Only ZhengTann, Gerard, Its_A_Random, & any required sub-referees, are permitted to post in this thread for the duration of the battle. Any other post made will be moderated.
"Well today, we are here to witness a battle in this magical type shop thingy between ZhengTann & Gerard. This is a 5v5 Doubles match, which means it will be a pretty long fight, but who will win this fight? We will see soon enough? Let us move on to the regulations, teams, & order!"
RULES & REGULATIONS
5 vs. 5 FE Doubles
Player DQ Time: 72 Hours
Referee DQ Time: 72 Hours
Max Recoveries per Pokémon: 2
Max Chills per Pokémon: 5
Max Substitutions per Player: 2 + KO Substitutions
Switch: OK
# Abilities: ALL
Items: ARENA + TRAINING + REGULAR
Mega Evolutions: ONE
TEAM ZHENGTANN
TEAM GERARD
"I guess now because he was the seeker, ZhengTann will order first. And so then... Battle begin!"
TURN ORDER
ZhengTann sends out two Pokémon & specifies items.
Gerard sends out two Pokémon & specifies items.
Gerard issues actions.
ZhengTann issues actions.
Its_A_Random refs.
One day, I was given an invitation to referee a match to take place in a mysterious shop full of magical gizmos & well... Shieldon. Accepting the offer, I decide to go with a few Pokémon in tow, most notably Capers the Gliscor. Little did I realise the madness that was about to unfold...
"Well... I guess this it. Mr. Heefloot's Magical Type Shop."
"Looks old. Really old... and suspicious."
"I guess we must go in."
"Do not say I did not warn you."
Opening the door, I go inside, & become somewhat amazed by the oddness of the place. There is a load of wood & rock around the place, as well as loads of mini toys. I looked around the place for a bit, when eventually...
"Oh look what we have here! A customer!"
"... Well... who are you?"
"Who am I? Why I am the famous Mr. Heetloof!"
"... who?"
"Be quiet young whippersnapper. I own this magical shop."
"Are you of any relation to Leethoof?"
"... Ummm... Uhhh... Who is this Leethoof guy you speak of?"
"... Nevermind... Anyhow, I am here to referee a match between two users who are playing a match here."
"Oh yes... They are over there. Just go through the door on the right where there is an arena there."
"Okay. Thank you si-"
"But first! That Gliscor of yours... Do you find that the power of coldness takes it out very often."
"Of course I do... Now le-"
"How about we reduce that weakness a bit."
"... How?"
"With ice of course! This refrigerator here will make your Gliscor less weak to ice through the power of cold resisting cold!"
"So I would still be weak to it... right?"
"It will work for you though! Just look at how much success my fairy wing Shieldon & my ghost buster Shieldon are having!"
|
"Shieldon!" | "Shieldon!"
"... I will pass."
"Okay okay... What about a torch? Or a model train?"
"No."
"Alright then... You might regret this later on... Anyway, I will take you to the arena..."
"Alright then."
Capers & I were then taken to the arena by Mr. Heefloot with his Shieldon in tow. I was then taken to the box, as the two trainers got ready to fight...

"Well... I guess this it. Mr. Heefloot's Magical Type Shop."

"Looks old. Really old... and suspicious."

"I guess we must go in."

"Do not say I did not warn you."
Opening the door, I go inside, & become somewhat amazed by the oddness of the place. There is a load of wood & rock around the place, as well as loads of mini toys. I looked around the place for a bit, when eventually...

"Oh look what we have here! A customer!"

"... Well... who are you?"

"Who am I? Why I am the famous Mr. Heetloof!"

"... who?"

"Be quiet young whippersnapper. I own this magical shop."

"Are you of any relation to Leethoof?"

"... Ummm... Uhhh... Who is this Leethoof guy you speak of?"

"... Nevermind... Anyhow, I am here to referee a match between two users who are playing a match here."

"Oh yes... They are over there. Just go through the door on the right where there is an arena there."

"Okay. Thank you si-"

"But first! That Gliscor of yours... Do you find that the power of coldness takes it out very often."

"Of course I do... Now le-"

"How about we reduce that weakness a bit."

"... How?"

"With ice of course! This refrigerator here will make your Gliscor less weak to ice through the power of cold resisting cold!"

"So I would still be weak to it... right?"

"It will work for you though! Just look at how much success my fairy wing Shieldon & my ghost buster Shieldon are having!"


"Shieldon!" | "Shieldon!"

"... I will pass."

"Okay okay... What about a torch? Or a model train?"

"No."

"Alright then... You might regret this later on... Anyway, I will take you to the arena..."

"Alright then."
Capers & I were then taken to the arena by Mr. Heefloot with his Shieldon in tow. I was then taken to the box, as the two trainers got ready to fight...

