6v6 Babysitter Triples (3 FE 3 NFE)
All Abilities
All Items
5 Chills
2 Recovers
2 Subs
3 Day DQ
Switch=OK
Mega Evolutions: 1
Arena: Engineer Pikachu's Type changing Arena
Arena and clauses from my end included. Cheers.
ZhengTann
tavok
Tommy (Kirlia (M))
Nature: Jolly (+Spe, +6% accuracy, -SpA)
Type:
- Psychic: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
- Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Abilities:
- Synchronize (Passive): Pokemon with this ability mentally link their condition to an opposing Pokemon and when inflicted by the major status ailments Burn, Poison, or Paralysis, will share their status condition with the opponent. Pokemon will not be inflicted by status conditions to which they are immune by virtue of typing, ability, etc.
- 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.
Command: Activate Trace (target ability) - 5 En - Replace Trace with the target Ability for six (6) actions. When the copied ability fades, the user regains Trace.
- Telepathy (Passive) (LOCKED): This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 58 (+6% accuracy)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 7/9
MC: 0
AC: 3/5
KOC: 0
Moves (26/??):
- Calm Mind
- Confusion
- Dazzling Gleam
- Destiny Bond
- Disable
- Disarming Voice
- Double Team
- Draining Kiss
- Encore
- Growl
- Heal Pulse
- Hypnosis
- Lucky Chant
- Magical Leaf
- Memento
- Pain Split
- Psychic
- Reflect
- Skill Swap
- Taunt
- Teleport
- Thunder Wave
- Torment
- Trick
- Will-O-Wisp
- Zen Headbutt
Frogger (Froakie (M))
Nature: Hasty (+Spe, -Def, +23% accuracy)
Type:
- Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Abilities:
- Torrent (Passive): When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 11 to 13)
- Protean (Toggle) (UNLOCKED): By default, this Pokemon switches their type before striking with each damaging attack to match the attack they are about to use, and keep that type until another damaging move is used. The energy cost for the attack is calculated based on their type before using the move. When toggled, the Pokemon reverts back to their natural typing. Pokemon that also have Color Change ability may select whether to keep their current type or the damaging attack's type each action.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 82 (+) (+23% accuracy)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 4/9
MC: 0
AC: 5/5
KOC: 0
Moves (28/??):
- Acrobatics
- Blizzard
- Bounce
- Bubble
- Camouflage
- Dig
- Dive
- Fling
- Grass Knot
- Growl
- Hydro Pump
- Lick
- Mind Reader
- Mud Sport
- Pound
- Quick Attack
- Rock Slide
- Round
- Smack Down
- Smokescreen
- Substitute
- Surf
- Taunt
- Thief
- Toxic Spikes
- U-Turn
- Water Pulse
- Water Sport
Flare (Charmander (M))
Nature: Lonely (+Atk, -Def)
Type:
- Fire: Fire STAB; immune to burn status. Brighten Command.
Brighten Command: For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Abilities:
- Blaze (Passive): When this Pokemon's HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
- Solar Power (Passive) (LOCKED): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/9
MC: 0
AC: 3/5
KOC: 0
Moves (29/??):
- Ancient Power
- Brick Break
- Counter
- Crunch
- Dig
- Dragon Rage
- Ember
- Endure
- Fire Blast
- Fire Fang
- Fire Spin
- Flame Charge
- Flamethrower
- Focus Punch
- Growl
- Iron Tail
- Leer
- Metal Claw
- Outrage
- Overheat
- Protect
- Rage
- Rest
- Rock Slide
- Scary Face
- Scratch
- Sleep Talk
- SmokeScreen
- Sunny Day
- Thunder Punch
- Will-O-Wisp
Ramsés (Revenankh(M))
Nature: Adamant (+Atk, -SpA)
Type:
- Ghost: 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.
- Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:
- Shed Skin (Passive): This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
- Air Lock (Passive): This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
- Infiltrator (Passive) (LOCKED): Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, Safeguard, and Substitute with all of its attacks.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 0/0
MC: 0
AC: 3/5
KOC: 0
Moves (28/94):
- Arm Thrust
- Bide
- Bulldoze
- Counter
- Destiny Bond
- Drain Punch
- Endure
- Glare
- Hammer Arm
- Knock Off
- Low Sweep
- Mach Punch
- Mean Look
- Moonlight
- Phantom Force
- Poison Jab
- Protect
- Rock Slide
- Rock Tomb
- Sand Tomb
- Shadow Punch
- Shadow Sneak
- Taunt
- Torment
- Trick
- Wide Guard
- Wrap
- Wring Out
Hex (Gengar (F))
Nature: Timid (+Spe, -Atk)
Type:
- Ghost: 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.
Poison:Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.
