Shellos (F)
-10 EVA
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Storm Drain (Innate): This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. 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.
Sticky Hold (Innate): This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
HP: 100
Atk: 3
Def: 3
SpA: 4.5
SpD: 4.5
Spe: 29
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Minccino (F)
+17 ACC
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Cute Charm (Innate): This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Technician (Innate): This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
HP: 90
Atk: 3
Def: 3
SpA: 3
SpD: 1.5
Spe: 87
Size Class: 1
Weight Class: 1
Larvitar (M)
-10 EVA
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Guts (Innate): This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
HP: 90
Atk: 4.5
Def: 3
SpA: 4.5
SpD: 3
Spe: 35
Size Class: 1
Weight Class: 4
Growlithe (M)
+11 ACC
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Intimidate (Can Be Activated): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
HP: 90
Atk: 4.5
Def: 3
SpA: 4.5
SpD: 1.5
Spe: 69
Size Class: 1
Weight Class: 2
Monohm (M)
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Shield Dust (Innate): This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static (Innate): This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
HP: 90
Atk: 1.5
Def: 4.5
SpA: 4.5
SpD: 4.5
Spe: 60
Size Class: 1
Weight Class: 2
Chikorita (F)
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Overgrow (Innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).
HP: 90
Atk: 1.5
Def: 4.5
SpA: 3
SpD: 6
Spe: 45
Size Class: 1
Weight Class: 1
Ralts (F)
-10% Evasion
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks, however, cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Synchronize (Innate): 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.
Trace (Can Be Activate): 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.
HP: 90
Atk: 1.5
Def: 3
SpA: 3
SpD: 3
Spe: 34
Size Class: 1
Weight Class: 1
Snorunt (F)
+8% Accuracy
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Inner Focus (Innate): When an opponent attempts to flinch Juvia, she stands firm and continues its attack by reminding herself of herlove towards Gray.
Ice Body (Innate): Juvia loves ice and hail, thriving in Icy conditions and able to absorb energy from Hailstones to recover two (2) HP/action in Hail.
HP: 90
Atk: 1.5
Def: 3
SpA: 3
SpD: 3
Spe: 58
Size Class: 1
Weight Class: 2
Anorith (M)
-10% Evasion
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Battle Armour (Innate): Pantherlily’s thick armor prevents him from taking critical hits.
HP: 90
Atk: 6
Def: 3
SpA: 3
SpD: 3
Spe: 65
Size Class: 1
Weight Class: 2
Numel (M)
-10% evasion
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Simple (Innate): This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier.
HP: 90
Atk: 3
Def: 3
SpA: 4.5
SpD: 4.5
Size Class: 1
Weight Class: 1