"Well today, we are here to witness a battle in this magical type shop thingy between ZhengTann & Gerard. This is a 5v5 Doubles match, which means it will be a pretty long fight, but who will win this fight? We will see soon enough? Let us move on to the regulations, teams, & order!"
RULES & REGULATIONS
5 vs. 5 FE Doubles
Player DQ Time: 72 Hours
Referee DQ Time: 72 Hours
Max Recoveries per Pokémon: 2
Max Chills per Pokémon: 5
Max Substitutions per Player: 2 + KO Substitutions
Switch: OK
# Abilities: ALL
Items: ARENA + TRAINING + REGULAR
Mega Evolutions: ONE
Name: Mr. Heefloot's Magical Type Shop
Field Type = Neutral
Complexity = Moderate
Format = Eh, whatever
No Restrictions on anything
Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.
The arena is nothing special, but Mr. Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.375), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .296). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs!
Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff.
Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label.
Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type.
Crystal Tiara: Forget the Fairy Wings right above, Mr. Heefloot managed to procure a real, crystal headpiece from none other than the Fairy Queen herself! Blessed by Her Majesty, this stunningly beautiful ornament grants instant citizenship to fairy-land as long as it is worn by the Pokemon!
Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual.
Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item.
Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss.
Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head.
Torch: Light up your favorite pal, and voila! Instant fire-type!
Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast...
Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone!
Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin.
Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train?
Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier.
Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills.
Rusty Ghostbuster: Even Mr. Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon!
Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested.
Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are well-trained strongmons.
Field Type = Neutral
Complexity = Moderate
Format = Eh, whatever
No Restrictions on anything
Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.
The arena is nothing special, but Mr. Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.375), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .296). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs!
Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff.
Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label.
Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type.
Crystal Tiara: Forget the Fairy Wings right above, Mr. Heefloot managed to procure a real, crystal headpiece from none other than the Fairy Queen herself! Blessed by Her Majesty, this stunningly beautiful ornament grants instant citizenship to fairy-land as long as it is worn by the Pokemon!
Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual.
Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item.
Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss.
Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head.
Torch: Light up your favorite pal, and voila! Instant fire-type!
Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast...
Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone!
Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin.
Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train?
Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier.
Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills.
Rusty Ghostbuster: Even Mr. Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon!
Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested.
Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are well-trained strongmons.
TEAM ZHENGTANN
Haxorus(*) Natsu (M)
Just like his namesake, Natsu is an orphan, having no recollection of his parents’ fate. As such, Natsu loneliness made him grew to be very independent, to the point where he will erupt in great battle fury whenever his freedom is threatened. However, he is very much attached to his trainer, Zt, looking up to him as a partner as they search the wilds for Natsu’s direct lineage. Natsu doesn’t sharpen his tusks on a regular basis – unlike some Axews, he prefers a thicker tusk, even though they break off at pretty much the same intervals due to his affinity for intense fights. Natsu is always in a fierce competition with Gray, often challenging the other into mock spars, but the rivalry comes with respect and loyalty towards each other too. Natsu fights with the ferocity that comes with every Dragon – by fang and claw, for the very survival of his world and existence.
Beaten down at every turn never shakes Natsu's confidence - to him, a loss is just another step towards being stronger. Having new members to the team suddenly wrought certain changes to his fighting spirit. Willing to forsake his own safety for that of his friends, Natsu's newfound family is his main source of strength to improve himself and keep going.
Learning to fight with a clear mind, even in the midst of battle rage, is not easy - but Natsu is now one of the few that did it. Through rigorous training, he bridged the gap between instinct and thought, acting on cues his opponent didn't even realise to counter and parry at precisely the same time they make their move. Broadening his mind's eye also allows Natsu to make use of the environment more efficiently, as well as track his opponents battle habits - something only Gajeel can match, which became a newfound reason they keep coming to blows.
Nature: Jolly (+15% Speed, -1 SpA, +14% Acc)
Type:
Dragon Type: Dragon STAB; Thrash or Outrage will not be disrupted by oncoming damage.
Abilities:
Ability 1: Mold Breaker
Type: Passive
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Ability 2: Rivalry
Type: Passive
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Ability 3: Unnerve (DW unlocked)
Type: Passive
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112 (+14% Acc)
Size Class: 3
Weight Class: 5
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Aerial Ace
Aqua Tail
Assurance (*)
Counter
Cut
Dig (*)
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage (*)
Dragon Tail
Dual Chop (*)
Earthquake
Endeavour
Endure
False Swipe (*)
Giga Impact
Guillotine
Incinerate
Iron Tail (*)
Leer (*)
Low Kick
Night Slash (*)
Outrage
Payback
Poison Jab
Protect
Razor Wind
Rest
Reversal (*)
Rock Smash (*)
Scary Face (*)
Scratch (*)
Slash (*)
Sleep Talk
Snore
Substitute
Superpower
Sword Dance
Taunt
X-Scissor (*)

