Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Please use this thread throughout the tournament to claim your new moves and swap Pokemon. Approvals will be necessary before you can move on through each round.
Tournament rules:
- Tournament will be 3v3 singles.
- Pokemon will earn 6 MC in between battles.
- Abilities and evolutions are locked for the entire tournament for all rental Pokemon.
- Pokemon will be randomly given out in groups of six to each trainer, with repeats omitted and replaced.
- For round one you are to choose three out of the initial six you are given. The three you do not choose will be discarded, and you will be unable to use them for the remainder of the tournament.
- Items will be randomly given out in groups of ten to each trainer, with repeats omitted and replaced.
- Items and Pokemon will be from a pre-determined pool.
- Upon winning any round a trainer may swap one of their current Pokemon for one of their defeated opponent's current Pokemon.
- Consumable items will be replenished throughout the tournament.
- Held items will be swapped along with Pokemon. If your Pokemon has no held item, none will be forfeited.
- For prizes for second and third places, they may choose from the team they lost their battle with. Swapped Pokemon from their final battle are not included in prize choice. guys CMFP got a Kitsunoh we're fucking dead
Prizes for the tournament are as followed:
1st Place - One of Uxie, Mesprit, or Azelf and a Master Ball. 2nd Place - Your full ending rental set. 3rd Place - Your choice of one Pokemon from your ending rental set.
The numbers below your name are the index numbers of the Pokemon you are allowed to choose from before round one. If you were given two of the same number, please VM me and I will reroll for a new Pokemon. Item index numbers will be found under your Pokemon index numbers. If you were given two of the same item, please VM me and I will reroll for a new item.
When claiming your first three Pokemon, you are allowed three free egg moves. If you do not have egg moves, you will be allowed three free present-gen TMs.
MAKE SURE YOUR POKEMON HAVE CORRECT STATS AND ALL FREE LEVEL UP MOVES
Pidgeot (M)
Nature: Naive
+15% Speed, -1 Special Defense, +13% Accuracy
Type: Normal / Flying Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Keen Eye Keen Eye (Innate):
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Type: Normal / Flying Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Sniper Sniper (Innate):
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Type: Poison 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.
Ability: Unnerve Unnerve (Innate):
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Nature: Rash
+1 Special Attack, -1 Special Defense
Type: Electric Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ability: Static 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.
Attacks:
#Level Up#
Thundershock
Tail Whip
Quick Attack
Growl
Thunder Wave
Thunderbolt
Electro Ball
Double Team
Slam
Charm
Sweet Kiss
Nasty Plot
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Sandslash (M)
Nature: Jolly
+15% Speed, -1 SpA, +6% Accuracy
Type: Ground Ground: 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.
Ability: Sand Rush 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.
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Poison / Ground 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. Ground: 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.
Ability: Sheer Force Sheer Force (Can be Enabled):
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks:
#Level Up#
Growl
Scratch
Tail Whip
Tackle
Double Kick
Poison Sting
Fury Swipes
Bite
Helping Hand
Body Slam
Chip Away
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Nidoking (M)
Nature: Naive
+15% Speed, -1 Special Defense, +11% Accuracy
Type: Poison / Ground 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. Ground: 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.
Ability: Sheer Force Sheer Force (Can be Enabled):
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks:
#Level Up#
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand
Chip Away
Thrash
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Clefable (F)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Magic Guard Magic Guard (Innate):
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Attacks:
#Level Up#
Pound
Charm
Encore
Sing
Sweet Kiss
Copycat
Magical Leaf
Growl
Doubleslap
Defense Curl
Follow Me
Bestow
Minimize
Wake-Up Slap
Cosmic Power
Metronome
Moonlight
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Wigglytuff (F)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Frisk Frisk (Innate):
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.
Attacks:
#Level Up#
Sing
Charm
Defense Curl
Pound
Sweet Kiss
Copycat
Disable
Rollout
Doubleslap
Round
Rest
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Golbat (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Poison / Flying 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 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Infiltrator Infiltrator (Innate):
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Attacks:
#Level Up#
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Swift
Air Cutter
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Vileplume (F)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Grass / Poison Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. 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.
Ability: Effect Spore Effect Spore (Can be Disabled):
This Pokemon has a stockpile of defensive spores which it releases 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.
Type: Bug/Poison Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). 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.
Ability: Tinted Lens Tinted Lens (Innate):
When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Type: Ground Ground: 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.
Ability: Sand Force 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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Cloud Nine Cloud Nine (Innate):
Pokemon with Cloud Nine will not suffer any negative effects of weather, but will benefit from all positive effects. Sunny Day and Rain Dance do not increase the damage of attacks against them, or decrease the damage of their attacks. They suffer no damage in Hail and Sandstorm. Their SolarBeam will retain its BAP in Hail, Rain Dance, and Sandstorm, while the charge is still removed under Sunny Day. SolarBeam always charges against them, Blizzard, Thunder and Hurricane will always check with their 70% accuracy (or 50% if a weather effect reduces it.)
Cloud Nine also has a command that can nullify weather on the field.
Command: (Ability: Cloud Nine)
Attacks:
#Level Up#
Aqua Jet
Water Sport
Scratch
Tail Whip
Water Gun
Disable
Confusion
Water Pulse
Fury Swipes
Screech
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Primeape (M)
Nature: Jolly
+15% Speed, +11% Accuracy, -1 Special Attack
Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Anger Point Anger Point (Innate):
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.
Attacks:
#Level Up#
Scratch
Leer
Karate Chop
Fling
Low Kick
Focus Energy
Rage
Fury Swipes
Seismic Toss
Screech
Assurance
Covet
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Poliwrath (F)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water/Fighting Water:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Swift Swim Swift Swim (Innate):
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Attacks:
#Level Up#
Bubblebeam
Hypnosis
Water Gun
DoubleSlap
Submission
Water Sport
Bubble
Rain Dance
Body Slam
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Kadabra (M)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Psychic Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Magic Guard Magic Guard (Innate):
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Type: Psychic Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Inner Focus Inner Focus (Innate):
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Nature: Careful
+1 Special Defence, -1 Special Attack
Type: Fight Fight: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Guts 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.
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Grass / Poison Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. 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.
Ability: Gluttony Gluttony (Innate):
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Type: Ground / Rock Ground: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. Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ability: Sturdy Sturdy (Innate):
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Attacks:
#Level Up#
Tackle
Defence Curl
Mud Sport
Rock Polish
Rock Throw
Magnitude
Steamroller
Rock Blast
Rollout
Selfdestruct
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Slowbro (F)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water / Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Regenerator Regenerator (Innate):
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Type: Electric / Steel Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability: Sturdy Sturdy (Innate):
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Attacks:
#Level Up#
Tri Attack
Metal Sound
Tackle
Sonic Boom
ThunderShock
Supersonic
Thunder Wave
Magnet Bomb
Spark
Mirror Shot
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Dodrio (M)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Normal / Flying Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Tangled Feet Tangled Feet (Innate):
When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, the duration of confusion doubles.
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water / Ice Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ability: Hydration Hydration (Innate):
This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Attacks:
#Level Up#
Heatbutt
Water Sport
Growl
Signal Beam
Icy Wind
Aurora Beam
Encore
Ice Shard
Rest
Aqua Ring
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Gengar (F)
Nature: Hasty
-1 Def, +15% Spe, +19% Accuracy
Type: Ghost / Poison 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. 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.
Ability: Levitate Levitate (Innate):
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Attacks:
#Level Up#
Hypnosis
Lick
Spite
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Punch
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Onix (M)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Ground / Rock Ground: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. Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ability: Sturdy Sturdy (Innate):
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Attacks:
#Level Up#
Mud Sport
Tackle
Harden
Bind
Curse
Screech
Rock Throw
Rage
Rock Tomb
Stealth Rock
Rock Polish
Smack Down
Dragon Breath
Sand Storm
Slam
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Hypno (M)
Nature: Brave
+1 Attack, -15% Speed, -10% Evasion
Type: Psychic Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Forewarn Forewarn (Innate):
This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Sheer Force Sheer Force (Can Be Enabled):
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Type: Electric Electric:Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ability: Static 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.
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Grass / Psychic Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Harvest Harvest (Innate):
At the end of each round, this Pokemon recycles a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.
Nature: Jolly
-1 Special Attack, +15% Speed, +12% Accuracy
Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Reckless Reckless (Innate):
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Attacks:
#Level Up#
Fake Out
Tackle
Helping Hand
Revenge
Double Kick
Meditate
Rolling Kick
Jump Kick
Brick Break
Focus Energy
Feint
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Hitmonchan (M)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Iron Fist Iron Fist (Innate):
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)
Attacks:
#Level Up#
Fake Out
Tackle
Helping Hand
Revenge
Comet Punch
Agility
Pursuit
Mach Punch
Bullet Punch
Feint
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Weezing (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Poison 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.