Store Command: For the next six (6) actions, this Pokemon's moves will have their poison / toxic effect chance double.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Abilities:
- Levitate (Passive): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+) (Accuraccy boost: 19%)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Ability:
- Levitate (Passive): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Shadow Tag (Passive) (MEGA): Upon entry into battle, this Pokemon's Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 7
SpD: Rank 3
Spe: 150 (+) (+26% accuracy)
Size Class: 3
Weight Class: 3
Base Rank Total: 23
EC: 9/9
MC: 0
AC: 0/0
KOC: 0
Moves (37/111)
- Confuse Ray
- Counter
- Curse
- Dazzling Gleam
- Destiny Bond
- Disable
- Endure
- Energy Ball
- Focus Blast
- Giga Drain
- Hex
- Hyper Beam
- Hypnosis
- Knock Off
- Lick
- Mean Look
- Nightmare
- Nightshade
- Pail Split
- Perish Song
- Protect
- Psychic
- Reflect Type
- Shadow Ball
- Shadow Punch
- Skill Swap
- Sludge Bomb
- Smog
- Spite
- Sucker Punch
- Taunt
- Thunderbolt
- Torment
- Toxic
- Trick
- Venoshock
- Will-o-Wisp
About: Hex was caught while tavok passed through a haunted forest. She scared the trainer and his companions multiple times, before being exposed and defeated by Gambo. Since then, she has been a great partner for the other Pokémon, showing to be smart and cunning but somewhat timid.
Hex evolved at the same time as Hyrule and Lira after a grueling fight with Matezoide, in which they were victorious. After evolution, Hex adquiered hands, which she uses to play pranks that she wasn't able to do before.
Gambo (Snorlax (M))
Nature: Quiet (+SpA, -Spe)
Type:
- Normal:Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.
Abilities:
- Inmunity (Passive): 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 to grow more severe.
- 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.)
- Gluttony (Unlocked) (Passive): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). It also regains two (2) HP per action when holding Leftovers.
Stats:
HP: 130
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 26 (-) (Evasion drop: -10%)
Size Class: 4
Weight Class: 9
Base Rank Total: 23
EC: 6/6
MC: 0
AC: 5/5
KOC: 0
Moves (121/121) - Maxxed, 8 CC Bonus
- After You
- Amnesia
- Attract
- Belch
- Belly Drum
- Bide
- Blizzard
- Block
- Body Slam
- Brick Break
- Bubblebeam
- Bulldoze
- Captivate
- Charm
- Chip Away
- Confide
- Counter
- Covet
- Crunch
- Curse
- Defense Curl
- Double-Edge
- Double Team
- Dynamic Punch
- Earthquake
- Endure
- Facade
- Fire Blast
- Fire Punch
- Fissure
- Flamethrower
- Fling
- Focus Blast
- Focus Punch
- Frustration
- Giga Impact
- Gunk Shot
- Harden
- Headbutt
- Heavy Slam
- Hidden Power (Ground)
- Hyper Beam
- Hyper Voice
- Ice Beam
- Ice Punch
- Icy Wind
- Incinerate
- Iron Head
- Last Resort
- Lick
- Lovely Kiss
- Mega Kick
- Mega Punch
- Metronome
- Mimic
- Mud-Slap
- Natural Gift
- Odor Sleuth
- Outrage
- Pay Day
- Power-up Punch
- Protect
- Psychic
- Psych Up
- Psywave
- Pursuit
- Rage
- Rain Dance
- Recyle
- Reflect
- Refresh
- Rest
- Retaliate
- Return
- Rock Climb
- Rock Slide
- Rock Smash
- Rock Tomb
- Rollout
- Round
- Sandstorm
- Screech
- Secret Power
- Seed Bomb
- Seismic Toss
- Self-Destruct
- Shadow Ball
- Shock Wave
- Skull Bash
- Sleep Talk
- Smack Down
- Snatch
- Snore
- Solar Beam
- Splash
- Stockpile
- Strength
- Submission
- Subsitute
- Sunny Day
- Superpower
- Surf
- Swagger
- Swallow
- Sweet Kiss
- Tackle
- Take Down
- Thunder
- Thunderbolt
- Thunder Punch
- Toxic
- Uproar
- Water Gun
- Water Pulse
- Whirlpool
- Whirlwind
- Wild Charge
- Work Up
- Yawn
- Zap Cannon
- Zen Headbutt
ZhengTann sends out his first three (3) pokemon and equips items
tavok sends out his first three (3) pokemon, equips items, and orders
ZhengTann orders
ref
All Abilities
All Items
5 Chills
2 Recovers
2 Subs
3 Day DQ
Switch=OK
Mega Evolutions: 1
Arena: Engineer Pikachu's Type changing Arena
Arena: Type Changing Arena
Field Type: All Types
Complexity: Simple
Formats: All Formats
Restrictions: All moves are allowed.