Just like his namesake, Natsu is an orphan, having no recollection of his parents’ fate. As such, Natsu loneliness made him grew to be very independent, to the point where he will erupt in great battle fury whenever his freedom is threatened. However, he is very much attached to his trainer, Zt, looking up to him as a partner as they search the wilds for Natsu’s direct lineage. Natsu doesn’t sharpen his tusks on a regular basis – unlike some Axews, he prefers a thicker tusk, even though they break off at pretty much the same intervals due to his affinity for intense fights. Natsu is always in a fierce competition with Gray, often challenging the other into mock spars, but the rivalry comes with respect and loyalty towards each other too. Natsu fights with the ferocity that comes with every Dragon – by fang and claw, for the very survival of his world and existence.
Beaten down at every turn never shakes Natsu's confidence - to him, a loss is just another step towards being stronger. Having new members to the team suddenly wrought certain changes to his fighting spirit. Willing to forsake his own safety for that of his friends, Natsu's newfound family is his main source of strength to improve himself and keep going.
Learning to fight with a clear mind, even in the midst of battle rage, is not easy - but Natsu is now one of the few that did it. Through rigorous training, he bridged the gap between instinct and thought, acting on cues his opponent didn't even realise to counter and parry at precisely the same time they make their move. Broadening his mind's eye also allows Natsu to make use of the environment more efficiently, as well as track his opponents battle habits - something only Gajeel can match, which became a newfound reason they keep coming to blows.
Nature: Jolly (+15% Speed, -1 SpA, +14% Acc)
Type:
Dragon Type: Dragon STAB; Thrash or Outrage will not be disrupted by oncoming damage.
Abilities:
Ability 1: Mold Breaker
Type: Passive
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Ability 2: Rivalry
Type: Passive
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Ability 3: Unnerve (DW unlocked)
Type: Passive
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112 (+14% Acc)
Size Class: 3
Weight Class: 5
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Aerial Ace
Aqua Tail
Assurance (*)
Counter
Cut
Dig (*)
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage (*)
Dragon Tail
Dual Chop (*)
Earthquake
Endeavour
Endure
False Swipe (*)
Giga Impact
Guillotine
Incinerate
Iron Tail (*)
Leer (*)
Low Kick
Night Slash (*)
Outrage
Payback
Poison Jab
Protect
Razor Wind
Rest
Reversal (*)
Rock Smash (*)
Scary Face (*)
Scratch (*)
Slash (*)
Sleep Talk
Snore
Substitute
Superpower
Sword Dance
Taunt
X-Scissor (*)
Lucario(*) Gray (M)
Gray the Riolu first clapped eyes on Zt when he hatched, and has followed him ever since, after bidding goodbye to his birth parents. His desire to be as good as his father (who was a well-known Pokemon in Sinnoh) drives him to perfect his body and trademark Aura Sight in all forms of training. Gray is Natsu’s rival in every way, however it’s not unusual to see them interrupt their fights just to face ‘outsiders’. Like his Ice-Making namesake, Gray is a thinking brawler. His intuition for fights, along with his uncanny ability to read his opponents movements, means he can usually counter the same instant his opponent makes a move. Oddly enough, despite numerous brawls, he sometimes still can’t read Natsu’s moves correctly.
The Hall training was grueling and long, for which Gray took quite some time to getting used to. But it honed his patience, well until the point where there remained very few things that can still bother him - those he held dear to his heart. Using his mind, he started learning how to read and shape energy, to wield his mind as a separate weapon form his body. He plans to put that to great use, still holding a secret ambition to meet and challenge his birth father again, as unlikely as it may be. His aura improved tremendously with the training of his mind and body in the Halls as well as the possession of a Lucarionite - to the point where he can sense danger to a certain extent miles away.
Nature: Mild (+1 SpAtk, -1 Def)
Type:
Fighting type: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel type: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible thereafter.
Abilities:
Ability 1: Steadfast
Type: Passive
If Gray would be flinched by an attack, 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.
Ability 2: Inner Focus
Type: Passive
When an opponent attempts to flinch Gray, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 3: Justified (DW unlocked)
Type: Passive
Gray's body reacts to dark aura, invigorating his passions. When hit by a Dark-type move, Gray's attack will increase by 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.
Ability 4: Adaptability (Mega-Evo only)
Type: Passive
The moves that match Gray's current type would have their Base Attack Power increased by two (2).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 90
Size Class: 3
Weight Class: 4
Stats (Mega-Evo):
HP: 100
Atk: Rank 6
Def: Rank 2 (-)
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 112
Size Class: 3
Weight Class: 4
EC: 6/6
MC: 3
AC: 5/5
Attacks:
Agility
Aura Sphere
Blaze Kick (*)
Bone Rush
Brick Break
Bulldoze
Bullet Punch (*)
Circle Throw
Close Combat
Copycat (*)
Counter (*)
Crunch (*)
Dark Pulse
Detect
Dig
Double Team
Dragon Pulse
Drain Punch
Dual Chop
Earthquake (*)
Endure (*)
Extreme Speed
Feint (*)
Final Gambit
Flash Cannon
Focus Blast
Focus Punch
Force Palm (*)
Foresight (*)
Fury Cutter
Heal Pulse
Hi Jump Kick
Ice Punch
Iron Tail
Low Kick
Low Sweep
Magnet Rise
Metal Claw
Metal Sound
Mind Reader
Nasty Plot
Payback
Poison Jab
Power-up Punch
Protect
Psychic
Quick Attack (*)
Rain Dance
Rest
Reversal
Roar
Rock Slide (*)
Screech (*)
Shadow Ball
Shadow Claw
Sky Uppercut
Sleep Talk
Stone Edge
Substitute (*)
Sunny Day
Swords Dance
ThunderPunch
Toxic
Vacuum Wave
Zen Headbutt

