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Epsilon (f) Nature: Brave (+1 Atk, -15%Sp. -10%EVa) Type: Normal Normal: Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage. Abilities:
Adaptability:
Type: Passive
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Run Away:
Type: Passive
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.
Anticipation (DW):
Type: Passive
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Attacks:
Helping Hand
Growl
Tackle
Tail Whip
Sand Attack
Baby-Doll Eyes
Swift
Quick Attack
Bite
Refresh
Covet
Take Down
Yawn
Synchronoise
Fake Tears
Tickle
Charm
Dig
Shadow Ball
Attract
Retaliate
Work Up
Athena (f) Nature: Brave (+1Atk, -15%Spe -10%EVa) Type: Psychic/Fairy Psychic: 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: 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:
Synchronize:
Type: Passive
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:
Type: Trigger
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced. Telepathy (DW):
Type: Passive
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: 90
Atk: Rank 2 (+)
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 34 (40/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 10 EC: 0/9 MC: 0 DC: 0/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Shadow Sneak
Mean Look
Encore
Destiny Bond
Confuse Ray
Psyshock
Thunderbolt
Shadow Ball
Attract
Fling
Lanayru (m) Nature: Impish (1+Def, 1- SpA) Type: Ground Ground: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action. Abilities:
Arena Trap:
Type: Passive
This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs. All Pokemon that are not of the Flying-Type, or possess the Levitate Ability, may not be switched out of battle while this Pokemon is on the field. This Pokemon may still switch out of battle as normal, unless there is another Pokemon on the field with Arena Trap. Hyper Cutter:
Type: Passive
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sheer Force:
Type: Toggle
No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
- Golem, Syclant, Slaking, Roserade, Zebstrika, and Steelix all have their updated base stats
- Fairy type replacing Normal type on Clefable, and Togekiss, as well as added to Ralts'.
- Protean ability added to Kecleon, 0/5 AC or DC or however it is now.
Now, for some actual changes, not just converting;
Vespiquen - Fell Stinger
Togekiss - After You
Roserade - Venom Drench, Grassy Terrain
Zebstrika - Ion Deluge
Vulpix - Baby-Doll Eyes
Since waterwarrior's claim is currently not done, I will skip it.
MrcRanger97: APPROVED
Maxim: APPROVED
AOPSUser: I don't know if you've noticed, but we've stopped putting in ability and STAB descriptions, and we no longer call them DW abilities. We call them Hidden Abilities (or HA or H for short). Furthermore, Heal Bell is not an egg move for Eevee. NOT APPROVED
Matezoide: Technically, we are getting a free change to change Hidden Power's BAP to 6 on everyone except Unown ;P
But seriously, if you pay for the Hidden Power type changes as described, then you're APPROVED. Now go make your profile thread!
Birkal: APPROVED
CorruptedCheese: Like I said to AOPSUser, we are no longer putting STAB and ability descriptions in Pokemon profiles. Remove those and you're APPROVED
Box: APPROVED
SimonSays: APPROVED
These six approvals bring my UC to 1.0, and now it's time to update my Pokemon for generation 6. Note that all of them will have their STAB and ability descriptions removed, any DCs changed to ACs, any Hidden Power BAPs removed since they are now 6 by default, any moves with new spellings like High Jump Kick will have their spellings altered, and their movepools will be better formatted. Only other changes will be explicitly pointed out.
Level-up
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Sucker Punch
Swagger
Night Slash
Torment
Quash
Dark Pulse
Mean Look
Tailwind
Foul Play
Egg
Confuse Ray
Feint Attack
Whirlwind
Roost
Sky Attack
Perish Song
Brave Bird
Psycho Shift
Drill Peck
Quick Attack
Level-up
Heat Wave
Dragon Claw
Air Slash
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Rage
Flamethrower
Wing Attack
Fire Spin
Egg
Flare Blitz
Rock Slide
Swords Dance
Ancient Power
Counter
Crunch
Focus Punch
TM/HM
Dig
Brick Break
Will-o-Wisp
Shadow Claw
Sunny Day
Roost
Hone Claws
Reflect
Fire Blast
Fly
Dragon Tail
Solar Beam
Sky Drop
Protect
Earthquake
Aerial Ace
Substitute
Hidden Power Ice
Endure
Flame Charge
Toxic
Rock Tomb
Overheat
Focus Blast
Giga Impact
Level-up
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch
Wide Guard
Egg
Counter
Ice Punch
Thunder Punch
Fire Punch
Encore
TM/HM
Payback
Rock Slide
Substitute
Bulk Up
Light Screen
Stone Edge
Protect
Bide
Focus Punch
Tutor
Endure
Dual Chop
Other
Scar the Tomohawk: No longer has max movepool. Well, rather embarrassingly, it never actually had a max movepool because it was missing Scratch. Fortunately this is a level 0 move so Scar gets that now.
