Rules said:Format:*4 v 4 Gym Doubles (Challenger brings 4, Leader brings 7)
DQ Time: 2 Days
Banned Moves: -
Chills: 5 Per Pokémon
Recoveries: 2 Per Pokémon
Arena: HMS Tesla
Switch: OK
Items: ON
Abilities: ALL
Substitutions: 2 per Pokémon
Arena: HMS Tesla
Field Type: Electric, Water
Complexity: Moderate
Format: Doubles
It had always been interesting, the way in which Gyms come and go. Indeed, it was only 10 years ago when it would've been odd for anyone to consider Castelia City hosting the Electric Gym, but it was now. The HMS Tesla stands proudly in the port, although it normally sails a mile away from the port for the purpose of battles. The ship is a fairly standard ship, from the Falklands era. It has been fitted to accomodate battles, and notably on the main deck you can see what appears to be a giant crown - 4 golden arches curve around to support a giant gemstone above the deck.
Entering the ship, you immediately enter what appears to be a relatively fancy restaurant, quite busy. Looking around, there appears to be a window viewing the arena directly, as well as several plasma screens showing the currently empty arena. As you look around, you're greeted by a man in yellow and black attire.
"Hello there, welcome aboard the HMS Tesla. Are you here for the restaurant or the gym? The Gym? Well, this is special, the guests tonight will get a lovely show. We'll probably be ready to battle in about half an hour or so, so until then feel free to sit down and order a coffee."
Indeed, the ship does get rather full, and as the sun sets the ship begins to move out to sea. As you finish your coffee, the man returns - at this stage, you're fairly certain this is the gym leader. You're beckoned outside, and see the arena is stationed below the crown shape. However, you can't take in the beauty before the leader speaks again...
"Emolga, give us some light will ya!"
An Emolga pops out of the leader's Pokéball, and sends a small shot of lighting at the gem in the centre of the crown. It absorbs the electricity and lights up, revealing itself to actually be a giant ThunderStone. Impressive...
"Now then, a few things before we begin. Whenever you send out a Pokémon this giant rock will zap the item. Don't worry about it, it'll be perfectly safe. It just prevents it from being a drag for when your team is moving around. We also have plants and grass available on the arena as you should see, not to mention the small amount of water that surrounds this ship. You'll also note that this ship, whilst much of it has been replaced and altered, is still of British origin and has brought the weather along with it..."
The leader clicks his fingers, and on cue a light rain smothers the arena.
"Finally, good luck, and make sure you provide a good show!"
All Pokémon who benefit from the item ThunderStone instantly gain the effect.
No Pokémon is treated as encumbered.
During "Clear" weather, a light rain falls, which acts as normal rain, except with only ±1 BAP on Water/Fire Moves
There is no restriction on natural substances (Natural water, Grass, Rocks, etc.) to attack with.
Field Type: Electric, Water
Complexity: Moderate
Format: Doubles
It had always been interesting, the way in which Gyms come and go. Indeed, it was only 10 years ago when it would've been odd for anyone to consider Castelia City hosting the Electric Gym, but it was now. The HMS Tesla stands proudly in the port, although it normally sails a mile away from the port for the purpose of battles. The ship is a fairly standard ship, from the Falklands era. It has been fitted to accomodate battles, and notably on the main deck you can see what appears to be a giant crown - 4 golden arches curve around to support a giant gemstone above the deck.
Entering the ship, you immediately enter what appears to be a relatively fancy restaurant, quite busy. Looking around, there appears to be a window viewing the arena directly, as well as several plasma screens showing the currently empty arena. As you look around, you're greeted by a man in yellow and black attire.
"Hello there, welcome aboard the HMS Tesla. Are you here for the restaurant or the gym? The Gym? Well, this is special, the guests tonight will get a lovely show. We'll probably be ready to battle in about half an hour or so, so until then feel free to sit down and order a coffee."