Gray the Riolu first clapped eyes on Zt when he hatched, and has followed him ever since, after bidding goodbye to his birth parents. His desire to be as good as his father (who was a well-known Pokemon in Sinnoh) drives him to perfect his body and trademark Aura Sight in all forms of training. Gray is Natsu’s rival in every way, however it’s not unusual to see them interrupt their fights just to face ‘outsiders’. Like his Ice-Making namesake, Gray is a thinking brawler. His intuition for fights, along with his uncanny ability to read his opponents movements, means he can usually counter the same instant his opponent makes a move. Oddly enough, despite numerous brawls, he sometimes still can’t read Natsu’s moves correctly.
The Hall training was grueling and long, for which Gray took quite some time to getting used to. But it honed his patience, well until the point where there remained very few things that can still bother him - those he held dear to his heart. Using his mind, he started learning how to read and shape energy, to wield his mind as a separate weapon form his body. He plans to put that to great use, still holding a secret ambition to meet and challenge his birth father again, as unlikely as it may be. His aura improved tremendously with the training of his mind and body in the Halls as well as the possession of a Lucarionite - to the point where he can sense danger to a certain extent miles away.
Nature: Mild (+1 SpAtk, -1 Def)
Type:
Fighting type: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel type: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible thereafter.
Abilities:
Ability 1: Steadfast
Type: Passive
If Gray would be flinched by an attack, 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.
Ability 2: Inner Focus
Type: Passive
When an opponent attempts to flinch Gray, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 3: Justified (DW unlocked)
Type: Passive
Gray's body reacts to dark aura, invigorating his passions. When hit by a Dark-type move, Gray's attack will increase by 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.

Ability 4: Adaptability (Mega-Evo only)
Type: Passive
The moves that match Gray's current type would have their Base Attack Power increased by two (2).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 90
Size Class: 3
Weight Class: 4
Stats (Mega-Evo):
HP: 100
Atk: Rank 6
Def: Rank 2 (-)
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 112
Size Class: 3
Weight Class: 4
EC: 6/6
MC: 3
AC: 5/5
Attacks:
Agility
Aura Sphere
Blaze Kick (*)
Bone Rush
Brick Break
Bulldoze
Bullet Punch (*)
Circle Throw
Close Combat
Copycat (*)
Counter (*)
Crunch (*)
Dark Pulse
Detect
Dig
Double Team
Dragon Pulse
Drain Punch
Dual Chop
Earthquake (*)
Endure (*)
Extreme Speed
Feint (*)
Final Gambit
Flash Cannon
Focus Blast
Focus Punch
Force Palm (*)
Foresight (*)
Fury Cutter
Heal Pulse
Hi Jump Kick
Ice Punch
Iron Tail
Low Kick
Low Sweep
Magnet Rise
Metal Claw
Metal Sound
Mind Reader
Nasty Plot
Payback
Poison Jab
Power-up Punch
Protect
Psychic
Quick Attack (*)
Rain Dance
Rest
Reversal
Roar
Rock Slide (*)
Screech (*)
Shadow Ball
Shadow Claw
Sky Uppercut
Sleep Talk
Stone Edge
Substitute (*)
Sunny Day
Swords Dance
ThunderPunch
Toxic
Vacuum Wave
Zen Headbutt
Gardevoir - 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.
The discovery of Gardevoirite trade intrigued Zheng, and when Lucy came in contact with it, she seemed to be in a far tranquil state of mind. Such was here power with the Mega Stone that the whole monastery and even nearby areas are shrouded in an aura of peace and compassion. Taking care not to affect the lives of others, Zheng had since been cautious in allowing Lucy to come in full contact with the Stone, unless the battle demands for the release of her powers.
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type:
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Fairy type: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves. Stacks with second STAB where applicable. Full list: Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent.
Abilities:
Ability 1: Synchronize
Type: Passive
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Ability 2: Trace
Type: Trigger
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. (Command: Trace (Target Ability) )
Ability 3: Telepathy (DW Unlocked)
Type: Passive
This Pokemon creates 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.
Ability 4: Pixilate (Mega-Evo only)
Type: Toggle
By default, Mega-Gardevoir's Normal-type moves are Fairy-type moves, and have an additional 2 BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by 2.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 69 (- = 80/1.15)
Size Class: 3
Weight Class: 3
Stats (Mega-Evo):
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 7
SpD: Rank 5
Spe: 86 (- = 50/1.15)
Size Class: 3
Weight Class: 3
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Calm Mind
Confusion
Dazzling Gleam
Disable
Double Team
Encore
Future Sight
Growl
Heal Pulse
Healing Wish
Hyper Beam
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Misty Terrain
Moonblast
Pain Split
Protect
Psychic
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Snatch
Stored Power
Teleport
Thunder Wave
Thunderbolt
Toxic
Will-O-Wisp