Level-up
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Air Slash
Earth Power
Healing Wish
Rain Dance
Heat Wave
Hurricane
Scratch
Work Up
Submission
Hyper Voice
Superpower
Rest
Retaliate
Sky Drop
Egg
Baton Pass
Roost
Yawn
Nature Power
Stealth Rock
Rapid Spin
Haze
Confuse Ray
Memento
TM/HM
Toxic
Bulk Up
Taunt
Substitute
Safeguard
Quash
Solar Beam
Reflect
Swagger
Focus Blast
Hidden Power Ice
Protect
Double Team
Grass Knot
Hyper Beam
Flash
Strength
Fly
Frustration
Return
Brick Break
Facade
Rock Tomb
Attract
Thief
Round
Echoed Voice
False Swipe
Fling
Retaliate
Bulldoze
Rock Slide
Earthquake
Incinerate
Acrobatics
Giga Impact
Tutor
After You
Bounce
Covet
Drain Punch
Iron Tail
Last Resort
Sky Attack
Sleep Talk
Snatch
Snore
Tailwind
Uproar
Other
Dispel (Raid only)
Lady Tremaine the Jynx: Learns Draining Kiss as a pre-level-26 move.
Level-up
Pound
Lick
Sweet Kiss
Powder Snow
Confusion
Sing
Heart Stamp
Mean Look
Fake Tears
Perish Song
Lovely Kiss
Double Slap
Ice Punch
Blizzard
Draining Kiss
Egg
Fake Out
Miracle Eye
Nasty Plot
Wish
Meditate
Psych Up
Level-up
Tackle
Focus Energy
Sand Attack
Arm Thrust
Vital Throw
Fake Out
Whirlwind
Knock Off
Smelling Salts
Belly Drum
Brine
Force Palm
Endure
Reversal
Heavy Slam
Close Combat
Level-up
Tackle
Foresight
Quick Attack
Double Team
Sonic Boom
Hypnosis
Detect
Supersonic
U-turn
Air Slash
Ancient Power
Bug Buzz
Night Slash
Bug Bite
Uproar
Feint
Egg
Pursuit
Reversal
Signal Beam
Silver Wind
Whirlwind
Level-up
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Bullet Punch
Metal Claw
Iron Defense
Night Slash
Double Hit
Iron Head
Feint
Desperation Theme: MAKI - Who the Sun Rises For Adam was part of Jet's group before disappearing from sight, moments before the Pawniard attack. Jet is suspicious he might have something to do with it. However, Adam denies it all, and simply said he felt like needing to leave.
Attacks:
Level Up:
Scratch
Tail Whip
Ember
Howl
Flame Charge
Psybeam
Fire Spin
Lucky Chant
Egg:
Heat Wave
Hypnosis
Magic Coat
Wish
TM:
(Note: Insufficient Egg Moves for Fennekin at the moment. A TM will be added in its place unless told otherwise.)
Solar Beam
Protect
Substitute
Light Screen
Overheat
Toxic
Tutor:
QUICKIEDIT: Jet (Flareon) also spends his 4 MC on Flare Blitz, Last Resort (LU) and Rest (XY TM).
Attacks: (x/y) Level Up
Double-Edge
Harden
Headbutt
Heavy Slam
Iron Defense
Iron Head
Iron Tail
Metal Burst
Metal Claw
Mud-Slap
Roar
Tackle
Take Down Egg
Body Slam
Endeavor
Head Smash
Stomp
Superpower Tutor TM/HM
Hone Claws
Protect
Rock Polish
Rock Tomb
Toxic
Caught in Santalune forest Picasso was immediately fond of SubwayJ, being the first mon that he was the first Pokemon Subway caught in Kalos! Picasso is always very carefree except when it comes to training, where Picasso always tries his hardest to improve as much as possible!