Ability: Levitate Levitate (Innate):
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Natural Cure Natural Cure (Innate):
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.
Type: Grass Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Regenerator Regenerator (Innate):
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Scrappy Scrappy (Innate):
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Attacks:
#Level Up#
Comet Punch
Leer
Fake Out
Bite
Tail Whip
Double Hit
Mega Punch
Rage
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Seaking (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Lightningrod Lightningrod(Innate):
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their 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. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.
Type: Water / Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Illuminate Illuminate (Can be Enabled):
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Attacks:
#Level Up#
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
BubbleBeam
Minimize
Confuse Ray
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Mr. Mime (F)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Psychic Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Filter Filter (Innate):
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super effective attack by two (2). Stats:
HP: 90
Atk: 1 (-)
Def: 3
SpA: 5 (+)
SpD: 5
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Type: Bug/Flying Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Technician 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.
Type: Ice/Psychic Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Forewarn Forewarn (Innate):
This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.
Type: Electric Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ability: Static 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.
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Fire Fire: 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 bushfire areas.
Ability: Flame Body 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.
Attacks:
#Level Up#
Smog
Ember
Leer
SmokeScreen
Faint Attack
Fire Spin
Clear Smog
Flame Burst
Confuse Ray
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Lapras (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water/Ice Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ability: Shell Armor Shell Armor (Innate):
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Attacks:
#Level Up#
Sing
Water Gun
Growl
Mist
Confuse Ray
Ice Shard
Water Pulse
Body Slam
Rain Dance
Perish Song
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Omastar (F)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Rock/Water Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Shell Armor Shell Armor (Innate):
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Type: Rock/Water Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Battle Armor Battle Armor (Innate):
This Pokemon'’s thick armor prevents it from taking critical hits.
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Dragon Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ability: Marvel Scale Marvel Scale (Innate):
This Pokemon’'s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Type: Normal/Flying Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Tinted Lens Tinted Lens (Innate):
When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Type: Water/Electric Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Electric: 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.
Ability: Volt Absorb Volt Absorb (Innate):
This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Attacks:
#Level Up#
Bubble
Supersonic
Thunder Wave
Flail
Water Gun
Confuse Ray
Spark
Take Down
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Xatu (M)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Psychic/Flying Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Magic Bounce Magic Bounce (Innate): This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
Attacks:
#Level Up#
Peck
Leer
Night Shade
Teleport
Lucky Chant
Miracle Eye
Me First
Confuse Ray
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Ampharos (F)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Electric Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ability: Static 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.
Attacks:
#Level Up#
Fire Punch
Tackle
Growl
ThunderShock
Thunder Wave
Cotton Spore
Charge
Take Down
Electro Ball
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Bellossom (F)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Grass Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Chlorophyll Chlorophyll (Innate):
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
#Level Up#
Leaf Blade
Mega Drain
Absorb
Sweet Scent
Stun Spore
Sunny Day
Magical Leaf
Acid
PoisonPowder
Sleep Powder
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Azumaril (M)
Nature: Jolly
+15% Speed, -1 Special Attack, +4% Accuracy
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Huge Power Huge Power (Innate):
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.
Attacks:
#Level Up#
Tackle
Bubble
Defense Curl
Tail Whip
Water Sport
Water Gun
Rollout
Bubblebeam
Helping Hand
Aqua Tail
Double-Edge
Splash
Charm
Bounce
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Sudowoodo (F)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Rock Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ability: Rock Head Rock Head (Innate):
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Attacks:
#Level Up#
Wood Hammer
Copycat
Flail
Low Kick
Rock Throw
Mimic
Block
Slam
Faint Attack
Rock Tomb
Rock Slide
Fake Tears
#Egg#
#TM/HM#
Protect
Substitute
#Tutor/Event#
Politoed (M)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Drizzle Drizzle (Innate):
When this Pokemon is sent out, it summons a massive rainstorm into the field that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.
Attacks:
#Level Up#
BubbleBeam
Water Gun
Hypnosis
DoubleSlap
Perish Song
Water Sport
Rain Dance
Body Slam
Mud Shot
#Egg#
#TM/HM#
Protect
Substitute
#Tutor/Event#
Jumpluff (F)
Nature: Jolly
+15% Speed, -1 Special Attack, +19% Accuracy
Type: Grass/Flying Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Infiltrator Infiltrator (Innate):
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Type: Grass Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Solar Power Solar Power (Innate):
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).
Type: Water/Ground Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ground: 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.
Ability: Water Absorb Water Absorb (Innate):
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Attacks:
#Level Up#
Water Gun
Tail Whip
Mud Sport
Mud Shot
Slam
Mud Bomb
Amnesia
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Slowking (M)
Nature: Bold
+1 Defense, -1 Attack
Type: Water/Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Regenerator Regenerator (Innate):
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks:
#Level Up#
Power Gem
Hidden Power
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Wobuffet (F)
Nature: Bold
+1 Defense, -15% Speed, -10% Evasion
Type: Psychic Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Shadow Tag Shadow Tag (Innate):
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.
Attacks:
#Level Up#
Counter
Mirror Coat
Safeguard
Destiny Bond
Splash
Charm
Encore
#Egg#
#TM/HM#
#Event/Tutor#
Bide
Tickle
Girafarig (M)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Normal/Psychic Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Inner Focus Inner Focus (Innate):
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Nature: Careful
+1 Special Defense, -1 Special Attack
Type: Bug/Steel Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability: Overcoat Overcoat (Innate):
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Attacks:
#Level Up#
Toxic Spikes
Tackle
Protect
Selfdestruct
Bug Bite
Take Down
Rapid Spin
Bide
Natural Gift
Spikes
#Egg#
#TM/HM#
Substitute
#Event/Tutor#
Dunsparce (M)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Serene Grace Serene Grace (Innate):
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Attacks:
#Level Up#
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Screech
AncientPower
Take Down
Roost
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Gligar (F)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Ground/Flying Ground: 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. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Immunity Immunity (Innate):
This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Quick Feet Quick Feet (Innate):
This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
Attacks:
#Level Up#
Ice Fang
Fire Fang
Thunder Fang
Tackle
Scary Face
Tail Whip
Charm
Bite
Lick
Headbutt
Roar
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Heracross (F)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Bug/Fighing Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Guts 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.
Nature: Jolly
+15% Speed, +30% Accuracy, -1 Special Attack
Type: Dark / Ice Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ability: Inner Focus Inner Focus (Innate):
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Nature: Jolly
+15% Speed, +5% Accuracy, -1 Special Attack
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Guts 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.
Type: Fire / Rock Fire: 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 bushfire areas. Rock:: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ability: Flame Body 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.
Attacks:
#Level Up#
Yawn
Smog
Ember
Rock Throw
Harden
Recover
Flame Burst
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Piloswine (M)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Ice / Ground Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Ground: 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.
Ability: Thick Fat Thick Fat (Innate):
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Moody Moody (Innate):
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths. Moody Natures
Attacks:
#Level Up#
Gunk Shot
Rock Blast
Water Gun
Constrict
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Octazooka
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Mantine (M)
Nature: Modest
+Special Attack, -Attack
Type: Water / Flying Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Swift Swim Swift Swim (Innate):
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Attacks:
#Level Up#
Psybeam
Tackle
Bullet Seed
Signal Beam
Bubble
Supersonic
BubbleBeam
Confuse Ray
Wing Attack
Headbutt
Water Pulse
Wide Guard
Agility
Take Down
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Skarmory (F)
Nature: Careful
+1 Special Defense, -1 Special Attack
Type: Steel / Flying Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Sturdy Sturdy (Innate):
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Attacks:
#Level Up#
Leer
Peck
Sand-Attack
Swift
Agility
Fury Attack
Feint
Air Cutter
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Houndoom (M)
Nature: Rash
+1 Special Attack, -1 Special Defense
Type: Dark / Fire Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Fire: 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 bushfire areas.
Ability: Unnerve Unnerve (Innate):
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Type: Water / Dragon Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ability: Sniper Sniper (Innate):
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Attacks:
#Level Up#
Yawn
SmokeScreen
Leer
Water Gun
Focus Energy
BubbleBeam
Agility
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Donphan (M)
Nature: Careful
+1 Special Defense, -1 Special Attack
Type: Ground Ground: 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.
Ability: Sturdy Sturdy (Innate):
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Attacks:
#Level Up#
Fire Fang
Thunder Fang
Odor Sleuth
Horn Attack
Growl
Defense Curl
Flail
Bulldoze
Rapid Spin
Knock Off
Rollout
Magnitude
Slam
Fury Attack
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Porygon2 (U)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Trace Trace (Can Be Activated):
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Frisk Frisk (Innate):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.
Attacks:
#Level Up#
Tackle
Leer
Astonish
Hypnosis
Stomp
Sand-Attack
Take Down
Confuse Ray
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Hitmontop (M)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Technician 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.