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.
The discovery of Gardevoirite trade intrigued Zheng, and when Lucy came in contact with it, she seemed to be in a far tranquil state of mind. Such was here power with the Mega Stone that the whole monastery and even nearby areas are shrouded in an aura of peace and compassion. Taking care not to affect the lives of others, Zheng had since been cautious in allowing Lucy to come in full contact with the Stone, unless the battle demands for the release of her powers.
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type:
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Fairy type: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves. Stacks with second STAB where applicable. Full list: Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent.
Abilities:
Ability 1: Synchronize
Type: Passive
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Ability 2: Trace
Type: Trigger
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. (Command: Trace (Target Ability) )
Ability 3: Telepathy (DW Unlocked)
Type: Passive
This Pokemon creates 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.

Ability 4: Pixilate (Mega-Evo only)
Type: Toggle
By default, Mega-Gardevoir's Normal-type moves are Fairy-type moves, and have an additional 2 BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by 2.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 69 (- = 80/1.15)
Size Class: 3
Weight Class: 3
Stats (Mega-Evo):
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 7
SpD: Rank 5
Spe: 86 (- = 50/1.15)
Size Class: 3
Weight Class: 3
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Calm Mind
Confusion
Dazzling Gleam
Disable
Double Team
Encore
Future Sight
Growl
Heal Pulse
Healing Wish
Hyper Beam
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Misty Terrain
Moonblast
Pain Split
Protect
Psychic
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Snatch
Stored Power
Teleport
Thunder Wave
Thunderbolt
Toxic
Will-O-Wisp
Honchkrow – Gajeel (M)
Gajeel is rather different, compared to the rest of the lot - probably his dark instincts gave him a bit of a "lone wolf" attitude. Efficient in his ways, smart in his pose, Gajeel would have a hard time fitting in - except that the girls are incredibly forgiving, and while the guys wouldn't hesitate bringing on a throwdown (save for Elfman, who repaid his indifference with barely a shrug), they never keep past grudges. Its what drove Gajeel to approach Zheng after many days of stalking them - eating, living, fighting with the affectionate way only siblings might have had. He is no slouch either - holding his own even against Erza is no small feat in the family.
Having treasure-hunted a Dusk Stone, Gajeel spent some days learning how to learn the arts native to his species, guarded by Pantherlily in the progress. The transformation itself is painful, but having endured it, something seems... both more and less in him now. When Zheng found out about his sudden bursts of suppressed emotions, it can only be attributed to Gajeel's efforts. Seeing it as only the results of his evolution, Zheng did nothing else but allow him to discover this new path, mostly on his own. What Zheng didn't know though, was that the lads have secretly form an agreement - to take turns watch over Gajeel whenever he had one of his bursts.
Nature: Mild (+1 SpA, -1 Def)
Type:
Dark type: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Flying type: 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:
Ability 1: Insomnia
Type: Passive
This Pokemon is immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker, it will wake up the next action.
Ability 2: Super Luck
Type: 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.
Ability 3: Moxie (DW Unlocked)
Type: 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.
Stats:
HP: 110
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 71
Size Class: 2
Weight Class: 3
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Assurance
Astonish
Dark Pulse
Double Team
Drill Peck
Endure
Feint Attack
Fly
Foul Play
Haze
Heat Wave
Icy Wind
Incinerate
Mean Look
Nasty Plot
Night Shade
Night Slash
Payback
Peck
Perish Song
Protect
Psychic
Psycho Shift
Pursuit
Quash
Quick Attack
Roost
Sky Attack
Sleep Talk
Snarl
Steel Wing
Substitute
Sucker Punch
Superpower
Swagger
Tailwind
Taunt
Thunder Wave
Torment
Toxic
Wing Attack