Description:
It's the ASB standard arena, except somebody has implanted a strange device in the middle of the field! For the duration of the first round, this device is off. After the end of each round, though, it beeps and suddenly alters the elemental makeup of the arena, giving certain benefits to certain types and detriments to some other ones. Each time the makeup is altered, a random type is chosen. All attacking moves whose types hit the chosen type for super-effective damage have 2 more BAP, while all attacking moves whose types hit the chosen type for not very effective or zero damage have 2 less BAP. There is one exception to this rule; all attacking moves whose type matches that of the gem receive +3 BAP, disregarding the weakness bonuses and the resistance nerfs.
Summary: Certain types get buffed every round.
Field Type: All Types
Complexity: Simple
Formats: All Formats
Restrictions: All moves are allowed.
Description:
It's the ASB standard arena, except somebody has implanted a strange device in the middle of the field! For the duration of the first round, this device is off. After the end of each round, though, it beeps and suddenly alters the elemental makeup of the arena, giving certain benefits to certain types and detriments to some other ones. Each time the makeup is altered, a random type is chosen. All attacking moves whose types hit the chosen type for super-effective damage have 2 more BAP, while all attacking moves whose types hit the chosen type for not very effective or zero damage have 2 less BAP. There is one exception to this rule; all attacking moves whose type matches that of the gem receive +3 BAP, disregarding the weakness bonuses and the resistance nerfs.
Summary: Certain types get buffed every round.
Arena and clauses from my end included. Cheers.
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 (*)
Attract
Brick Break
Bulldoze
Confide
Counter
Cut
Dig (*)
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage (*)
Dragon Tail
Dual Chop (*)
Earthquake
Endeavour
Endure
Facade
False Swipe (*)
Fling
Focus Energy
Frustration
Giga Impact
Guillotine
Harden
Hidden Power Fire
Hone Claws
Hyper Beam
Incinerate
Iron Tail (*)
Leer (*)
Low Kick
Night Slash (*)
Outrage
Payback
Poison Jab
Protect
Razor Wind
Rest
Return
Reversal (*)
Roar
Rock Slide
Rock Smash (*)
Rock Tomb
Scary Face (*)
Scratch (*)
Shadow Claw
Slash (*)
Sleep Talk
Snore
Strength
Substitute
Superpower
Surf
Sunny Day
Swagger
Swords Dance
Taunt
Toxic
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 (*)
Attract
Brick Break
Bulldoze
Confide
Counter
Cut
Dig (*)
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage (*)
Dragon Tail
Dual Chop (*)
Earthquake
Endeavour
Endure
Facade
False Swipe (*)
Fling
Focus Energy
Frustration
Giga Impact
Guillotine
Harden
Hidden Power Fire
Hone Claws
Hyper Beam
Incinerate
Iron Tail (*)
Leer (*)
Low Kick
Night Slash (*)
Outrage
Payback
Poison Jab
Protect
Razor Wind
Rest
Return
Reversal (*)
Roar
Rock Slide
Rock Smash (*)
Rock Tomb
Scary Face (*)
Scratch (*)
Shadow Claw
Slash (*)
Sleep Talk
Snore
Strength
Substitute
Superpower
Surf
Sunny Day
Swagger
Swords Dance
Taunt
Toxic
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: 0
AC: 5/5
Attacks:
Agility
Attract
Aura Sphere
Bite
Blaze Kick (*)
Bone Rush
Brick Break
Bulk Up
Bulldoze
Bullet Punch (*)
Calm Mind
Captivate
Circle Throw
Close Combat
Copycat (*)
Counter (*)
Cross Chop
Crunch (*)
Dark Pulse
Detect
Dig
Double Team
Dragon Pulse
Drain Punch
Dual Chop
Earthquake (*)
Endure (*)
Extreme Speed
Facade
Feint (*)
Final Gambit
Flash Cannon
Focus Blast
Focus Punch
Follow Me
Force Palm (*)
Foresight (*)
Frustration
Fury Cutter
Giga Impact
Headbutt
Heal Pulse
Helping Hand
Hidden Power Grass
High Jump Kick
Hone Claws
Hyper Beam
Ice Punch
Iron Defense
Iron Tail
Low Kick
Low Sweep
Magnet Rise
Me First
Metal Claw
Metal Sound
Mind Reader
Mud-Slap
Nasty Plot
Payback
Poison Jab
Power-up Punch
Protect
Psychic
Quick Attack (*)
Quick Guard
Rain Dance
Rest
Retaliate
Return
Reversal
Roar
Rock Slide (*)
Rock Tomb
Screech (*)
Shadow Ball
Shadow Claw
Sky Uppercut
Sleep Talk
Snore
Stone Edge
Substitute (*)
Sunny Day
Swift
Swords Dance
Thunder Punch
Toxic
Vacuum Wave
Water Pulse