Attacks:
#Level Up#
Tackle
Helping Hand
Fake Out
Foresight
Revenge
Rolling Kick
Focus Energy
Pursuit
Quick Attack
Triple Kick
Rapid Spin
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Miltank (F)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Thick Fat Thick Fat (Innate):
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Attacks:
#Level Up#
Tackle
Growl
Defense Curl
Stomp
Milk Drink
Bide
Rollout
Body Slam
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Pupitar (M)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Rock / Ground Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Ground: 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.
Ability: Shed Skin Shed Skin (Innate):
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.
Type: Water / Ground Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ground: 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.
Ability: Torrent: (Innate) 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 12 to 14)
Attacks:
#Level Up#
Tackle
Growl
Mud Slap
Water Gun
Bide
Mud Shot
Foresight
Mud Bomb
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Ludicolo (F)
Nature: Modest (+Spa, -Atk.)
Type: Water / Grass Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks:
#Level Up#
Astonish
Growl
Mega Drain
Absorb
Nature Power
Fake Out
Fury Swipes
Water Sport
Bubble Beam
Mist
Natural Gift
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Shiftry (M)
Nature: Rash (+Spa, -Spd.)
Type: Dark / Grass Dark:Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Pickpocket: (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand. Command: [Ability: Pickpocket (Ally Item Swap)]
Attacks:
#Level Up#
Faint Attack
Whirlwind
Nasty Plot
Razor Leaf
Leaf Tornado
Pound
Harden
Growth
Nature Power
Fake Out
Torment
Bide
Synthesis
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Pelipper (F)
Nature: Modest (+Spa, -Atk.)
Type: Water / Flying Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks:
#Level Up#
Soak
Growl
Water Gun
Water Sport
Wing Attack
Super Sonic
Mist
Water Pulse
Payback
Protect
#Egg#
#TM/HM#
Substitute
#Event/Tutor#
Breloom (M)
Nature: Adamant (+Atk, -Spa.)
Type: Grass / Fighting Grass:Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: 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.
Type: Bug / Flying Bug:Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Infiltrator: (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Attacks:
#Level Up#
Bug Bite
Scratch
Harden
Leech Life
Sand Attack
Fury Swipes
Mind Reader
Double Team
Fury Cutter
Screech
Swords Dance
False Swipe
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Shednija (U)
Nature: Adamant (+Atk, -Spa.)
Type: Bug / Ghost Bug:Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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.
Ability: Wonder Guard: (Innate) Pokemon with this ability suffer no damage from attacks that are not super effective. This ability cannot be removed or copied by any means.
Attacks:
#Level Up#
Ice Fang
Fire Fang
Thunder Fang
Pound
Uproar
Astonish
Howl
Bite
Super Sonic
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Hariyama (F)
Nature: Adamant (+Atk, -Spa.)
Type: Fighting Fighting:Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks:
#Level Up#
Tackle
Focus Energy
Sand Attack
Brine
Arm Thrust
Vital Throw
Whirlwind
Fake Out
Knock Off
Smellingsalt
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Medicham (M)
Nature: Jolly (+Spe, -Spa.)
Type: Fighting/Psychic Fighting:Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Psychic: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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Pure Power: 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.
Attacks:
#Level Up#
Fire Punch
Ice Punch
Thunder Punch
Bide
Meditate
Confusion
Detect
Hidden Power
Swagger
Mind Reader
Feint
Calm Mind
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Manectric (M) Nature: Modest (+1 SpA, -1 Atk) Type: Electric Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ability: Static 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.
Swalot (F) Nature: Modest (+1 SpA, -1 Atk) Type: Poison 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.
Ability: Gluttony Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Attacks:
#Level Up#
Pound
Yawn
Poison Gas
Sludge
Amnesia
Encore
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Sharpedo (F)
Nature: Rash
+1 Special Attack, -1 Special Defense
Type: Water/Dark Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Speed Boost Speed Boost (Innate):
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).
Attacks:
#Level Up#
Feint
Leer
Bite
Rage
Focus Energy
Scary Face
Crunch
Ice Fang
Screech
Swagger
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Wailmer (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Pressure Pressure (Innate):
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
#Level Up#
Splash
Growl
Water Gun
Rollout
Whirlpool
Astonish
Water Pulse
Mist
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Wailord (F)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Pressure Pressure (Innate):
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
#Level Up#
Splash
Growl
Water Gun
Rollout
Whirlpool
Astonish
Water Pulse
Mist
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Camerupt (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Fire/Ground Fire: 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 bushfire areas. Ground: 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.
Ability: Solid Rock Solid Rock (Innate):
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Attacks:
#Level Up#
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Torkoal (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Fire Fire: 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 bushfire areas.
Ability: Shell Armor Shell Armor (Innate):
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Attacks:
#Level Up#
Ember
Smog
Withdraw
Curse
SmokeScreen
Fire Spin
Rapid Spin
Body Slam
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Grumpig (M)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Psychic Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Gluttony Gluttony (Innate):
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Attacks:
#Level Up#
Splash
Psywave
Odor Sleuth
Psybeam
Psych Up
Confuse Ray
Magic Coat
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Cacturne (F)
Nature: Brave
+1 Attack, -15% Speed, -10% Evasion
Type: Grass/Dark Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Sand Veil 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.
Nature: Rash
+1 Special Attack, -1 Special Defense
Type: Dragon/Flying Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Natural Cure Natural Cure (Innate): 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.
Attacks:
#Level Up#
Peck
Growl
Astonish
Pluck
Sing
Fury Attack
Safeguard
Mist
Round
Natural Gift
Take Down
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Seviper (M)
Nature: Quiet
+1 SpA, -15% Spe, -10% evasion
Type: Poison 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.
Ability: Shed Skin Shed Skin (Innate):
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.
Type: Rock/Psychic Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Levitate Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Attacks:
#Level Up#
Tackle
Harden
Confusion
Rock Throw
Hypnosis
Rock Polish
Psywave
Embargo
Rock Slide
#TM/HM#
Protect
Substitute
#Event/Tutor#
Solrock (U)
Nature: Quiet
+1 SpA, -15% Spe, -10% evasion
Type: Rock/Psychic Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Levitate Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Attacks:
#Level Up#
Tackle
Harden
Confusion
Rock Throw
Fire Spin
Rock Polish
Psywave
Embargo
Rock Slide
#TM/HM#
Protect
Substitute
#Event/Tutor#
Whiscash (F)
Nature: Quiet
+1 SpA, -15% Spe, -10% evasion
Type: Water/Ground Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ground: 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.
Ability: Anticipation Anticipation (Innate): This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Attacks:
#Level Up#
Mud Slap
Mud Sport
Water Sport
Water Gun
Magnitude
Mud Bomb
Amnesia
Water Pulse
Zen Headbutt
Tickle
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Crawdaunt (M)
Nature: Careful
+1 SpD, -1 SpA
Type: Water/Dark Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Adaptability Adaptability (Innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Rock/Grass Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Suction Cups Suction Cups (Innate):
This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Circle Throw and will not be forced out in a switch battle.
Attacks:
#Level Up#
Astonish
Constrict
Acid
Ingrain
Confuse Ray
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Castform (F)
Nature: Modest
+1 SpA, -1 Atk
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Forecast Forecast (Innate): Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. Reduces the Energy Cost of all weather changing moves to 6 and Weather Ball to 6. Grants the Pokemon immunity to Sandstorm.
Attacks:
#Level Up#
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Hail
Rain Dance
Sunny Day
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Kecleon (M)
Nature: Quiet
+1 SpA, -15% Spe, -10% evasion
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Color Change Color Change (Can be activated): A Pokemon with this ability can change its type to that of any attack that has damaged it within the past three (3) actions. It can remain as that type for the duration of the battle, or use Color Change again to change type. When Kecleon uses Camouflage to change its type, its entire body changes color, giving it a one (1) stage boost in evasion. This effect lasts for six (6) actions. Subsequent uses of Camouflage refresh this effect.
Type: Ghost 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.
Ability: Cursed Body Cursed Body (Innate): When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Attacks:
#Level Up#
Knock Off
Screech
Night Shade
Curse
Spite
Will-o-wisp
Shadow Sneak
Faint Attack
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Dusclops (M)
Nature: Brave
+1 Atk, -15% Spe, -10% evasion
Type: Ghost 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.
Ability: Pressure Pressure (Innate): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
#Level Up#
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Fire Punch
Ice Punch
Thunderpunch
Gravity
Bind
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Tropius (F)
Nature: Quiet
+1 SpA, -15% Spe, -10% evasion
Type: Grass/Flying Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Harvest Harvest (Innate): At the end of each round, this Pokemon recycles a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.
Type: Dark Dark:Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Super Luck Super Luck (Innate):
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.