Apollo was originally found under the foot of a Rhyhorn on route 9! After capture, Apollo did forgive Subway for stepping on him, but did not appreciate the gesture nonetheless. Apollo is the most shy on the team, but also one of the nicest once he opens up to you.
Nature: Bold (+Defence, -Attack)
Abilities:
Dry Skin: (Passive) Sand Veil: (Passive) Solar Power: (Passive) (HA)
Rain Dance
Surf
Round
Dark Pulse
Grass Knot
Protect
Agility
Camouflage
Electric Terrain
Glare
Gregorovitch the Phantump ()
Type:
Gregorovitch was hatched by Subway, from an egg that Subway saw lying on the side of the road. Thankfull that a trainer cares about him, Gregorovitch holds closer to SubwayJ than anyone else. The first one to give you a hug.
Tackle
Confuse Ray
Astonish
Growth
Ingrain
Feint Attack
Leech Seed
Rock Slide
Dig
Poison Jab
Solarbeam
Psychic
Protect
Bestow
Grudge
Imprison
Venom Drench
Doom the Goomy ()
Type:
When Subway first set foot on Route 14 he stepped into a small puddle, when he took his foot out. Doom was firmly attached to it. Subway tried several ways to remove him, but nothing would work. When Subway agreed to let Doom come on his adventure, his face lit up and he gave Subway a huge hug. The one with the biggest smile.
Nature: Hardy (No Change)
Abilities:
Sap Sipper: (Passive) Hydration: (Passive) Gooey: (Passive) (HA)
Sludge Wave
Thunderbolt
Rock Slide
Infestation
Substitute
Curse
Acid Armor
Endure
Iron Tail
Counter
Blossom the Flabébé ()
Type:
When Subway was strolling through Route 4 for the first time, some of hid Pokemon were captivated by the scent of the beautiful flowers, attached to one was Blossom, who was not willing to let go. Subway promptly caught her and her flower, and Blossom has been loyal ever since. The most protective of her property.
Please ignore my previous post, I'm having trouble editing it as my internet and my computer aren't the fastest available, so I'll make a new post and will try to edit the old one whenever I have a more stable connection (though if any mods could delete that post it would be pretty great, thanks :3)
Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities: Intimidate / Moxie (H)
Intimidate: (Trigger) 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 a Command, and will affect all opponents.
Moxie: (Passive) 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.
Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Abilities: Frisk / Limber / Cursed Body (H)
Frisk (Passive) 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: (Passive) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body: (Passive) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled for six (6) actions. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. A Pokemon with an attack disabled by Cursed Body cannot have another one disabled by Disable, and vice versa.
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.
Magic Guard: (Passive) 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.
Overcoat: (Passive) 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). The Pokemon is also immune to "Powder" moves. (Full List: Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.)
Regenerator: (Passive) 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.
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)
Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities: Hustle / Serene Grace / Super Luck (H)
Hustle: (Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into 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: (Passive) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck: (Passive) 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.
Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.
Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.
Abilities: Natural Cure / Poison Point / Technician (H)
Natural Cure: (Passive) 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: (Toggle) By default, 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 toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect).
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 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.
Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities: Inner Focus / Multiscale (H)
Inner Focus: (Passive) 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: (Passive) 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 by attacks with BAP during the round will be halved.
Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
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.
Abilities: Clear Body / Light Metal (H)
Clear Body: (Passive) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal: (Passive) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Fire STAB; immune to burn status. Brighten Command.
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.
Abilities: Sheer Force / Zen Mode (H)
Sheer Force: (Toggle) No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
Zen Mode: (Toggle) No default effect. When toggled, once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.
Attract
Belly Drum
Brick Break
Bulldoze
Dig
Double Team
Earthquake
Encore
Endeavor
Endure
Facade
Fire Blast
Fire Fang
Fire Punch
Flame Wheel
Flamethrower
Flare Blitz
Fling
Focus Blast
Focus Energy
Focus Punch
Frustration
Giga Impact
Grass Knot
Gyro Ball
Hammer Arm
Headbutt
Heat Wave
Hidden Power Ice
Hyper Beam
Incinerate
Overheat
Payback
Protect
Psychic
Rage
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sleep Talk
Smack Down
Snore
SolarBeam
Stone Edge
Substitute
Sunny Day
Superpower
Swagger
Tackle
Take Down
Taunt
Thief
Torment
Toxic
Thrash
U-turn
Uproar
Will-O-Wisp
Work Up
Yawn
Zen Headbutt
Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
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.