Indeed, the ship does get rather full, and as the sun sets the ship begins to move out to sea. As you finish your coffee, the man returns - at this stage, you're fairly certain this is the gym leader. You're beckoned outside, and see the arena is stationed below the crown shape. However, you can't take in the beauty before the leader speaks again...
"Emolga, give us some light will ya!"
An Emolga pops out of the leader's Pokéball, and sends a small shot of lighting at the gem in the centre of the crown. It absorbs the electricity and lights up, revealing itself to actually be a giant ThunderStone. Impressive...
"Now then, a few things before we begin. Whenever you send out a Pokémon this giant rock will zap the item. Don't worry about it, it'll be perfectly safe. It just prevents it from being a drag for when your team is moving around. We also have plants and grass available on the arena as you should see, not to mention the small amount of water that surrounds this ship. You'll also note that this ship, whilst much of it has been replaced and altered, is still of British origin and has brought the weather along with it..."
The leader clicks his fingers, and on cue a light rain smothers the arena.
"Finally, good luck, and make sure you provide a good show!"
All Pokémon who benefit from the item ThunderStone instantly gain the effect.
No Pokémon is treated as encumbered.
During "Clear" weather, a light rain falls, which acts as normal rain, except with only ±1 BAP on Water/Fire Moves
There is no restriction on natural substances (Natural water, Grass, Rocks, etc.) to attack with.
Leader Dogfish44:
Dogfish44 said:[a]Emolga[/a]![]()
Boltair (F)
Nature: Mild
+1 SpA, -1 Def
Type: Electric / Flying
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.
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.
Abilities: Static / Motor Drive [DW]
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.
Motor Drive (Innate) [DW]:
This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.
Stats:
HP: 90
Atk: 3
Def: 1 [-]
SpA: 4 [+]
SpD: 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: N/A
MC: 0
DC: 5/5
Attacks [53 - Movepool Complete]:
Acrobatics (*)
Aerial Ace
Agility
Air Slash (*)
Astonish
Attract
Baton Pass
Charge (*)
Charge Beam
Charm
Covet
Cut
Discharge
Double Team (*)
Electro Ball
Encore
Facade
Flash
Fling
Frustration
Helping Hand
Hidden Power (Grass,7)
Iron Tail (*)
Knock Off
Last Resort
Light Screen
Protect
Pursuit (*)
Quick Attack (*)
Rain Dance
Rest
Return
Roost (*)
Round
Shock Wave (*)
Signal Beam
Sleep Talk
Snore
Spark (*)
Substitute
Swagger
Tail Whip (*)
Tailwind
Taunt
Thunder
ThunderShock
Thunder Wave
Thunderbolt
Tickle
Toxic
U-Turn
Volt Switch
Wild Charge
[a]Electivire[/a]![]()
Short Fuse (M)
Nature: Mild
+1 SpA, -1 Def
Type: Electric
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.
Abilities: Motor Drive / Vital Spirit [DW]
Motor Drive (Innate):
This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. 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..
Vital Spirit (Innate) [DW]:
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.
Stats:
HP: 100
Atk: 5
Def: 2 [-]
SpA: 4 [+]
SpD: 3
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks [98 - Movepool Complete]:
Attract
Barrier
Bide
Body Slam
Brick Break
Bulldoze
Captivate
Charge Beam
Counter
Cross Chop
Curse
Detect
Dig
Discharge
Dizzy Punch
Double Edge
Double Team
Dual Chop
DynamicPunch
Earthquake
Electro Ball
Electroweb
Endure
Facade
Feint
Fire Punch
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Follow Me
Frustration
Giga Impact
Hammer Arm
Headbutt
Helping Hand
Hidden Power (Grass,7)
Hyper Beam
Ice Punch
Iron Tail
Karate Chop
Leer
Light Screen
Low Kick
Low Sweep
Magnet Rise
Meditate
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Natural Gift
Protect
Psychic
Psywave
Pursuit
Quick Attack
Rage
Rain Dance
Reflect
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rolling Kick
Round
Screech
Secret Power
Seismic Toss
Shock Wave
Signal Beam
Skull Bash
Sleep Talk
Snore
Strength
Submission
Substitute
Swagger
Swift
Take Down
Taunt
Teleport
Thief
Thunder
ThunderPunch
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Uproar
Volt Switch
Wild Charge
Zap Cannon
![]()
Pulse (N/A)
Nature: Modest
+1 SpA, -1 Atk
Type: Ice / Electric
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.