Type: Ice Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ability: Moody (Innate):
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths. Moody Natures
Type: Ice / Water Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Ice Body (Innate):
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Attacks:
#Level Up#
Whirlpool
Bite
Screech
Water Pulse
Scary Face
Ice Fang
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Gorebyss (F)
Nature: Mild (+SpA, -Def)
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Swift Swim Swift Swim (Innate):
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Attacks:
#Level Up#
Whirlpool
Confusion
Agility
Water Pulse
Amnesia
Aqua Ring
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Relicanth (M)
Nature: Brave (+Atk, -15% Spe, -10% Eva [Flat])
Type: Water / Rock Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ability: Rock Head Rock Head (Innate):
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Type: Grass / Ground Grass:Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Ground: 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.
Ability: 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). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) Shell Armour (DW-Unlocked): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Type: Water / Steel Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability: Torrent: (Innate) 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 12 to 14) Defiant (DW-Unlocked): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Attacks:
#Level Up#
Pound
Tackle
Growl
Bubble
Swords Dance
Water Sport
Peck
Metal Claw
Bubblebeam
Bide
Swagger
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Staraptor (M)
Nature: Jolly (+Spe, +15 Acc., -SpAtk)
Type: Normal / Flying Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: 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. Reckless (DW-Unlocked): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Type: Bug / Flying Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. Unnerve (DW-Unlocked): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Attacks:
#Level Up#
Sweet Scent
Gust
Poison Sting
Confuse Ray
Fury Cutter
Defend Order
Bug Bite
Pursuit
Fury Swipes
Power Gem
Heal Order
Slash
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Cherrim (F)
Nature: Timid (+Spe, +11 Acc., -Atk)
Type: Grass Grass:Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Flower Gift: (Innate) This Pokemon’s flower opens up in intense sunlight, it releases a glow that is infused into its allies, increasing the Base Attack Power of their physical attacks by two (2) and reducing the Base Attack Power of opponent's special attacks by two (2).
Attacks:
#Level Up#
Morning Sun
Tackle
Growth
Leech Seed
Helping Hand
Magical Leaf
Sunny Day
Petal Dance
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Gastrodon (M)
Nature: Quiet (+SpAtk, -Spe, -10 Eva.)
Type: Water / Ground Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ground: 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.
Ability: Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. 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. Sand Force (DW-Unlocked): (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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Attacks:
#Level Up#
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (X BAP, [type])
Rain Dance
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Ambipom (F)
Nature: Jolly (+Spe, +20 Acc., -SpAtk)
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: 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. Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas. Skill Link (DW-Unlocked): (Innate) This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Type: Ghost / Flying 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. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute. Unburden: (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. Flare Boost (DW-Unlocked): (Innate) This Pokemon's body can harness the heat from a burn into internal energy, fuelling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: 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. Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off. Limber (DW-Unlocked): (Innate) This Pokemon’s body is well trained and immune to paralysis.
Type: Ghost 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.
Ability: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Attacks:
#Level Up#
Lucky Chant
Magical Leaf
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Purugly (F)
Nature: Adamant
+1 Attack, -1 Special Attack Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Thick Fat Thick Fat (Innate):
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Nature: Rash
+1 Special Attack, -1 Special Defense
Type: Poison/ Dark 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. Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Stench Stench (Innate):
This Pokemon has a foul odor that 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.
Attacks:
#Level Up#
Scratch
Focus Energy
Poison Gas
Screech
Fury Swipes
SmokeScreen
Toxic
Feint
Slash
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Bronzong (-)
Nature: Brave
+1 Attack, -15% Speed, -10% Evasion
Type: Steel / Psychic Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Levitate Levitate (Innate):
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Attacks:
#Level Up#
Sunny Day
Rain Dance
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Psywave
Iron Defense
Faint Attack
Safeguard
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Spiritomb (F)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Ghost / Dark 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. Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Pressure Pressure (Innate):
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Type: Poison/ Dark 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. Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Battle Armor Battle Armor (Innate):
This Pokemon’s thick armor prevents it from taking critical hits.
Type: Poison / Fighting 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. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Anticipation Anticipation (Innate):
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Grass Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Levitate Levitate (Innate):
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Storm Drain 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.
Attacks:
#Level Up#
Pound
Water Gun
Attract
Rain Dance
Gust
Water Pulse
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Abomasnow (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Grass / Ice Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Ice:Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ability: Snow Warning Snow Warning (Innate):
This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 10 EN with a command.
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Cloud Nine Cloud Nine (Innate):
Pokemon with Cloud Nine will not suffer any negative effects of weather, but will benefit from all positive effects. Sunny Day and Rain Dance do not increase the damage of attacks against them, or decrease the damage of their attacks. They suffer no damage in Hail and Sandstorm. Their SolarBeam will retain its BAP in Hail, Rain Dance, and Sandstorm, while the charge is still removed under Sunny Day. SolarBeam always charges against them, Blizzard, Thunder and Hurricane will always check with their 70% accuracy (or 50% if a weather effect reduces it.) Cloud Nine also has a command that can nullify weather on the field.
Type: Bug / Flying Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Tinted Lens Tinted Lens (Innate):
When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Type: Ground / Flying Ground: 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. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Poison Heal 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. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Type: Ice / Ghost Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. 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.
Ability: Cursed Body Cursed Body (Innate):
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Type: Grass Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Contrary Contrary (Can Be Enabled):
This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Attacks:
#Level Up#
Tackle
Leer
Bite
Low Kick
Bide
Detect
Sand-Attack
Crunch
Hypnosis
Confuse Ray
Super Fang
After You
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Stoutland (M)
Nature: Jolly
+15% Speed, +10% Accuracy, -1 Special Attack
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Scrappy Scrappy (Innate):
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Type: Dark Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Prankster Prankster (Innate):
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Type: Psychic Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Forewarn Forwarn (Innate):
This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.
Type: Normal / Flying Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Super Luck Super Luck (Innate):
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.
Type: Rock Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ability: Sturdy Sturdy (Innate):
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Attacks:
#Level Up#
Tackle
Harden
Sand Attack
Headbutt
Rock Blast
Mud-Slap
Iron Defense
Smack Down
Power Gem
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Excadrill (M)
Nature: Jolly
+15% Speed, +12% Accuracy, -1 SpA
Type: Steel / Ground Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Ground: 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.
Ability: Mold Breaker Mold Breaker (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:
#Level Up#
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Conkeldurr (F)
Nature: Careful
+1 SpD, -1 SpA
Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Guts 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.
Attacks:
#Level Up#
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Seismitoad (M)
Nature: Quiet
+1 SpA, -15% Speed, -10% Evasion
Type: Water / Ground Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ground: 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.
Ability: Water Absorb Water Absorb (Innate):
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Attacks:
#Level Up#
Bubble
Growl
Supersonic
Round
Bubblebeam
Mud Shot
Aqua Ring
Uproar
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Throh (M)
Nature: Adamant
+1 Atk, -1 SpA
Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Mold Breaker Mold Breaker (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:
#Level Up#
Bind
Leer
Bide
Focus Energy
Seismic Toss
Vital Throw
Revenge
Storm Throw
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Sawk (M)
Nature: Jolly
+15% Speed, +11% Accuracy, -1 SpA
Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Mold Breaker Mold Breaker (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:
#Level Up#
Rock Smash
Leer
Bide
Focus Energy
Double Kick
Low Sweep
Counter
Karate Chop
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Leavanny (F)
Nature: Jolly
+15% Speed, +13% Accuracy, -1 SpA
Type: Bug / Grass Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Overcoat Overcoat (Innate):
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Type: Bug / Poison Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). 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.
Ability: Swarm Swarm (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, X-Scissor from 8 to 10)
Type: Grass Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Prankster Prankster (Innate):
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Type: Grass Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Chlorophyll Chlorophyll (Innate):
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
#Level Up#
Tackle
Water Gun
Uproar
Headbutt
Bite
Aqua Jet
Take Down
Chip Away
Crunch
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Krookodile (M)
Nature: Jolly
+15% Spd, +13% Acc, -1 SpAtk
Type: Dark / Ground Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. ###: Ground 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.
Ability: Intimidate 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.
Type: Fire ###: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 bushfire areas.
Ability: Sheer Force Sheer Force (Can Be Activated):
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks:
#Level Up#
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Swagger
Facade
Fire Punch
Work Up
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Crustle (M)
Nature: Adamant
+1 Atk, -1 SpAtk
Type: Bug / Rock Bug: 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; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ability: Sturdy Sturdy (Innate):
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Attacks:
#Level Up#
Shell Smash
Withdraw
Sand-Attack
Rock Blast
Faint Attack
Smack Down
Rock Polish
Bug Bite
Stealth Rock
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Maractus (F)
Nature: Brave
+1 Atk, -15% Spd, -10% Evsn
Type: Grass Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Water Absorb Water Absorb (Innate):
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Attacks:
#Level Up#
Peck
Absorb
Sweet Scent
Growth
Pin Missile
Synthesis
Mega Drain
Cotton Spore
Needle Arm
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Scrafty (F)
Nature: Adamant
+1 Atk, -1 SpAtk
Type: Dark / Fighting Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Shed Skin Shed Skin (Innate):
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.