Illuminate: (Toggle) No default effect. When toggled, 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.
Natural Cure: (Passive) 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.
Analityc: (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
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)
Synchronize: (Passive) 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, Fire-types cannot be burned & Electric-types cannot be paralyzed in this manner.
Trace: (Trigger) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (Passive) 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.
Pixilate (Toggle) When Active, this Pokemon's Normal-type moves are Fairy-type moves, and have an additional two (2) BAP boost. When Inactive, this Pokemon's Normal-type attacks have their BAP increased by two (2).
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.
Fighting STAB; Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities: Steadfast / Justified (H)
Steadfast: (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Justified: (Passive) 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.
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.
Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Abilities: Oblivious / Own Tempo / Regenerator (H)
Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, Captivate, or Taunt.
Own Tempo: (Passive) 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.
Regenerator: (Passive) 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.
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.
Synchronize: (Passive) 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, Fire-types cannot be burned & Electric-types cannot be paralyzed in this manner.
Inner Focus: (Passive) 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: (Passive) 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.
Trace: (Trigger) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
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.
Abilities: Levitate / Heatproof / Heavy Metal (H)
Levitate: (Passive) 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.
Heatproof: (Passive) 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: (Passive) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
AncientPower
Block
Bulldoze
Calm Mind
Confuse Ray
Confusion
Double Team
Dream Eater
Earthquake
Endure
Explosion
Extrasensory
Facade
Faint Attack
Flash
Flash Cannon
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Heavy Slam
Hidden Power Ground
Hyper Beam
Hypnosis
Imprison
Iron Defense
Iron Head
Light Screen
Metal Sound
Payback
Protect
Psych Up
Psychic
Psywave
Rain Dance
Recycle
Reflect
Rest
Rock Polish
Rock Slide
Rock Smash
Safeguard
Sandstorm
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
Snore
SolarBeam
Stealth Rock
Substitute
Sunny Day
Swagger
Tackle
Telekinesis
Toxic
Trick
Trick Room
Wonder Room
Zen Headbutt
Eden (Delcatty) {}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion) Type: Normal
Normal STAB; Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.
Cute Charm: (Passive) 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.
Normalize: (Toggle) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. The Pokemon's Normal-type attacks will have four (4) more Base Attack Power. Its other attacks will change their typing to Normal, retain status-inducing and other properties, and not receive the Base Attack Power boost from this ability. When toggled, there is no effect.
Wonder Skin: (Passive) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
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.
Abilities: Weak Armor / No Guard / Illusion (H)
Weak Armor: (Toggle) No default effect. When toggled, the Pokemon loosens 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.
No Guard: (Passive) 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.
Illusion: (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Nature: <Nature> (<Acc Boost/Eva Drop>) Type: Water
Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Marvel Scale: (Passive) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Competitive: (Passive) This Pokemon has a major competitive streak, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Special Attack increases by two (2) stages. Special Attack Boosts gained this way are not subject to deterioration that round.
Cute Charm: (Passive) 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.
Splash
Tackle
Water Gun
Wrap
Water Sport
Refresh
Water Pulse
Twister
Recover
Captivate
Hydro Pump
Rain Dance
Confuse Ray
Mirror Coat
Hypnosis
Mus Sport
Mist
Dive
Double Team
Ice Beam
Scald
Light Screen
Blizzard
Columbia (Krillowatt) {}
Nature: Timid (+15% Speed, +17% Accuracy, -1 Atk) Type: Water / Electric
Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Electric STAB; Immune to paralysis status.
Abilities: Trace / Magic Guard / Shell Armor (H)
Trace: (Trigger) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Passive) 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.
Shell Armor: (Passive) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Abilities: Levitate
Levitate: (Passive) 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.
Ice STAB; Immune to Hail damage, freeze status, and Sheer Cold. Frost Command.
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.
Abilities: A1 / A2 / A3 (H) / A4 (M)
Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, Captivate, or Taunt.
Forewarn: (Passive) 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.