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.
Abilities: Levitate
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
Stats:
HP: 90
Atk: 2 [-]
Def: 4
SpA: 5 [+]
SpD: 4
Spe: 86
Size Class: 4 (2.3 M)
Weight Class: 5 (100.03 KG)
Base Rank Total: 20
EC: N/A
MC: 0
DC: N/A
Attacks [53 - Movepool Complete]:
Astonish
Blizzard
Charge
Charge Beam
Confuse Ray
Dark Pulse
Discharge
Double Team
Dream Eater
Electro Ball
Electroweb
Endure
Facade
Flash
Frustration
Hex
Hidden Power (Grass,7)
Light Screen
Mud-Slap
Natural Gift
Ominous Wind
Pain Split
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Round
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Swift
Telekinesis
Thief
Thunder
ThunderShock
Thunder Wave
Thunderbolt
Toxic
Trick
Uproar
Volt Switch
Will-O-Wisp
[a]Cyclohm[/a]![]()
Nimbus (M)
Nature: Modest
+1 SpA, -1 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 / Static / Overcoat [DW]
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) [DW]:
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).
Stats:
HP: 110
Atk: Rank 1 [-]
Def: Rank 4
SpA: Rank 5 [+]
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks [85 - Movepool Complete]:
Aerial Ace
Attract
Bide
Blizzard
Bulldoze
Captivate
Charge
Charge Beam
Discharge
Double Hit
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
Dragonbreath
Earthquake
Electroweb
Endure
Facade
Fire Blast
Flamethrower
Flash
Frustration
Giga Impact
Growl
Gust
Hail
Headbutt
Heal Bell
Hidden Power (Grass,7)
Hone Claws
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Incinerate
Leer
Light Screen
Magnet Rise
Mud-Slap
Natural Gift
Outrage
Power Gem
Protect
Rain Dance
Rest
Return
Roar
Round
Sandstorm
Secret Power
Shock Wave
Signal Beam
Slack Off
Sleep Talk
Snore
Sonicboom
Spark
Strength
Substitute
Sunny Day
Surf
Swift
Tackle
Thrash
Thunder
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Tri Attack
Trick Room
Twister
Volt Switch
Water Pulse
Waterfall
Weather Ball
Whirlwind
Wild Charge
Zap Cannon
[a]Eelektross[/a]![]()
Murena (F)
Nature: Quiet
+1 SpA, -15% Speed, -10% Evasion
Type: Electric
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.