Type: Psychic / Flying Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. ###: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Wonder Skin Wonder Skin (Innate):
The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Type: Ghost 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.
Ability: Mummy Mummy (Innate):
This Pokemon's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Type: Poison 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.
Ability: Stench Stench (Innate):
This Pokemon has a foul odor that 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.
Attacks:
#Level Up#
Pound
Poison Gas
Recycle
Toxic Spikes
Acid Spray
Double-Slap
Sludge
Stockpile
Swallow
Body Slam
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Zoroark (F)
Nature: Hasty
+15% Spd, +17% Acc, -1 Def
Type: Dark Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Illusion Illusion (Innate):
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.]
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Skill Link Skill Link (Innate):
This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Attacks:
#Level Up#
Bullet Seed
Rock Blast
Helping Hand
Tickle
Sing
Tail Slap
Pound
Growl
DoubleSlap
Encore
Swift
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Gothitelle (F)
Nature: Modest
+1 SpAtk, -1 Atk
Type: Psychic Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Shadow Tag Shadow Tag (Innate):
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.
Type: Water / Flying Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Hydration Hydration (Innate):
This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Attacks:
#Level Up#
Water Gun
Water Sport
Defog
Wing Attack
Water Pulse
Aerial Ace
Bubblebeam
FeatherDance
Aqua Ring
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Vanilluxe (F)
Nature: Modest
+1 SpAtk, -1 Atk
Type: Ice Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ability: Ice Body Ice Body (Innate):
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Type: Normal / Grass Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Sap Sipper Sap Sipper (Innate):
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.
Attacks:
#Level Up#
Megahorn
Tackle
Camouflage
Growl
Sand-Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Escavalier (F)
Nature: Careful
+1 Attack, -1 Special Attack
Type: Bug / Steel Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability: Overcoat Overcoat (Innate):
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Grass / Poison Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. 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.
Ability: Regenerator Regenerator (Innate):
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks:
#Level Up#
Absorb
Growth
Astonish
Bide
Mega Drain
Ingrain
Faint Attack
Sweet Scent
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Jellicent (F)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Water / Ghost Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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.
Ability: Cursed Body Cursed Body (Innate):
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Attacks:
#Level Up#
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Galvantula (M)
Nature: Rash
+1 Special Attack, -1 Special Defense
Type: Bug / Electric Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ability: Compoundeyes Compoundeyes (Innate):
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Attacks:
#Level Up#
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electroweb
Bug Bite
Gastro Acid
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Ferrothorn (F)
Nature: Brave
+1 Attack, -15% Speed, -10% Evasion
Type: Grass / Steel Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability: Iron Barbs Iron Barbs (Innate):
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Attacks:
#Level Up#
Rock Climb
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Klinklang (U)
Nature: Hasty
+15% Speed, +12% Accuracy
Type: Steel Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability: Clear Body Clear Body (Innate):
This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Electric Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ability: Levitate Levitate (Innate):
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Type: Psychic Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Analytic Analytic (Innate):
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Type: Ghost / Fire 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. Fire: 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 bushfire areas.
Ability: Flame Body 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.
Attacks:
#Level Up#
Ember
Astonish
Minimize
Smog
Confuse Ray
Flame Burst
Hex
Fire Spin
Night Shade
Will-O-Wisp
Imprison
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Fraxure (M)
Nature: Jolly
+15% Speed, +10% Accuracy, -1 Special Attack
Type: Dragon Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ability: Mold Breaker Mold Breaker (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:
#Level Up#
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Beartic (F)
Nature: Naive
+15% Speed, +5% Accuracy, -1 Special Defense
Type: Ice Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ability: Swift Swim Swift Swim (Innate):
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Attacks:
#Level Up#
Superpower
Aqua Jet
Powder Snow
Growl
Bide
Icy Wind
Fury Swipes
Brine
Endure
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Cryogonal (U)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Ice Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ability: Levitate Levitate (Innate):
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Type: Ground / Electric Ground: 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. Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ability: Static 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.
Attacks:
#Level Up#
Mud-Slap
Mud Sport
Bide
ThunderShock
Mud Shot
Camouflage
Mud Bomb
Discharge
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Mienshao (M)
Nature: Jolly
+15% Speed, +17% Accuracy, -1 Special Attack
Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Regenerator Regenerator (Innate):
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks:
#Level Up#
Pound
Metitate
Detect
Fake Out
DoubleSlap
Swift
Calm Mind
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Druddigon (M) Nature: Quiet (+1 SpA, -15% Spe, -10% Eva) Type: Dragon Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ability: Sheer Force Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Golurk (-) Nature: Quiet Type: Ground/Ghost Ground: 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. 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.
Ability: Iron Fist Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)
Attacks:
#Level Up#
Pound
Astonish
Defense Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Bouffalant (F) Nature: Adamant (+1 Atk, -1 SpA) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Sap Sipper Sap Sipper: (Innate) 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.
Type: Dark / Flying Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Overcoat Overcoat (Innate):
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Nature: Jolly
+15% Speed, +18% Accuracy, -1 Special Attack
Type: Bug/Steel Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability: Hustle Hustle (Can be Enabled):
This Pokemon puts immense force and speed in 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.
Type: Bug/Steel Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Dragon: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability: Hustle Hustle (Can be Enabled):
This Pokemon puts immense force and speed in 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.
Attacks:
#Level Up#
Double Hit
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Kitsunoh (M)
Nature: Jolly
+15% Speed, +19% Accuracy, -1 Special Attack
Type: Steel/Ghost Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. 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.
Ability: Frisk Frisk (Innate):
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.
Attacks:
#Level Up#
Imprison
Scratch
Tail Whip
Iron Defense
Lick
Odor Sleuth
Faint Attack
Sneak Attack
Copycat
Metal Claw
#Egg#
#TM/HM#
Protect
Substitute
#Event/Tutor#
Tomohawk (F)
Nature: Modest
+1 Special Attack, -1Attack
Type: Flying/Fighting Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Prankster Prankster (Innate):
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Drizzle Drizzle (Innate):
When this Pokemon is sent out, it summons a massive rainstorm into the field that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.
Type: Water / Dragon Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ability: Sniper Sniper (Innate):
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
#Event/Tutor#
Bounce
Draco Meteor
Signal Beam
Outrage
Sleep Talk
Endure
Exeggutor (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Grass / Psychic Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Harvest Harvest (Innate):
At the end of each round, this Pokemon recycles a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.
Wow...I really got the shaft with a bulk of my options.
Move Claim: Gastrodon:
0MC: Brine, Counter, Mirror Coat
LVL UP (2MC): Recover, Muddy Water
BW TM/HM (28MC): Earthquake, Scald, Surf, Ice Beam, Stone Edge, Sludge Wave, Toxic, Rest, Rock Slide, Rock Smash, Bulldoze, Hyper Beam, Dig
BW Tutor (10MC): Earth Power, Dive, Icy Wind, Sleep Talk, Pain Split
Mismagius:
0MC: Destiny Bond, Shadow Sneak, Skill Swap
LVL UP (3MC): Shadow Ball, Pain Split, Perish Song
BW TM/HM (24MC): Hidden Power (7 BAP, Fight), Thunder Bolt, Will-o-Wisp, Toxic, Hyper Beam, Energy Ball, Thunder Wave, Shock Wave, Psychic, Taunt, Charge Beam, Torment
Tutor Moves (10MC): Heal Bell, Foul Play, Dark Pulse, Icy Wind, Magic Coat
Last Gen TM (3MC): Endure Castform:
0MC: Disable, Hex, Ominous Wind
LVL UP (4MC): Weather Ball, Fire Blast, Hydro Pump, Blizzard
BW TM/HM (26MC): Thunder, Thunder Bolt, Flamethrower, SolarBeam, Shadow Ball, Energy Ball, Scald, Incinerate, Thunder Wave, Toxic, Hidden Power (7 BAP, Water), Ice Beam, Shadow Ball, Double Team
Tutor Moves (8MC): Icy Wind, Sleep Talk, Snore, Tail Wind
Item Claim:
Starf Berry
Payapa Berry
Yache Berry
Shell Bell
Electric Gem
Cheri Berry
Red Card
Magost Berry
Binding Band
Poison Barb
Gastrodon (M)
Nature: Quiet (+SpAtk, -Spe, -10 Eva.)
Type: Water / Ground Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ground: 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.
Ability: Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. 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. Sand Force (DW-Unlocked): (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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Attacks:
#Level Up#
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (7 BAP, Grass)
Rain Dance
Muddy Water
Recover
#Egg#
Brine
Counter
Mirror Coat
#TM/HM#
Protect
Substitute
Earthquake
Scald
Surf
Ice Beam
Stone Edge
Sludge Wave
Toxic
Rest
Rock Slide
Rock Smash
Bulldoze
Hyper Beam
Dig
#Event/Tutor#
Earth Power
Dive
Icy Wind
Sleep Talk
Pain Split
Mismagius (F)
Nature: Timid (+Spe, +17 Acc., -Atk)
Type: Ghost 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.
