator Music gives orders
I Ref