Work Up
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: 0
AC: 5/5
Attacks:
Agility
Attract
Aura Sphere
Bite
Blaze Kick (*)
Bone Rush
Brick Break
Bulk Up
Bulldoze
Bullet Punch (*)
Calm Mind
Captivate
Circle Throw
Close Combat
Copycat (*)
Counter (*)
Cross Chop
Crunch (*)
Dark Pulse
Detect
Dig
Double Team
Dragon Pulse
Drain Punch
Dual Chop
Earthquake (*)
Endure (*)
Extreme Speed
Facade
Feint (*)
Final Gambit
Flash Cannon
Focus Blast
Focus Punch
Follow Me
Force Palm (*)
Foresight (*)
Frustration
Fury Cutter
Giga Impact
Headbutt
Heal Pulse
Helping Hand
Hidden Power Grass
High Jump Kick
Hone Claws
Hyper Beam
Ice Punch
Iron Defense
Iron Tail
Low Kick
Low Sweep
Magnet Rise
Me First
Metal Claw
Metal Sound
Mind Reader
Mud-Slap
Nasty Plot
Payback
Poison Jab
Power-up Punch
Protect
Psychic
Quick Attack (*)
Quick Guard
Rain Dance
Rest
Retaliate
Return
Reversal
Roar
Rock Slide (*)
Rock Tomb
Screech (*)
Shadow Ball
Shadow Claw
Sky Uppercut
Sleep Talk
Snore
Stone Edge
Substitute (*)
Sunny Day
Swift
Swords Dance
Thunder Punch
Toxic
Vacuum Wave
Water Pulse
Work Up
Zen Headbutt
Starmie - Charla (U)
Charla is Wendy's closest friend and confidante since Daycare. Witty, and quick to learn the ways of the world, Charla did not trust Zheng at first sight, naturally, and disapproves of Natsu and Gray's loud brawls every other minute they were together. Charla looks out for Wendy, not afraid to stand up to bigger, meaner Pokemons, and its that precise quality she sees in Zheng's group that warms her up to the team. Charla is very touchy, resisting most physical contacts except with Wendy, retaliating with swift hit-and-run tactics whenever approached thus.
The sudden disappearance of Wendy as soon as the monastery is founded shook Charla up. But, the resulting search finally convinced her that her best friend is no longer the helpless, naive pup of the past. She still watches over Wendy, though, and she looks forward into their shared future in the family with a bright hope - so long as her eyes don't roll at the antics of the boys.
Nature: Modest (+1 SpA, -1 Atk)
Type:
Water type: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from to 5 per action.
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Abilities:
Ability 1: Illuminate
Type: Toggle
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). Multiple Illuminates do not stack. (Command: Enable/Disable Illuminate)
Ability 2: Natural Cure
Type: Passive
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Ability 3: Analytic (DW Unlocked)
Type: Passive
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 4
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Aurora Beam
Barrier
Bide
Blizzard
Brine
Bubblebeam
Camouflage
Confuse Ray
Cosmic Power
Dazzling Gleam
Dive
Double Team
Dream Eater
Endure
Flash Cannon
Grass Knot
Harden
Hydro Pump
Ice Beam
Icy Wind
Light Screen
Magic Coat
Minimize
Pain Split
Power Gem
Protect
Psychic
Psyshock
Rain Dance
Rapid Spin
Recover
Reflect
Reflect Type
Rest
Scald
Signal Beam
Skill Swap
Sleep Talk
Substitute
Supersonic
Surf
Swift
Tackle
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Twister
Water Gun
Whirlpool
Charla is Wendy's closest friend and confidante since Daycare. Witty, and quick to learn the ways of the world, Charla did not trust Zheng at first sight, naturally, and disapproves of Natsu and Gray's loud brawls every other minute they were together. Charla looks out for Wendy, not afraid to stand up to bigger, meaner Pokemons, and its that precise quality she sees in Zheng's group that warms her up to the team. Charla is very touchy, resisting most physical contacts except with Wendy, retaliating with swift hit-and-run tactics whenever approached thus.
The sudden disappearance of Wendy as soon as the monastery is founded shook Charla up. But, the resulting search finally convinced her that her best friend is no longer the helpless, naive pup of the past. She still watches over Wendy, though, and she looks forward into their shared future in the family with a bright hope - so long as her eyes don't roll at the antics of the boys.
Nature: Modest (+1 SpA, -1 Atk)
Type:
Water type: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from to 5 per action.