Abilities: Levitate
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
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 [+]
SpD: Rank 3
Spe: 43 [-]
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: N/A
Attacks [65 - Movepool Complete]:
Acid
Acid Spray
Acrobatics
Aqua Tail
Attract
Bind
Bounce
Brick Break
Charge Beam
Coil
Crunch
Crush Claw
Cut
Discharge
Double Team
Dragon Claw
Dragon Tail
Drain Punch
Facade
Fire Punch
Flamethrower
Flash
Flash Cannon
Frustration
Gastro Acid
Giga Drain
Giga Impact
Grass Knot
Headbutt
Hidden Power (Ice,7)
Hone Claws
Hyper Beam
Iron Tail
Knock Off
Light Screen
Magnet Rise
Protect
Rain Dance
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Round
Signal Beam
Sleep Talk
Snore
Spark
Strength
Substitute
Super Fang
Superpower
Swagger
Tackle
Thrash
Thunder
ThunderPunch
Thunder Wave
Thunderbolt
Toxic
U-Turn
Volt Switch
Wild Charge
Zap Cannon
[a]Krillowatt[/a]![]()
Formula (M)
Nature: Timid
+15% Speed, +17% Accuracy, -1 Atk
Type: Electric / Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Trace / Magic Guard / Shell Armour [DW]
Trace (Can be Activated):
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Magic Guard (Innate):
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armour (Innate) [DW]:
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 125
Atk: Rank 2 [-]
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 [+]
Size Class: 1
Weight Class: 2
Base Rank Total: 21
EC: 6/6
MC: 1
DC: 5/5
Attacks [53]:
Aqua Jet
Bubble
Bubblebeam
Charge
Confuse Ray
Copycat
Detect
Discharge
Guillotine
Heart Swap
Hydro Pump
Ice Shard
Imprison
Muddy Water
Tackle
Thunder
Thundershock
Zap Cannon
Counter
Follow Me
Me First
Metronome
Mind Reader
Mirror Coat
Sheer Cold
Signal Beam
Whirlpool
Blizzard
Dive
Double Team
Earthquake
Endure
Flash
Hidden Power (Grass,7)
Hyper Beam
Ice Beam
Low Sweep
Protect
Rain Dance
Rest
Round
Safeguard
Scald
Shock Wave
Substitute
Surf
Thunder Wave
Thunderbolt
Torment
Toxic
Volt Switch
Waterfall
Whirlpool
Earth Power
Helping Hand
Icy Wind
Sleep Talk
[a]Lanturn[/a]![]()
Lumos Maxima (F)
Nature: Modest
+1 SpA, -1 Atk
Type: Water / Electric
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Electric: 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.
Abilities: Volt Absorb / Illuminate / Water Absorb [DW]
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.
Illuminate (Can Be Activated):
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 Absorb (Innate) [DW]:
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.
Stats:
HP: 120
Atk: 1 [-]
Def: 2
SpA: 4 [+]
SpD: 3
Spe: 67
Size Class: 2
Weight Class: 2
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks [44]:
Aqua Ring
Bubble
BubbleBeam
Charge
Confuse Ray
Discharge
Electro Ball
Flail
Hydro Pump
Signal Beam
Spark
Spit Up
Stockpile
Supersonic
Swallow
Take Down
Thunder Wave
Water Gun
Agility
Amnesia
Mist
Psybeam
Whirlpool
Blizzard
Brine
Dive
Double Team
Hidden Power (Grass, 7)
Ice Beam
Protect
Rest
Scald
Sleep Talk
Substitute
Surf
Thunder
Thunderbolt
Toxic
Volt Switch
Bounce
Endure
Heal Bell
Icy Wind
Sucker Punch
Challenger Frosty:
Frosty said:Thanks for waiting!
![]()
Snorlax [Hector] (M)
Nature: Quiet (+Spa, -Spe)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 125
Atk: Rank 4
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 26 (30/1.15)
Size Class: 4
Weight Class: 9
Base Rank Total: 22
EC: 6/6
MC: 0
DC:5/5
Abilities:
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 getting more severe.
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: (Unlocked) (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Moves (79):
After You
Amnesia
Belly Drum
Bide
Blizzard
Block
Body Slam
Brick Break
Bulldoze
Chip Away
Counter
Covet
Crunch
Curse
Defense Curl
Double Edge
DynamicPunch
Earthquake
Endure*
Facade
Fire Blast*
Fire Punch
Fissure
Flamethrower
Focus Blast
Focus Punch
Giga Impact
Gunk Shot
Harden
Headbutt
Heavy Slam
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Last Resort
Lick
Lovely Kiss
Natural Gift
Metronome
Odor Sleuth
Outrage*
Protect
Psychic
Pursuit
Rain Dance
Recycle
Reflect
Refresh
Rest
Retaliate
Rock Slide
Rollout
Screech
Seed Bomb
Selfdestruct
Shock Wave
Skull Bash
Sleep Talk
Snatch
Snore
Solarbeam
Stockpile
Substitute
Sunny Day
Superpower
Surf
Tackle
Thunderbolt
Thunderpunch
Toxic
Wild Charge
Whirlwind
Yawn
Zap Cannon
Zen Headbutt
![]()
Dusknoir * (Bongo Bongo) M
Nature: Brave (+ Attack; - Speed, -10% evasion)
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.