Gajeel is rather different, compared to the rest of the lot - probably his dark instincts gave him a bit of a "lone wolf" attitude. Efficient in his ways, smart in his pose, Gajeel would have a hard time fitting in - except that the girls are incredibly forgiving, and while the guys wouldn't hesitate bringing on a throwdown (save for Elfman, who repaid his indifference with barely a shrug), they never keep past grudges. Its what drove Gajeel to approach Zheng after many days of stalking them - eating, living, fighting with the affectionate way only siblings might have had. He is no slouch either - holding his own even against Erza is no small feat in the family.
Having treasure-hunted a Dusk Stone, Gajeel spent some days learning how to learn the arts native to his species, guarded by Pantherlily in the progress. The transformation itself is painful, but having endured it, something seems... both more and less in him now. When Zheng found out about his sudden bursts of suppressed emotions, it can only be attributed to Gajeel's efforts. Seeing it as only the results of his evolution, Zheng did nothing else but allow him to discover this new path, mostly on his own. What Zheng didn't know though, was that the lads have secretly form an agreement - to take turns watch over Gajeel whenever he had one of his bursts.
Nature: Mild (+1 SpA, -1 Def)
Type:
Dark type: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Flying type: 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:
Ability 1: Insomnia
Type: Passive
This Pokemon is immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker, it will wake up the next action.
Ability 2: Super Luck
Type: 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.
Ability 3: Moxie (DW Unlocked)
Type: 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.
Stats:
HP: 110
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 71
Size Class: 2
Weight Class: 3
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Assurance
Astonish
Dark Pulse
Double Team
Drill Peck
Endure
Feint Attack
Fly
Foul Play
Haze
Heat Wave
Icy Wind
Incinerate
Mean Look
Nasty Plot
Night Shade
Night Slash
Payback
Peck
Perish Song
Protect
Psychic
Psycho Shift
Pursuit
Quash
Quick Attack
Roost
Sky Attack
Sleep Talk
Snarl
Steel Wing
Substitute
Sucker Punch
Superpower
Swagger
Tailwind
Taunt
Thunder Wave
Torment
Toxic
Wing Attack
Muk - Cana (F)
Cana is an alcoholic, probably one of the very few Pokemon throughout the world to actually enjoy imbibing such beverages. Her natural biological system is the prime cause for her incredible alcoholic tolerance, and also of her encounter with Zheng - she was drinking in the wine cellar under a small inn when the innkeeper caught her red-handed. Flustered, the innkeeper cannot do anything without Pokemons, and Zheng arrived to save half the cellar, while paying off the other half. Flirtatious and often half-drunk, she's quite an addition to the family - as well as quite the reason of Zheng's oft-empty purse.
Her drinking exploits have garnered quite a reputation amongst the locals, much to Zheng's chagrin. However, Cana was smart enough not to bring her habits into the monastery, and so Zheng can't really do much but rebuke her gently. When sober, she often purifies the monastery's nearby stream by absorbing all the intoxicants and harmful substances from the water - which is why some local brewers drew water from the monastery when they make their ales.
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type:
Poison type: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in. Perfect accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction.
Abilities:
Ability 1: Stench
Type: Passive
Cana's sexy, boozy odor reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Ability 2: Sticky Hold
Type: Passive
Cana cradles her items much like the way she cradles her alcohol barrel, in a strong grip that prevents item theft or swapping.
Ability 3: Poison Touch (DW Unlocked)
Type: Toggle
Cana can channel her body's alcoholic resistances into a form of offense. Whenever she hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. If disabled, all of her attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 43 (-10%)
Size Class: 4
Weight Class: 6
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Acid Armour
Acid Spray
Block
Dark Pulse
Disable
Fire Punch
Flamethrower
Giga Drain
Harden
Ice Punch
Imprison
Mean Look
Minimize
Mud Bomb
Mud-Slap
Pain Split
Poison Gas
Pound
Protect
Rock Slide
Shadow Ball
Shadow Punch
Shadow Sneak
Sleep Talk
Sludge
Sludge Bomb
Thunderbolt
ThunderPunch
Toxic
Venoshock

Cana is an alcoholic, probably one of the very few Pokemon throughout the world to actually enjoy imbibing such beverages. Her natural biological system is the prime cause for her incredible alcoholic tolerance, and also of her encounter with Zheng - she was drinking in the wine cellar under a small inn when the innkeeper caught her red-handed. Flustered, the innkeeper cannot do anything without Pokemons, and Zheng arrived to save half the cellar, while paying off the other half. Flirtatious and often half-drunk, she's quite an addition to the family - as well as quite the reason of Zheng's oft-empty purse.
Her drinking exploits have garnered quite a reputation amongst the locals, much to Zheng's chagrin. However, Cana was smart enough not to bring her habits into the monastery, and so Zheng can't really do much but rebuke her gently. When sober, she often purifies the monastery's nearby stream by absorbing all the intoxicants and harmful substances from the water - which is why some local brewers drew water from the monastery when they make their ales.
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type:
Poison type: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in. Perfect accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction.
Abilities:
Ability 1: Stench
Type: Passive
Cana's sexy, boozy odor reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Ability 2: Sticky Hold
Type: Passive
Cana cradles her items much like the way she cradles her alcohol barrel, in a strong grip that prevents item theft or swapping.
Ability 3: Poison Touch (DW Unlocked)
Type: Toggle
Cana can channel her body's alcoholic resistances into a form of offense. Whenever she hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. If disabled, all of her attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 43 (-10%)
Size Class: 4
Weight Class: 6
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Acid Armour
Acid Spray
Block
Dark Pulse
Disable
Fire Punch
Flamethrower
Giga Drain
Harden
Ice Punch
Imprison
Mean Look
Minimize
Mud Bomb
Mud-Slap
Pain Split
Poison Gas
Pound
Protect
Rock Slide
Shadow Ball
Shadow Punch
Shadow Sneak
Sleep Talk
Sludge
Sludge Bomb
Thunderbolt
ThunderPunch
Toxic
Venoshock
TEAM GERARD
Katherine (Gardevoir) {♀}