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Abilities:
Ability 1: Illuminate
Type: Toggle
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). Multiple Illuminates do not stack. (Command: Enable/Disable Illuminate)
Ability 2: Natural Cure
Type: Passive
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Ability 3: Analytic (DW Unlocked)
Type: Passive
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 4
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Aurora Beam
Barrier
Bide
Blizzard
Brine
Bubblebeam
Camouflage
Confuse Ray
Cosmic Power
Dazzling Gleam
Dive
Double Team
Dream Eater
Endure
Flash Cannon
Grass Knot
Harden
Hydro Pump
Ice Beam
Icy Wind
Light Screen
Magic Coat
Minimize
Pain Split
Power Gem
Protect
Psychic
Psyshock
Rain Dance
Rapid Spin
Recover
Reflect
Reflect Type
Rest
Scald
Signal Beam
Skill Swap
Sleep Talk
Substitute
Supersonic
Surf
Swift
Tackle
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Twister
Water Gun
Whirlpool
Bagon - Happy (M)
What is there to say about Happy, besides his namesake? When Natsu found the egg, he's very excited to have a younger brother who'd also be a Dragon. And so he went to great pains to help it hatch - asking Elfman to warm it up, sleeping with it every night, hugging it as everybody travel. It took a week for Natsu's wishes to come true, and Happy has been sticking around Natsu ever since. Even though Happy have no wishes to evolve, he would still stand up for Natsu (who's much stronger than him), simply because they're great partners. Happy is also the only one whom Natsu wouldn't pick a brawl with - which says a lot about their camaraderie.
Nature: Impish (+1 Def, -1 SpA)
Type:
Dragon Type: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Abilities:
Ability 1: Rock Head
Type: Passive
Happy's cheer and surprisingly tough constitution prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Ability 2: Sheer Force (Unlocked)
Type: Toggle
Happy can energize all its attacks with secondary effect chances that are less than 100%. When Toggled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), sans the secondary effect.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 3
EC: 4/9 Next Evolution at 4
MC: 0
AC: 5/5
Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Crunch
Dragon Claw
Dragon Breath
Flamethrower
Double-Edge
Scary Face
Endure
Hydro Pump
Twister
Dragon Pulse
Fire Fang
Brick Break
Aerial Ace
Shadow Claw
Toxic
Protect
Rock Slide
Rock Tomb
Facade
What is there to say about Happy, besides his namesake? When Natsu found the egg, he's very excited to have a younger brother who'd also be a Dragon. And so he went to great pains to help it hatch - asking Elfman to warm it up, sleeping with it every night, hugging it as everybody travel. It took a week for Natsu's wishes to come true, and Happy has been sticking around Natsu ever since. Even though Happy have no wishes to evolve, he would still stand up for Natsu (who's much stronger than him), simply because they're great partners. Happy is also the only one whom Natsu wouldn't pick a brawl with - which says a lot about their camaraderie.
Nature: Impish (+1 Def, -1 SpA)
Type:
Dragon Type: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Abilities:
Ability 1: Rock Head
Type: Passive
Happy's cheer and surprisingly tough constitution prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Ability 2: Sheer Force (Unlocked)
Type: Toggle
Happy can energize all its attacks with secondary effect chances that are less than 100%. When Toggled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), sans the secondary effect.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 3
EC: 4/9 Next Evolution at 4
MC: 0
AC: 5/5
Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Crunch
Dragon Claw
Dragon Breath
Flamethrower
Double-Edge
Scary Face
Endure
Hydro Pump
Twister
Dragon Pulse
Fire Fang
Brick Break
Aerial Ace
Shadow Claw
Toxic
Protect
Rock Slide
Rock Tomb
Facade
Jet - Nincada (M)
His dream is to be fast. He became friends with everyone faster than Laxus, but he always felt... vulnerable. Hence the dream. He wanted to be fast, so that if trouble comes, it'll never catch him. So that when enemies come, they'll never know what hit them. So that when sorrow comes, he'll be long gone.
Nature: Adamant (+Atk; -SpA)
Type:
Bug type: 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).
Ground type: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Ability 1: Compoundeyes
Type: Passive
Jet's complex eyes give him a comprehensive view of the field, making his moves and attacks 30% (x1.3) more accurate.
Ability 2: Run Away (Hidden, Locked)
Type: Passive
Jet is quick on his feet, evading any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Stats:
HP: 90
Atk: 3 (+)
Def: 3
SpA: 1 (-)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 3/5
Attacks:
Fury Swipes
Harden
Leech Life
Metal Claw
Mind Reader
Mud-Slap
Sand-Attack
Scratch
Bug Bite
Faint Attack
Final Gambit
Gust
Silver Wind
Sandstorm
Dig
Substitute
Night Slash
Protect
Aerial Ace
Frustration
String Shot
Rest
Sleep Talk
Facade
His dream is to be fast. He became friends with everyone faster than Laxus, but he always felt... vulnerable. Hence the dream. He wanted to be fast, so that if trouble comes, it'll never catch him. So that when enemies come, they'll never know what hit them. So that when sorrow comes, he'll be long gone.
Nature: Adamant (+Atk; -SpA)
Type:
Bug type: 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).
Ground type: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Ability 1: Compoundeyes
Type: Passive
Jet's complex eyes give him a comprehensive view of the field, making his moves and attacks 30% (x1.3) more accurate.
