I'm glad to ref new people every day. =D random's team (Move your mouse to reveal the content) random's team (open) random's team (close) Yamask Spiroffin (M) Nature: Sassy 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 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 4 (+) Spe: 26 (-) EC: 0/9 MC: 0 DC: N/A Abilities: Mummy: (Innate) This Pokemon's skin has a lasting curse on it. When struck by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions. Attacks: Astonish Protect Disable Haze Night Shade Hex Will-O-Wisp Ominous Wind Nasty Plot Imprison Heal Block Energy Ball Toxic Psychic Breezi Utilitand (M) Nature: Hardy Type: Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. 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. Stats: HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 85 EC: 0/9 MC: 0 DC: 0/5 Abilities: Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move. Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Unburden(DW): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item. Attacks: Gust Sand Attack Tailwind Encore Rapid Spin Knock Off Heal Pulse Copycat Whirlwind Razor Wind Entrainment Stealth Rock Spikes Earth Power Acrobatics U-Turn Sludge Bomb Drilbur Shovrill (M) Nature: Adamant Type: Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 68 EC: 5/6 MC: 0 DC: 1/5 Abilities: Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage. Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage. Mold Breaker (DW): (Innate) 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.) Attacks: Scratch Mud Sport Rapid Spin Mud-Slap Fury Swipes Metal Claw Dig Hone Claws Drill Run Crush Claw Skull Bash Submission Earthquake Rock Slide Aerial Ace Garchomp Choragon (M) Nature: Adamant Type: Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Stats: HP: 110 Atk: Rank 6 (+) Def: Rank 3 SpA: Rank 2 (-) SpD: Rank 3 Spe: 102 EC: 9/9 MC: 0 DC: 2/5 Abilities: Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. Rough Skin (DW): (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent. Attacks: Tackle Sand-Attack Dragon Rage Sandstorm Take Down Sand Tomb Slash Outrage Body Slam Iron Head Earthquake Dragon Claw Hone Claws Shadow Claw Solstice's team (Move your mouse to reveal the content) Solstice's team (open) Solstice's team (close) Eevee (M) (Full Name: Follow the Wind, Nickname: Fellow) Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced by *) Type: Normal Normal: Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have have Energy Cost reduced by one (1). Stats: HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 64 (53x1.15) EC: 1/6 MC: 1 DC: 1/5 Abilities: Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle. Adaptibility: (Innate) The moves that match this Pokemon’s type deal two (2) more damage. Anticipation(DW): (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion. Attacks: Tackle(*) Tail Whip(*) Helping Hand(*) Sand Attack(*) Growl(*) Quick Attack(*) Yawn(*) Detect(*) Wish(*) Shadow Ball(*) Hidden Power Fire Power 6(*) Substitute(*) Larvesta(*) (F) (Equinox) Nature: Mild (Special Attack increased by *, Defense reduced by *) Type: Bug/Fire Bug:Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1). Fire:Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1). Stats: HP: 90 Atk:Rank 3 Def:Rank 1 SpA:Rank 3 SpD:Rank 2 Spe:60 EC: 5/6 MC: 1 DC: 3/5 Abilities: Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) Attacks: Ember (*) String Shot (*) Leech Life (*) Take Down (*) Bug Buzz Flare Blitz Morning Sun (*) Zen Headbutt (*) Endure (*) Incinerate (*) Solar Beam (*) Sunny Day (*) Breloom(*) (M) (Bushido) Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Special Attack reduced by *.) Type: Grass Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1). Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). Stats: HP: 90 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 81 (70x1.15) EC: 6/6 MC: 0 DC: 4/5 Abilities: Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate. Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled. Technician(DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Attacks: Absorb (*) Tackle (*) Stun Spore (*) Leech Seed (*) Mega Drain (*) Headbutt (*) Poison Powder (*) Spore Mach Punch Seed Bomb (*) Drain Punch (*) Worry Seed (*) Facade (*) Double Team (*) Safeguard (*) Stone Edge Heh, that Garchomp looks needed after all! Okay, Random posts his first mon with its ability, then Solstice does the same except with orders. After that, Random orders! If you're confused about switching, see Deck Knight's match with Darkamber!