Dry Skin: (Passive) 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.
Attract
Avalanche
Bide
Blizzard
Brick Break
BubbleBeam
Confusion
Copycat
Counter
Covet
DoubleSlap
Double Team
Drain Punch
Dream Eater
Endure
Energy Ball
Fake Out
Fake Tears
Focus Blast
Focus Punch
Frost Breath
Grass Knot
Hail
Heal Bell
Heart Stamp
Helping Hand
Hidden Power Fire
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Lick
Light Screen
Lovely Kiss
Lucky Chant
Magic Coat
Mean Look
Miracle Eye
Nasty Plot
Nightmare
Perish Song
Petal Dance
Pound
Powder Snow
Protect
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Shadow Ball
Signal Beam
Sing
Skill Swap
Sleep Talk
Substitute
Swagger
Sweet Kiss
Taunt
Telekinesis
Teleport
Thief
Torment
Toxic
Uproar
Wake-Up Slap
Water Pulse
Wish
Lamarche (Mollux) {}
Nature: Bold (+1 Def, -1 Atk) Type: Fire / Poison
Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.
Fire STAB; immune to burn status. Brighten Command.
Abilities: A1 / A2 / A3 (H) / A4 (M)
Dry Skin: (Passive) 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: (Toggle) No default effect. When toggled, 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.
Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
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: A1 / A2 / A3 (H) / A4 (M)
Thick Fat: (Passive) 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: (Passive) This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
Sap Sipper: (Passive) 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.
Splash
Charm
Bubble
Tail Whip
Slam
Water Sport
Water Gun
BubbleBeam
Helping Hand
Bounce
Tackle
Defense Curl
Rollout
Aqua Ring
Aqua Tail
Double Edge
Rain Dance
Superpower
Hydro Pump
Encore
Muddy Water
Soak
Ice Punch
Aqua Jet
Perish Song
Sleep Talk
Knock Off
Hyper Voice
Fighting STAB; Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
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.
Abilities: Pure Power / Telepathy (H) / Pure Power (M)
Pure Power: (Passive) This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
Telepathy: (Passive) 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.
Bide
Meditate
Confusion
Detect
Hidden Power Rock
Swagger
Mind Reader
Feint
Calm Mind
Recover
Hi Jump Kick
Reversal
Fire Punch
ThunderPunch
Ice Punch
Force Palm
Power Trick
Acupressure
Psych Up
Link same as above. Claiming 1 CC. Lucy the Kirlia learned Dazzling Gleam (XY TM) with her 2 MC, plus 2 EC due to Lucky Egg.
Descriptions removed here.
CC: 27+1 = 28
Kirlia - Lucy (F)
Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.
Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.
Changing my Flareon's nature to Quiet for free (Thank you, Objection)
<Flareon> [Bridget] (Female)
Nature: Rash (+ Sp.Attack, - Sp.Def)
Type: Fire
Fire: Fire STAB; immune to burn status. Brighten Command.
Brighten Command: For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
About: Even as a Flareon, Bridget is extremely innocent and curious, she has an extreme amount of respect (Even if rarely shown) towards the rest of the team and sees Chuck as her ''super-cool older brother'', despite being extremely worried about him. She chose to become a Flareon after being lost in the woods and seeing Twilight and Tara fight off a gang of water types, their passion for fighting and protecting those that need making Bridget realise what she wanted.
Flash Fire (Passive): 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.
Guts (HIDDEN ABILITY UNLOCKED, Passive): 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.
Heliping Hand (*)
Tackle (*)
Tail Whip (*)
Sand Attack (*)
Growl (*)
Quick Attack (*)
Bite (*)
Covet (*)
Take Down (*)
Double-Edge
Batom Pass
Last Resort
Ember
Fire Fang
Fire Blast
Flare Blitz
Bide
Dig (*)
Double Team
Facade (*)
Flame Charge
Flamethrower
Giga Impact
Heal Bell
Hidden Power Grass
Overheat
Protect
Reflect
Rest
Shadow Ball (*)
Sleep-Talk
Substitute
Sunny Day
Superpower
Swift
Zap Cannon
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
Iron Tail
Thunder Fang
Ice Fang
Fire Fang
Crunch
Double-Edge
Stone Edge
Defense Curl
Rollout
Block
Heavy Slam
Rock Climb
Explosion