Ability 2: Run Away (Hidden, Locked)
Type: Passive
Jet is quick on his feet, evading any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Stats:
HP: 90
Atk: 3 (+)
Def: 3
SpA: 1 (-)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 3/5
Attacks:
Fury Swipes
Harden
Leech Life
Metal Claw
Mind Reader
Mud-Slap
Sand-Attack
Scratch
Bug Bite
Faint Attack
Final Gambit
Gust
Silver Wind
Sandstorm
Dig
Substitute
Night Slash
Protect
Aerial Ace
Frustration
String Shot
Rest
Sleep Talk
Facade
Turtwig - Droy (M)
Jet is Droy's fastest new friend. Often hungry and wanting food, Droy would implore Jet to help him find stuff to eat. Often after raiding the kitchens, the pair would sneak about the monastery, looking for places to hide while they eat. But when he's not eating, Droy can often be seen working on the gardens and the orchard with Wendy, doing his chores by helping around to make new fresh produce - which he'll eat, of course.
Nature: Sassy (+SpDef, -15% Speed, -10% Acc)
Type:
Grass Type: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.
Abilities:
Ability 1: Overgrow
Type: Passive
When Droy's HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solar Beam from 12 to 14)
Ability 2: Shell Armour (Hidden)
Type: Passive
Droy's thick body and craggy carapace prevents it from taking critical hits.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 26 (-)
Size Class: 1
Weight Class: 2
BRT: 14
EC: 4/9
MC: 0
AC: 4/5
Attacks:
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Leech Seed
Synthesis
Leaf Storm
Crunch
Giga Drain
Grassy Terrain
Seed Bomb
Worry Seed
Stockpile
Wide Guard
Bullet Seed
Reflect
Light Screen
Safeguard
Protect
Stealth Rock
Grass Knot
Toxic
Jet is Droy's fastest new friend. Often hungry and wanting food, Droy would implore Jet to help him find stuff to eat. Often after raiding the kitchens, the pair would sneak about the monastery, looking for places to hide while they eat. But when he's not eating, Droy can often be seen working on the gardens and the orchard with Wendy, doing his chores by helping around to make new fresh produce - which he'll eat, of course.
Nature: Sassy (+SpDef, -15% Speed, -10% Acc)
Type:
Grass Type: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.
Abilities:
Ability 1: Overgrow
Type: Passive
When Droy's HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solar Beam from 12 to 14)
Ability 2: Shell Armour (Hidden)
Type: Passive
Droy's thick body and craggy carapace prevents it from taking critical hits.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 26 (-)
Size Class: 1
Weight Class: 2
BRT: 14
EC: 4/9
MC: 0
AC: 4/5
Attacks:
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Leech Seed
Synthesis
Leaf Storm
Crunch
Giga Drain
Grassy Terrain
Seed Bomb
Worry Seed
Stockpile
Wide Guard
Bullet Seed
Reflect
Light Screen
Safeguard
Protect
Stealth Rock
Grass Knot
Toxic
tavok
Tommy (Kirlia (M))
Nature: Jolly (+Spe, +6% accuracy, -SpA)
Type:
- Psychic: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
- Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Abilities:
- Synchronize (Passive): Pokemon with this ability mentally link their condition to an opposing Pokemon and when inflicted by the major status ailments Burn, Poison, or Paralysis, will share their status condition with the opponent. Pokemon will not be inflicted by status conditions to which they are immune by virtue of typing, ability, etc.
- 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.
Command: Activate Trace (target ability) - 5 En - Replace Trace with the target Ability for six (6) actions. When the copied ability fades, the user regains Trace.
- Telepathy (Passive) (LOCKED): This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 58 (+6% accuracy)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 7/9
MC: 0
AC: 3/5
KOC: 0
Moves (26/??):
- Calm Mind
- Confusion
- Dazzling Gleam
- Destiny Bond
- Disable
- Disarming Voice
- Double Team
- Draining Kiss
- Encore
- Growl
- Heal Pulse
- Hypnosis
- Lucky Chant
- Magical Leaf
- Memento
- Pain Split
- Psychic
- Reflect
- Skill Swap
- Taunt
- Teleport
- Thunder Wave
- Torment
- Trick
- Will-O-Wisp
- Zen Headbutt
Frogger (Froakie (M))
Nature: Hasty (+Spe, -Def, +23% accuracy)
Type:
- Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Abilities:
- Torrent (Passive): When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 11 to 13)
- Protean (Toggle) (UNLOCKED): By default, this Pokemon switches their type before striking with each damaging attack to match the attack they are about to use, and keep that type until another damaging move is used. The energy cost for the attack is calculated based on their type before using the move. When toggled, the Pokemon reverts back to their natural typing. Pokemon that also have Color Change ability may select whether to keep their current type or the damaging attack's type each action.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 82 (+) (+23% accuracy)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 4/9
MC: 0
AC: 5/5
KOC: 0
Moves (28/??):
- Acrobatics
- Blizzard
- Bounce
- Bubble
- Camouflage
- Dig
- Dive
- Fling
- Grass Knot
- Growl
- Hydro Pump
- Lick
- Mind Reader
- Mud Sport
- Pound
- Quick Attack
- Rock Slide
- Round
- Smack Down
- Smokescreen
- Substitute
- Surf
- Taunt
- Thief
- Toxic Spikes
- U-Turn
- Water Pulse
- Water Sport
Found along Dientes in a cave near a spring, the two shiny water types had stolen some food from the group before being found.