Ability: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Attacks:
#Level Up#
Lucky Chant
Magical Leaf
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Pain Split
Shadow Ball
Perish Song
#Egg#
Destiny Plot
Shadow Sneak
Skill Swap
#TM/HM#
Protect
Substitute
Hidden Power (7 BAP, Fight)
Thunder Bolt
Will-o-Wisp
Toxic
Hyper Beam
Energy Ball
Thunder Wave
Shock Wave
Psychic
Taunt
Charge Beam
Torment
Endure
#Event/Tutor#
Heal Bell
Foul Play
Dark Pulse
Icy Wind
Magic Coat
Castform (F)
Nature: Modest
+1 SpA, -1 Atk
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Forecast Forecast (Innate): Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. Reduces the Energy Cost of all weather changing moves to 6 and Weather Ball to 6. Grants the Pokemon immunity to Sandstorm.
Skarmory gets the following moves:
Free Egg (0 MC): Endure, Stealth Rock, Whirlwind
Level Up (2 MC): Spikes, Night Slash
BW TM (22 MC): Roar, Toxic, Sunny Day, Taunt, Rock Tomb, Torment, Sky Drop, Rock Slide, X-Scissor, Rock Smash, Fly
BW Tutor (10 MC): Iron Head, Roost, Sky Attack, Sleep Talk, Tailwind
BW Egg (3 MC): Brave Bird
Past-Gen TM (3 MC): Defog
Skarmory (F)
Nature: Careful
+1 Special Defense, -1 Special Attack
Type: Steel / Flying Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Sturdy Sturdy (Innate):
This Pokemon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Attacks:
#Level Up#
Leer
Peck
Sand-Attack
Swift
Agility
Fury Attack
Feint
Air Cutter
Spikes
Night Slash
#Egg#
Brave Bird
Endure
Stealth Rock
Whirlwind
#TM/HM#
Roar
Toxic
Sunny Day
Taunt
Protect
Rock Tomb
Torment
Sky Drop
Rock Slide
X-Scissor
Substitute
Rock Smash
Fly
Defog
#Event/Tutor#
Iron Head
Roost
Sky Attack
Sleep Talk
Tailwind
Camerupt gets the following moves:
Free Egg (0 MC): Body Slam, Endure, Heat Wave
Level Up (6 MC): Earth Power, Rock Slide, Yawn, Flamethrower, Earthquake, Eruption
BW TM (30 MC): Roar, Toxic, Hidden Power (Ice 7), Sunny Day, Solarbeam, Dig, Double Team, Rock Tomb, Rest, Attract, Will-O-Wisp, Explosion, Bulldoze, Flash Cannon, Rock Smash
BW Tutor (4 MC): Sleep Talk, Stealth Rock
Camerupt (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Fire/Ground Fire: 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 bushfire areas. Ground: 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.
Ability: Solid Rock Solid Rock (Innate):
This Pokemon's body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Attacks:
#Level Up#
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume
Earth Power
Rock Slide
Yawn
Flamethrower
Earthquake
Eruption
#Egg#
Body Slam
Endure
Heat Wave
#TM/HM#
Roar
Toxic
Hidden Power (Ice 7)
Sunny Day
Protect
Solarbeam
Dig
Double Team
Rock Tomb
Rest
Attract
Will-O-Wisp
Explosion
Bulldoze
Substitute
Flash Cannon
Rock Smash
#Event/Tutor#
Sleep Talk
Stealth Rock
Ampharos gets the following moves:
Free Egg (0 MC): Agility, Reflect, Thunderbolt
Level Up (5 MC): Power Gem, Discharge, Signal Beam, Light Screen, Thunder
BW TM (20 MC): Toxic, Hidden Power (Grass 7), Safeguard, Brick Break, Double Team, Rest, Focus Blast, Volt Switch, Thunder Wave, Bulldoze
BW Tutor (6 MC): Heal Bell, Magnet Rise, Sleep Talk
Past-Gen TM (6 MC): Endure, Focus Punch
Past-Gen Tutor (3 MC): Counter
Ampharos (F)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Electric Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ability: Static 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.
Attacks:
#Level Up#
Fire Punch
Tackle
Growl
ThunderShock
Thunder Wave
Cotton Spore
Charge
Take Down
Electro Ball
Power Gem
Discharge
Signal Beam
Light Screen
Thunder
#Egg#
Agility
Reflect
Thunderbolt
#TM/HM#
Toxic
Hidden Power (Grass 7)
Protect
Safeguard
Brick Break
Double Team
Rest
Focus Blast
Endure
Volt Switch
Thunder Wave
Bulldoze
Substitute
#Event/Tutor#
Counter
Heal Bell
Magnet Rise
Sleep Talk
I get the following Items:
1× Oran Berry
1× Power Band
1× Watmel Berry
1× Quick Claw
1× Heat Rock
1× Ghost Gem
1× Colbur Berry
1× Pamtre Berry
1× Chilan Berry
1× Magnet
That is all. Here we come!
EDIT: Current Team
Skarmory (F)
Nature: Careful
+1 Special Defense, -1 Special Attack
Type: Steel / Flying Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Sturdy Sturdy (Innate):
This Pokemon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Attacks:
#Level Up#
Leer
Peck
Sand-Attack
Swift
Agility
Fury Attack
Feint
Air Cutter
Spikes
Night Slash
#Egg#
Assurance
Brave Bird
Endure
Pursuit
Stealth Rock
Whirlwind
#TM/HM#
Roar
Toxic
Sunny Day
Taunt
Protect
Double Team
Sandstorm
Rock Tomb
Torment
Rest
Sky Drop
Rock Slide
X-Scissor
Swagger
Pluck
Substitute
Rock Smash
Fly
Defog
#Event/Tutor#
Iron Head
Roost
Sky Attack
Sleep Talk
Snore
Tailwind
Mr. Mime [Genie] (F)
Nature: Modest +1 Special Attack, -1 Attack
Type: Psychic Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks
Ability:
Filter (Innate): This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent's super effective attack by two (2).
Protect
Toxic
Psyshock
Taunt
Foul Play
Shock Wave
Bide
Sunny Day
Torment
Focus Blast
Energy Ball
Hidden Power (Fire 7)
Shadow Ball
Thunderbolt
Thunder Wave
Hyper Beam
Rest
Grass Knot
Ampharos (F)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Electric Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ability: Static 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.
Attacks:
#Level Up#
Fire Punch
Tackle
Growl
Thundershock
Thunder Wave
Cotton Spore
Charge
Take Down
Electro Ball
Power Gem
Discharge
Signal Beam
Light Screen
Thunder
Move / Pokemon Claiming Wigglytuff
Free Egg Moves (0MC): Gravity, Sleep Talk, Wish
Level Up (3MC): Body Slam, Hyper Voice, Double-Edge
Egg Moves ( MC): None
BW tutor moves (12MC): Bounce, Endeavor, Knock Off, Magic Coat, Pain Split, Stealth Rock
BW TMs (22MC): Hidden Power (Ground, 7), Ice Beam, Light Screen, Frustration, Thunderbolt, Return, Psychic, Shadow Ball, Reflect, Flamethrower, Focus Blast
Past Gen Tutors ( MC): None
Past Gen TMs (3MC): Bide
Wigglytuff (F)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Frisk Frisk (Innate):
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.
Type: Ghost 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.
Ability: Cursed Body Cursed Body (Innate): When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
#Event/Tutor#
Endure
Foul Play
Magic Coat
Pain Split
Sleep Talk
Zoroark
Free Egg Moves(0MC): Counter, Detect, Sucker Punch
Level Up(5MC): Night Slash, Torment, Agility, Imprison, Nasty Plot
Egg Moves(3MC): Extrasensory
BW tutor moves(14MC): Bounce, Dark Pulse, Hyper Voice, Knock Off, Low Kick, Sleep Talk, Swords Dance
BW TMs(18MC): Toxic, Dig, Double Team, Flamethrower, Low Sweep, Focus Blast, Shadow Ball, Grass Knot, Snarl
Past Gen Tutors(0MC): None
Past Gen TMs(0MC): None
Zoroark (F)
Nature: Hasty
+15% Spd, +17% Acc, -1 Def
Type: Dark Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Illusion Illusion (Innate):
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.]