Nature: Bold (+1 Def, -1 Atk)
Type: Psychic / Fairy
Atk: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BRT: 21
(Mega Stats)
HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 7
SpD: 5
Spe: 100
SC: 3
WC: 3
BRT: 25
EC: 9/9
MC: 0
AC: 5/5
Attacks (74/---)
Ally Switch
Calm Mind
Captivate
Charm
Confuse Ray
Confusion
Dazzling Gleam
Destiny Bond
Disable
Double Edge
Double Team
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Fire Punch
Focus Blast
Future Sight
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Misty Terrain
Moonblast
Pain Split
Protect
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Rest
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Synchronoise
Taunt
Teleport
Telekinesis
Thunder Wave
Thunderbolt
ThunderPunch
Torment
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Wonder Room
Zen Headbutt
Type: Psychic / Fairy
- Psychic STAB; Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-Type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
- Fairy STAB; -1 EN on non-Fairy Typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
- 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) By default, this Pokemon's Normal-type moves are Fairy-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2). If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.
Atk: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BRT: 21
(Mega Stats)
HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 7
SpD: 5
Spe: 100
SC: 3
WC: 3
BRT: 25
EC: 9/9
MC: 0
AC: 5/5
Attacks (74/---)
Ally Switch
Calm Mind
Captivate
Charm
Confuse Ray
Confusion
Dazzling Gleam
Destiny Bond
Disable
Double Edge
Double Team
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Fire Punch
Focus Blast
Future Sight
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Misty Terrain
Moonblast
Pain Split
Protect
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Rest
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Synchronoise
Taunt
Teleport
Telekinesis
Thunder Wave
Thunderbolt
ThunderPunch
Torment
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Wonder Room
Zen Headbutt
Éponine (Togekiss) {♀}

Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)
Type: Normal / Flying
Atk: 2 (-)
Def: 3
SpA: 5
SpD: 4
Spe: 92 (+)
SC: 1
WC: 1
BRT: 23
EC: 9/9
MC: 1
AC: 5/5
Attacks (68/---)
After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Body Slam
Brick Break
Charm
Counter
Covet
Dazzling Gleam
Defog
Double Edge
Double Team
Drain Punch
Encore
Endeavor
Endure
Extrasensory
ExtremeSpeed
Fairy Wind
Fire Blast
Flamethrower
Fly
Focus Punch
Follow Me
Foresight
Future Sight
Grass Knot
Growl
Heal Bell
Heat Wave
Hidden Power Ice
Hyper Beam
Hyper Voice
Icy Wind
Last Resort
Light Screen
Magic Coat
Magical Leaf
Metronome
Morning Sun
Nasty Plot
Pluck
Protect
Psych Up
Psychic
Psycho Shift
Psyshock
Reflect
Rest
Roost
Round
Safeguard
Shadow Ball
Signal Beam
Sky Attack
Sleep Talk
Snore
Solarbeam
Sunny Day
Swagger
Sweet Kiss
Tailwind
Telekinesis
Thunder Wave
Tri Attack
Trick
Uproar
Wish
Yawn
Type: Normal / Flying
- 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.
- 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.
Atk: 2 (-)
Def: 3
SpA: 5
SpD: 4
Spe: 92 (+)
SC: 1
WC: 1
BRT: 23
EC: 9/9
MC: 1
AC: 5/5
Attacks (68/---)
After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Body Slam
Brick Break
Charm
Counter
Covet
Dazzling Gleam
Defog
Double Edge
Double Team
Drain Punch
Encore
Endeavor
Endure
Extrasensory
ExtremeSpeed
Fairy Wind
Fire Blast
Flamethrower
Fly
Focus Punch
Follow Me
Foresight
Future Sight
Grass Knot
Growl
Heal Bell
Heat Wave
Hidden Power Ice
Hyper Beam
Hyper Voice
Icy Wind
Last Resort
Light Screen
Magic Coat
Magical Leaf
Metronome
Morning Sun
Nasty Plot
Pluck
Protect
Psych Up
Psychic
Psycho Shift
Psyshock
Reflect
Rest
Roost
Round
Safeguard
Shadow Ball
Signal Beam
Sky Attack
Sleep Talk
Snore
Solarbeam
Sunny Day
Swagger
Sweet Kiss
Tailwind
Telekinesis
Thunder Wave
Tri Attack
Trick
Uproar
Wish
Yawn
Maureen (Azumarill) {♀}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water / Fairy
Atk: 2 [5]
Def: 3
SpA: 3 (+)
SpD: 3
Spe: 43 (-)
SC: 2
WC: 3
BRT: 16 [19]
EC: 9/9
MC: 0
AC: 5/5
Attacks (40/---)
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
Play Rough
Encore
Muddy Water
Soak
Ice Punch
Aqua Jet
Perish Song
Sleep Talk
Knock Off
Hyper Voice
Dig
Scald
Ice Beam
Waterfall
Brick Break
Grass Knot
Light Screen
Bizzard
Endure
Double Team
Protect
Facade
Type: Water / Fairy
- 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)
- 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.
Atk: 2 [5]
Def: 3
SpA: 3 (+)
SpD: 3
Spe: 43 (-)
SC: 2
WC: 3
BRT: 16 [19]
EC: 9/9
MC: 0
AC: 5/5
Attacks (40/---)
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
Play Rough
Encore
Muddy Water
Soak
Ice Punch
Aqua Jet
Perish Song
Sleep Talk
Knock Off
Hyper Voice
Dig
Scald
Ice Beam
Waterfall
Brick Break
Grass Knot
Light Screen
Bizzard
Endure
Double Team
Protect
Facade
Fantine (Kitsunoh) {♀}