With their hideout discovered, the two of them prepared for their last stand.
Frogger, being the tricky frog he is, hid behind Dientes while assaulting the team with quick, varied attacks.
However, even when working in tandem, they where no match for Gambo.
After being defeated, the water types were surprised to see that the trainer didn't finish them off: instead, he just took half of the provisions and left, leaving the other half for them.
Touched by Tavok's actions, the two little guys decided to join him in his journey.
Frogger is a strategist, using formations and tactics to fight even when he was in the wild along with Dientes. He became even more unpredictable upon mastering Protean, his specie's ability to change type according to the attack they're using: he uses it both offensively and defensively, according to the situation.
When outside of battles, he is playful and easy going, getting along with Flare, Ryu and, obviously, Dientes.
With their hideout discovered, the two of them prepared for their last stand.
Frogger, being the tricky frog he is, hid behind Dientes while assaulting the team with quick, varied attacks.
However, even when working in tandem, they where no match for Gambo.
After being defeated, the water types were surprised to see that the trainer didn't finish them off: instead, he just took half of the provisions and left, leaving the other half for them.
Touched by Tavok's actions, the two little guys decided to join him in his journey.
Frogger is a strategist, using formations and tactics to fight even when he was in the wild along with Dientes. He became even more unpredictable upon mastering Protean, his specie's ability to change type according to the attack they're using: he uses it both offensively and defensively, according to the situation.
When outside of battles, he is playful and easy going, getting along with Flare, Ryu and, obviously, Dientes.
Flare (Charmander (M))
Nature: Lonely (+Atk, -Def)
Type:
- Fire: Fire STAB; immune to burn status. Brighten Command.
Brighten Command: For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Abilities:
- Blaze (Passive): When this Pokemon's HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
- Solar Power (Passive) (LOCKED): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/9
MC: 0
AC: 3/5
KOC: 0
Moves (29/??):
- Ancient Power
- Brick Break
- Counter
- Crunch
- Dig
- Dragon Rage
- Ember
- Endure
- Fire Blast
- Fire Fang
- Fire Spin
- Flame Charge
- Flamethrower
- Focus Punch
- Growl
- Iron Tail
- Leer
- Metal Claw
- Outrage
- Overheat
- Protect
- Rage
- Rest
- Rock Slide
- Scary Face
- Scratch
- Sleep Talk
- SmokeScreen
- Sunny Day
- Thunder Punch
- Will-O-Wisp
Ramsés (Revenankh(M))
Nature: Adamant (+Atk, -SpA)
Type:
- Ghost: 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.
- Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:
- Shed Skin (Passive): This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
- Air Lock (Passive): This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
- Infiltrator (Passive) (LOCKED): Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, Safeguard, and Substitute with all of its attacks.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 0/0
MC: 0
AC: 3/5
KOC: 0
Moves (28/94):
- Arm Thrust
- Bide
- Bulldoze
- Counter
- Destiny Bond
- Drain Punch
- Endure
- Glare
- Hammer Arm
- Knock Off
- Low Sweep
- Mach Punch
- Mean Look
- Moonlight
- Phantom Force
- Poison Jab
- Protect
- Rock Slide
- Rock Tomb
- Sand Tomb
- Shadow Punch
- Shadow Sneak
- Taunt
- Torment
- Trick
- Wide Guard
- Wrap
- Wring Out
Hex (Gengar (F))
Nature: Timid (+Spe, -Atk)
Type:
- Ghost: 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.
Poison:Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.
Store Command: For the next six (6) actions, this Pokemon's moves will have their poison / toxic effect chance double.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Abilities:
- Levitate (Passive): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+) (Accuraccy boost: 19%)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Ability:
- Levitate (Passive): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Shadow Tag (Passive) (MEGA): Upon entry into battle, this Pokemon's Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 7
SpD: Rank 3
Spe: 150 (+) (+26% accuracy)
Size Class: 3
Weight Class: 3
Base Rank Total: 23
EC: 9/9
MC: 0
AC: 0/0
KOC: 0
Moves (37/111)
- Confuse Ray
- Counter
- Curse
- Dazzling Gleam
- Destiny Bond
- Disable
- Endure
- Energy Ball
- Focus Blast
- Giga Drain
- Hex
- Hyper Beam
- Hypnosis
- Knock Off
- Lick
- Mean Look
- Nightmare
- Nightshade
- Pail Split
- Perish Song
- Protect
- Psychic
- Reflect Type
- Shadow Ball
- Shadow Punch
- Skill Swap
- Sludge Bomb
- Smog
- Spite
- Sucker Punch
- Taunt
- Thunderbolt
- Torment
- Toxic
- Trick
- Venoshock
- Will-o-Wisp
About: Hex was caught while tavok passed through a haunted forest. She scared the trainer and his companions multiple times, before being exposed and defeated by Gambo. Since then, she has been a great partner for the other Pokémon, showing to be smart and cunning but somewhat timid.