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Rock/Water Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Shell Armor Shell Armor (Innate):
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
#TM/HM#
Protect
Substitute
Dive
Hidden Power (Grass, 7)
Hyper Beam
Ice Beam
Rain Dance
Rest
Rock Slide
Sandstorm
Scald
Toxic
#Event/Tutor#
Earth Power
Knock Off
Sleep Talk
Stealth Rock
Move claim:
0MC: Counter, Head Smash, Ice Shard
(Level-Up): Assurance, Double-Edge, Earthquake, Endure, Giga Impact, Natural Gift (6 MC)
Egg: Focus Energy (3 MC)
BW Tutor: Bounce, Endeavor, Hyper Voice, Seed Bomb, Sleep Talk, Stealth Rock, Superpower (14 MC)
BW TM: Rest, Roar, Rock Polish, Rock Slide, Sandstorm, Sunny Day, Toxic (14 MC)
Past Gen TM: Curse (3 MC)
Total: 40 MC
Donphan (M)
Nature: Careful
+1 Special Defense, -1 Special Attack
Type: Ground Ground: 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.
Ability: Sturdy Sturdy (Innate):
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Type: Water/Electric Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Electric: 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.
Ability: Volt Absorb Volt Absorb (Innate):
This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Attacks:
#Level Up#
Bubble
Supersonic
Thunder Wave
Flail
Water Gun
Confuse Ray
Spark
Take Down
Aqua Ring
Discharge
Charge
Hydro Pump
Signal Beam
Spit Up
Stockpile
Swallow
Type: Flying/Fighting Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Prankster Prankster (Innate):
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
#Level Up#
Sunny Day
Aura Sphere
Scratch
Fury Swipes
Harden
Aerial Ace
Morning Sun
Whirlwind
Focus Energy
Rock Smash
Roar
Earth Power
Air Slash
Heat Wave
Hyper Voice
Hurricane
Sky Drop
#Egg#
Roost
Stealth Rock
Nature Power
Confuse Ray
Baton Pass
Krookodile
Free Egg Moves(0 MC): Counter, Fire Fang, Thunder Fang
Level Up moves(4 MC): Earthquake, Outrage, Crunch, Dig
BW TMs(18 MC): Stone Edge, Rock Slide, Smack Down, Brick Break, Dragon Tail, Dragon Claw, Double Team, Payback, Hone Claws
BW Tutors (12 MC): Aqua Tail, Low Kick, Snatch, Superpower, Spite, Stealth Rock
Egg Moves (6 MC): Focus Energy, Pursuit
Krookodile (M)
Nature: Jolly
+15% Spd, +13% Acc, -1 SpAtk
Type: Dark / Ground Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Ground: 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.
Ability: Intimidate 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.
Type: Water / Ground Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ground: 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.
Ability: Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. 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. Sand Force (DW-Unlocked): (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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
I'm not sure what everyone else came out with but I barely see a useful item here..
Sawk
Free TM (0 MC): Toxic, Taunt, Earthquake
Level Up (6 MC): Brick Break, Endure, Close Combat, Reversal, Quick Guard, Bulk Up
BW TM (16 MC): Dig, Double Team, Rest, Payback, Stone Edge, Bulldoze, Rock Slide, Poison Jab
BW Tutor (18 MC): Dual Chop, Fire Punch, Ice Punch, ThunderPunch, Knock Off, Sleep Talk, Low Kick, Block, Pain Split
Sawk (M)
Nature: Jolly
+15% Speed, +11% Accuracy, -1 SpA
Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Mold Breaker Mold Breaker (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:
#Level Up#
Rock Smash
Leer
Bide
Focus Energy
Double Kick
Low Sweep
Counter
Karate Chop
Brick Break
Endure
Close Combat
Reversal
Quick Guard
Bulk Up
#Egg#
N/A
#TM/HM#
Protect
Substitute
Toxic
Taunt
Earthquake
Dig
Double Team
Rest
Payback
Stone Edge
Bulldoze
Rock Slide
Poison Jab
#Event/Tutor#
Dual Chop
Fire Punch
Ice Punch
ThunderPunch
Knock Off
Sleep Talk
Low Kick
Block
Pain Split
Whiscash
Free Egg (0 MC): Hydro Pump, Muddy Water, Spark
Level Up (4 MC): Rest, Aqua Tail, Earthquake, Future Sight
BW TM (22 MC): Toxic, Ice Beam, Sandstorm, Scald, Stone Edge, Rock Slide, Dive, Bulldoze, Surf, Hidden Power (Fire-7), Hyper Beam
BW Tutor: (8 MC): Bounce, Earth Power, Icy Wind, Sleep Talk
Egg (3 MC): Whirlpool
Past Gen (3 MC): Endure
Whiscash (F)
Nature: Quiet
+1 SpA, -15% Spe, -10% evasion
Type: Water/Ground Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ground: 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.
Ability: Anticipation Anticipation (Innate): This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Attacks:
#Level Up#
Mud Slap
Mud Sport
Water Sport
Water Gun
Magnitude
Mud Bomb
Amnesia
Water Pulse
Zen Headbutt
Tickle
Rest
Aqua Tail
Earthquake
Future Sight
#Egg#
Hydro Pump
Muddy Water
Spark
Whirlpool
#TM/HM#
Protect
Substitute
Toxic
Ice Beam
Sandstorm
Scald
Stone Edge
Rock Slide
Dive
Bulldoze
Surf
Hidden Power (Fire-7)
Hyper Beam
#Event/Tutor#
Bounce
Earth Power
Icy Wind
Sleep Talk
Endure
Type: Flying/Fighting Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Prankster Prankster (Innate):
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
#Level Up#
Sunny Day
Aura Sphere
Scratch
Fury Swipes
Harden
Aerial Ace
Morning Sun
Whirlwind
Focus Energy
Rock Smash
Roar
Earth Power
Air Slash
Heat Wave
Sky Drop
Rain Dance
Hurricane
Hyper Voice
Superpower
Walrein:
Free Egg Moves: Signal Beam, Aqua Ring, Yawn
Level-Up Moves: Hail, Swagger, Rest, Blizzard, Sheer Cold
B2W2 Tutor Moves: Aqua Tail, Block, Icy Wind, Iron Head, Sleep Talk, Super Fang
Past-Gen Tutor Moves: Endure, Dive, Mimic
BWTM Moves: Double Team, Roar, Earthquake, Frost Breath, Rock Slide, Hyper Beam, Giga Impact
Mandibuzz (F)
Nature: Brave
+1 Attack, -15% Speed, -10% Evasion
Type: Dark / Flying Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Overcoat Overcoat (Innate):
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
#Event/Tutor#
Block
Foul Play
Iron Defense
Sky Attack
Snatch
Sleep Talk
Breloom (M)
Nature: Adamant (+Atk, -Spa.)
Type: Grass / Fighting Grass:Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: 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.
Type: Ice / Water Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Ice Body (Innate):
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Nature: Naive
+15% Speed, -1 Special Defense, +11% Accuracy
Type: Poison / Ground 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. Ground: 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.
Ability: Sheer Force Sheer Force (Can be Enabled):
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Torterra
Free Egg: (0 mc) Earth Power, Superpower, Sand tomb
Nonfree egg: (6 mc) Worry Seed, Wide Guard, Body Slam
Level ups: (6 mc) Leech Seed, Giga Drain, Leaf Storm, Earthquake, Crunch, Synthesis
Tutors: (8 mc) Stealth Rock, Seed Bomb, Frenzy Plant, Iron Head
TMs: (19 mc) Solarbeam, Double Team, Reflect, Endure, Stone edge, Bulldoze, Grass Knot, Swords Dance, Toxic
Torterra (M)
Nature: Brave (+Atk, -Spe, -10 Eva.)
Type: Grass / Ground Grass:Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Ground: 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.
Ability: 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). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) Shell Armour (DW-Unlocked): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water / Ice Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ability: Hydration Hydration (Innate):
This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Attacks:
#Level Up#
Headbutt
Water Sport
Growl
Signal Beam
Icy Wind
Aurora Beam
Encore
Ice Shard
Rest
Aqua Ring
Ice Beam
Dive
Hail
Sheer Cold
Aqua Jet
Aqua Tail
#Egg#
Disable
Perish Song
Fake Out
#TM/HM#
Protect
Substitute
Blizzard
Surf
Double Team
Toxic
Bide
Skull Bash
Frost Breath
Giga Impact
Avalanche
Swagger
Hidden Power (7, Electric)
#Event/Tutor#
Drill run
Endure
Sleep Talk
Signal Beam
Items:
Micle Berry
Leppa Berry
Ragecandybar
Wide Lense
Hondew Berry
Power Bracer
Shed Shell
Muscle Band
Metal Coat
Chilan Berry
Type: Ghost / Poison 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. 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.