Nature: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost / Steel
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (+)
SC: 3
WC: 4
BRT: 19
EC: 6/6
MC: 0
AC: 5/5
Attacks (55/---)
Aerial Ace
Bulldoze
Copycat
Curse
Defog
Dig
Double Team
Earthquake
Endeavor
Endure
Faint Attack
Fake Out
Façade
Foul Play
Giga Impact
Ice Punch
Icy Wind
Iron Tail
Imprison
Iron Defense
Iron Head
Knock Off
Lick
Low Kick
Magic Coat
Memento
Metal Claw
Metal Sound
Meteor Mash
Odor Sleuth
Pain Split
Perish Song
Protect
Psycho Shift
Rain Dance
Revenge
Roar
Rock Slide
Safeguard
Scratch
Shadow Claw
Shadow Sneak
ShadowStrike
Sleep Talk
Snatch
Substitute
Sucker Punch
Sunny Day
Super Fang
Superpower
Tail Whip
Taunt
ThunderPunch
Torment
Toxic
Trick
U-Turn
Will-o-Wisp
Yawn
Type: Ghost / Steel
- 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.
- 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.
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (+)
SC: 3
WC: 4
BRT: 19
EC: 6/6
MC: 0
AC: 5/5
Attacks (55/---)
Aerial Ace
Bulldoze
Copycat
Curse
Defog
Dig
Double Team
Earthquake
Endeavor
Endure
Faint Attack
Fake Out
Façade
Foul Play
Giga Impact
Ice Punch
Icy Wind
Iron Tail
Imprison
Iron Defense
Iron Head
Knock Off
Lick
Low Kick
Magic Coat
Memento
Metal Claw
Metal Sound
Meteor Mash
Odor Sleuth
Pain Split
Perish Song
Protect
Psycho Shift
Rain Dance
Revenge
Roar
Rock Slide
Safeguard
Scratch
Shadow Claw
Shadow Sneak
ShadowStrike
Sleep Talk
Snatch
Substitute
Sucker Punch
Sunny Day
Super Fang
Superpower
Tail Whip
Taunt
ThunderPunch
Torment
Toxic
Trick
U-Turn
Will-o-Wisp
Yawn
Hecate (Aurumoth) {♀}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Bug / Psychic
Atk: 5
Def: 4
SpA: 6 (+)
SpD: 2
Spe: 81 (-)
SC: 4
WC: 5
BRT: 23
EC: 9/9
MC: 0
AC: 5/5
Attacks (71/---)
Ally Switch
AncientPower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Confusion
Counter
Disable
Double Team
Dragon Dance
Dream Eater
Electroweb
Facade
Feint
Final Gambit
Fling
Focus Blast
Frustration
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Ground
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Magic Room
Megahorn
Ominous Wind
Overheat
Protect
Psychic
Psyshock
Quiver Dance
Rain Dance
Recycle
Reflect
Rest
Return
Roleplay
Round
Safeguard
Shadow Ball
Silver Wind
Skill Swap
SolarBeam
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
Wonder Room
X-Scissor
Zen Headbutt
Type: Bug / Psychic
- 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.
- 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.]
Atk: 5
Def: 4
SpA: 6 (+)
SpD: 2
Spe: 81 (-)
SC: 4
WC: 5
BRT: 23
EC: 9/9
MC: 0
AC: 5/5
Attacks (71/---)
Ally Switch
AncientPower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Confusion
Counter
Disable
Double Team
Dragon Dance
Dream Eater
Electroweb
Facade
Feint
Final Gambit
Fling
Focus Blast
Frustration
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Ground
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Magic Room
Megahorn
Ominous Wind
Overheat
Protect
Psychic
Psyshock
Quiver Dance
Rain Dance
Recycle
Reflect
Rest
Return
Roleplay
Round
Safeguard
Shadow Ball
Silver Wind
Skill Swap
SolarBeam
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
Wonder Room
X-Scissor
Zen Headbutt

"I guess now because he was the seeker, ZhengTann will order first. And so then... Battle begin!"
TURN ORDER
ZhengTann sends out two Pokémon & specifies items.
Gerard sends out two Pokémon & specifies items.
Gerard issues actions.
ZhengTann issues actions.
Its_A_Random refs.