Hex evolved at the same time as Hyrule and Lira after a grueling fight with Matezoide, in which they were victorious. After evolution, Hex adquiered hands, which she uses to play pranks that she wasn't able to do before.
Gambo (Snorlax (M))
Nature: Quiet (+SpA, -Spe)
Type:
- Normal:Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.
Abilities:
- Inmunity (Passive): 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 to grow more severe.
- 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.)
- Gluttony (Unlocked) (Passive): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). It also regains two (2) HP per action when holding Leftovers.
Stats:
HP: 130
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 26 (-) (Evasion drop: -10%)
Size Class: 4
Weight Class: 9
Base Rank Total: 23
EC: 6/6
MC: 0
AC: 5/5
KOC: 0
Moves (121/121) - Maxxed, 8 CC Bonus
- After You
- Amnesia
- Attract
- Belch
- Belly Drum
- Bide
- Blizzard
- Block
- Body Slam
- Brick Break
- Bubblebeam
- Bulldoze
- Captivate
- Charm
- Chip Away
- Confide
- Counter
- Covet
- Crunch
- Curse
- Defense Curl
- Double-Edge
- Double Team
- Dynamic Punch
- Earthquake
- Endure
- Facade
- Fire Blast
- Fire Punch
- Fissure
- Flamethrower
- Fling
- Focus Blast
- Focus Punch
- Frustration
- Giga Impact
- Gunk Shot
- Harden
- Headbutt
- Heavy Slam
- Hidden Power (Ground)
- Hyper Beam
- Hyper Voice
- Ice Beam
- Ice Punch
- Icy Wind
- Incinerate
- Iron Head
- Last Resort
- Lick
- Lovely Kiss
- Mega Kick
- Mega Punch
- Metronome
- Mimic
- Mud-Slap
- Natural Gift
- Odor Sleuth
- Outrage
- Pay Day
- Power-up Punch
- Protect
- Psychic
- Psych Up
- Psywave
- Pursuit
- Rage
- Rain Dance
- Recyle
- Reflect
- Refresh
- Rest
- Retaliate
- Return
- Rock Climb
- Rock Slide
- Rock Smash
- Rock Tomb
- Rollout
- Round
- Sandstorm
- Screech
- Secret Power
- Seed Bomb
- Seismic Toss
- Self-Destruct
- Shadow Ball
- Shock Wave
- Skull Bash
- Sleep Talk
- Smack Down
- Snatch
- Snore
- Solar Beam
- Splash
- Stockpile
- Strength
- Submission
- Subsitute
- Sunny Day
- Superpower
- Surf
- Swagger
- Swallow
- Sweet Kiss
- Tackle
- Take Down
- Thunder
- Thunderbolt
- Thunder Punch
- Toxic
- Uproar
- Water Gun
- Water Pulse
- Whirlpool
- Whirlwind
- Wild Charge
- Work Up
- Yawn
- Zap Cannon
- Zen Headbutt
One of Tavok's first Pokémon, Gambo is the MvP of the team, being the one with the most training and experience.
He has showed his worth against many opponents, winning most of the fights he's been at, even managing to KO two of the Battle Pike Queen's Pokémon in the team's first confrontation with her.
Gambo is quite curious, trying to understand everything that is around. He's also a quick learner, managing to perform many moves just after trying a couple times.
He doesn't talk much, but he has a deep trust in both his trainer and his partners. He's also the one most of his teammates look up to, and he supports all of them as much as he can.
If there is a tough fight coming, Gambo is the one to fall back on.
He has showed his worth against many opponents, winning most of the fights he's been at, even managing to KO two of the Battle Pike Queen's Pokémon in the team's first confrontation with her.
Gambo is quite curious, trying to understand everything that is around. He's also a quick learner, managing to perform many moves just after trying a couple times.
He doesn't talk much, but he has a deep trust in both his trainer and his partners. He's also the one most of his teammates look up to, and he supports all of them as much as he can.
If there is a tough fight coming, Gambo is the one to fall back on.
ZhengTann sends out his first three (3) pokemon and equips items
tavok sends out his first three (3) pokemon, equips items, and orders
ZhengTann orders
ref