Stats:
HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
EC: 9/9
MC: 0
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.
Attacks (54):
Astonish (*)
Bind
Blizzard
Brick Break
Bulldoze
Confuse Ray (*)
Counter
Curse
Destiny Bond (*)
Disable (*)
DynamicPunch
Earthquake
Endure
Fire Punch
Focus Punch
Foresight (*)
Future Sight
Gravity
Grudge
Helping Hand
Hex
Ice Punch
Imprison (*)
Leer (*)
Mean Look
Memento
Metronome
Night Shade (*)
Pain Split (*)
Payback
Protect
Pursuit (*)
Rapid Spin
Return (*)
Rest
Rock Slide
Shadow Punch
Shadow Sneak (*)
Skill Swap
Sleep Talk
Snatch*
Spite
Substitute
Sucker Punch
Sunny Day
Taunt
Telekinesis
Thunder Punch
Trick
Trick Room (*)
Torment
Toxic
Will-o-Wisp (*)
Wonder Room
![]()
Diababa [Necturna] (F)
Nature: Impish (+Def, -SpA)
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 (UNLOCKED) (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.
Stats:*
HP: 100
Atk: Rank 5
Def: Rank 5 (+)
SpA: Rank 2
SpD: Rank 5
Spe: 81
Size Class: 3
Weight Class: 3
Base Rank Total: 23
EC 6/6
MC 0
DC 5/5
Moves (66 - Movepool Complete!) :
Attract
Bind
Calm Mind*
Covet
Curse
Cut
Double Team
Dream Eater*
Energy Ball
Facade
Flash
Frustation
Future Sight*
Giga Drain
Giga Impact
Grass Knot
Gravity
Hex
Hidden Power Ice (7BP)
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
Sketch (Earthquake)
Skill Swap
Sleep Talk
Snatch
Snore
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
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Colossoil [Gyorg] (M)
Nature: Jolly (+ Spe, Accuracy +14% (13.9), SpA: -1)
Type: Dark / Ground
Dark Type - 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 Type - 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:
Rebound - (Innate) 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.
(DW) Pressure - (Innate) [LOCKED] (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:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (+)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
EC:6/6
MC:0
DC:4/5
Moves (51):
Aqua Tail
Bite
Body Slam
Bounce*
Brick Break
Bubblebeam
Bulldoze
Crunch
Dig*
Dive
Dragon Tail
Drill Run
Earthquake
Encore
Endure
Fake Out
Fissure
Flail
Foul Play
Horn Attack
Horn Drill
Iron Tail
Knock Off
Leer*
Magnitude
Megahorn
Muddy Water
Payback
Peck
Protect
Pursuit*
Quash
Rapid Spin
Roar
Rock Slide
Sand Tomb
Sleep Talk
Smack Down
Snatch
Spit Up*
Stockpile
Stone Edge
Sucker Punch
Substitute
Superpower
Swallow
Tackle
Taunt
Toxic
U-Turn
Water Spout
Dogfish44 and Frosty... Two of the best known names in ASB. Tonight, the pair lock horns in one man's attempt at glory, and another man's drive to crush that attempt into the ground like the ants beneath his feet. At first glance, the challenger seems rather unprepared- while his team is well trained, so is his opponent's, and he only boasts a single super-effective STAB on the leader. However, If one looks into it, they may quickly find that this may be one of the toughest teams that Dogfish has had to face yet; Frosty's Pokemon boast very high stats, only bolstered by items, with movepools that almost always boast SE attacks on their electric opponents. As the trainers enter the ship's battle arena, the crowd goes silent in excited anticipation, and the battle begins!
Coin Flip:*

2/2=TAILS!
Challenger Frosty sends out his first Pokemon and equips an item.
Leader Dogfish44 sends out his first Pokemon, equips an item, and orders.
Challenger Frosty orders.
I ref.