Ability: Levitate Levitate (Innate):
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Scyther:
Free Egg Moves (0 MC): Counter, Endure, Steel Wing
Level Up (7 MC): Razor Wind, Double Hit, Air Slash, X-Scissor, Swords Dance, Feint, Night Slash
BW Tutor (6 MC): Tailwind, Bug Bite, Roost
BW TM/HM (18 MC): Light Screen, Frustration, Return, Attract, U-Turn, Aerial Ace, Toxic, Safeguard, Brick Break
Other TM/HM (9 MC): Rage, Mimic, Bide
Total: 40 MC
Scyther (M)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Bug/Flying Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Technician Filter (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.
Hitmontop:
Free Egg Moves (0 MC): Bullet Punch, Hi Jump Kick, Mach Punch
Level Up (6 mc): Counter, Feint, Agility, Quick Guard, Close Combat, Endeavor
BW Tutor (4 mc): Low Kick, Snore
BW TM/HM (24 mc): Aerial Ace, Bulk Up, Earthquake, Brick Break, Double Team, Attract, Thief, Rock Slide, Stone Edge, Low Sweep, Rest, Sleep Talk
Other Tutor (6): Rollout, Twister
Total: 40 MC
Hitmontop (M)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Technician 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.
And now for our next competitor...Wage slave by day and adventurer by night, he's the most dangerous man ever to touch a motorcycle! The Catastrophe That Rides - BENJAMIN LAAAAAAAAAAAAD!!!
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Poison / Ground 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. Ground: 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.
Ability: Sheer Force Sheer Force (Can be Enabled):
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Type: Psychic Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Inner Focus Inner Focus (Innate):
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Type: Normal / Grass Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability: Sap Sipper Sap Sipper (Innate):
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.
Items:
Aspear Berry
Binding Band
Blackglasses
Cornn Berry
Power Band
Power Bracer
Power Lens
Shed Shell
White Herb
Nomel Berry
CURRENT TEAM:
Nidoqueen (F)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Poison / Ground 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. Ground: 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.
Ability: Sheer Force Sheer Force (Can be Enabled):
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
#Event/Tutor#
Stealth Rock
Mud-slap
Sleep Talk
Icy Wind
Aqua Tail
Jellicent (F)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Water / Ghost Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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.
Ability: Cursed Body Cursed Body (Innate):
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Type: Psychic
Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks
Ability: Filter
Filter (Innate): This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super effective attack by two (2).
Sharpedo @ Rowap Berry
Free Egg Moves: Hydro Pump, Brine, Double-Edge
Level Up (4): Night Slash, Aqua Jet, Taunt, Agility
BW2 Tutor (8): Bounce, Dark Pulse, Sleep Talk, Super Fang
BW TM (22): Dive, Ice Beam, Hyper Beam, Hidden Power Flying (7), Earthquake, Rain Dance, Double Team, Rest, Scald, Surf, Waterfall
Past Gem Tutor/TM (6): Endure, Whirlpool
Tomohawk @ Oran Berry
Free Egg Moves: Confuse Ray, Rapid Spin, Yawn
Level Up (8): Rain Dance, Earth Power, Air Slash, Heat Wave, Sky Drop, Rest, Hurricane, Healing Wish
BW2 Tutor: Roost, Sky Attack, Sleep Talk, Snatch, Stealth Rock, Tailwind
BW TM: Toxic, Hidden Power Ice (7), Hyper Beam, Safeguard, Solarbeam, Reflect, Focus Blast, Fly, Double Team, Sunny Day
Updated team
Exeggutor (M)
Nature: Quiet, +1 Special Attack, -15% Speed, -10% Evasion Type: Grass / Psychic Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Ability: Harvest Harvest (Innate):
At the end of each round, this Pokemon recycles a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.
Special
Ancientpower
Confusion
Giga Drain
Hidden Power Rock (7)
Hyper Beam
Leaf Storm
Psychic
Psyshock
Sludge Bomb
Solarbeam
Uproar
Other
Bide
Double Team
Endure
Hypnosis
Leech Seed
Light Screen
Poisonpowder
Protect
Reflect
Refresh
Rest
Sleep Powder
Sleep Talk
Stun Spore
Substitute
Sunny Day
Synthesis
Teleport
Toxic
Trick Room
Total Moves: 38
Gastrodon (M)
Nature: Quiet (+SpAtk, -Spe, -10 Eva.)
Type: Water / Ground Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ground: 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.
Ability: Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. 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. Sand Force (DW-Unlocked): (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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
#Event/Tutor#
Earth Power
Pain Split
Icy Wind
Sleep Talk
Tomohawk (F)
Nature: Modest, +1 Special Attack, -1Attack Type: Flying/Fighting Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Ability: Prankster Prankster (Innate):
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Physical
Aerial Ace
Bulldoze
Fly
Fury Swipes
Rapid Spin
Rock Smash
Scratch
Sky Attack
Sky Drop
Superpower
Special
Air Slash
Aura Sphere
Earth Power
Focus Blast
Grass Knot
Heat Wave
Hidden Power Ice (7)
Hurricane
Hyper Beam
Solarbeam
Other
Confuse Ray
Double Team
Focus Energy
Harden
Healing Wish
Morning Sun
Protect
Rain Dance
Reflect
Rest
Roar
Roost
Safeguard
Sleep Talk
Snatch
Stealth Rock
Substitute
Sunny Day
Tailwind
Taunt
Toxic
Whirlwind
Yawn
Exeggutor (M) Nature: Quiet, +1 Special Attack, -15% Speed, -10% Evasion Type: Grass / Psychic Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Ability: Harvest Harvest (Innate):
At the end of each round, this Pokemon recycles a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.
Special
Ancientpower
Confusion
Giga Drain
Grass Knot
Hidden Power Rock (7)
Hyper Beam
Leaf Storm
Psychic
Psyshock
Sludge Bomb
Solarbeam
Uproar
Other
Bide
Double Team
Endure
Gravity
Hypnosis
Leech Seed
Light Screen
Poisonpowder
Protect
Reflect
Refresh
Rest
Sleep Powder
Sleep Talk
Stun Spore
Substitute
Sunny Day
Swagger
Synthesis
Teleport
Toxic
Trick Room
Total Moves: 41
Tomohawk (F) Nature: Modest, +1 Special Attack, -1Attack Type: Flying/Fighting Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Ability: Prankster Prankster (Innate):
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks: Physical
Aerial Ace
Bulldoze
Fly
Fury Swipes
Rapid Spin
Rock Smash
Scratch
Sky Attack
Sky Drop
Superpower
Special
Air Slash
Aura Sphere
Earth Power
Focus Blast
Grass Knot
Heat Wave
Hidden Power Ice (7)
Hurricane
Hyper Beam
Solarbeam
Other
Confuse Ray
Double Team
Focus Energy
Harden
Haze
Healing Wish
Memento
Morning Sun
Protect
Rain Dance
Reflect
Rest
Roar
Roost
Safeguard
Sleep Talk
Snatch
Stealth Rock
Substitute
Sunny Day
Tailwind
Taunt
Toxic
Whirlwind
Yawn
Total Moves: 40
Azumarill (M)
Nature: Jolly
+15% Speed, -1 Special Attack, +4% Accuracy
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Huge Power Huge Power (Innate):
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.
Attacks:
#Level Up#
Tackle
Bubble
Defense Curl
Tail Whip
Water Sport
Water Gun
Rollout
Bubblebeam
Helping Hand
Aqua Tail
Double-Edge
Splash
Charm
Bounce
Superpower
Rain Dance
Aqua Ring
"It's times like these that calls for flexibility. I shall have to use what I have been given to the best possible extent. Thankfully, with what few tools I have been given, I believe I can get at least close to winning this tournament!"
Nature: Careful
+1 Special Defense, -1 Special Attack
Type: Ground Ground: 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.
Ability: Sturdy Sturdy (Innate):
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Attacks:
#Level Up#
Assurance
Bulldoze
Defense Curl
Double-Edge
Earthquake
Endure
Fire Fang
Flail
Fury Attack
Giga Impact
Growl
Horn Attack
Knock Off
Magnitude
Natural Gift
Odor Sleuth
Rapid Spin
Rollout
Scary Face
Slam
Thunder Fang
#Egg#
Counter
Focus Energy
Fissure
Head Smash
Ice Shard
Mud Slap
Water Gun
#TM/HM#
Protect
Substitute
Gyro Ball
Facade
Curse
Double Team
Rest
Roar
Rock Polish
Rock Slide
Sandstorm
Sunny Day
Toxic
#Event/Tutor#
Bounce
Endeavor
Gunk Shot
Hyper Voice
Seed Bomb
Sleep Talk
Stone Edge
Poison Jab
Swagger
Snore
Stealth Rock
Superpower
Machamp (M)
Nature: Careful
+1 Special Defence, -1 Special Attack
Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Guts 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.
Attacks:
#Level Up#
Cross Chop
Focus Energy
Foresight
Karate Chop
Leer
Low Kick
Low Sweep
Revenge
Scary Face
Seismic Toss
Submission
Vital Throw
Wide Guard
#Egg#
Bullet Punch
Close Combat
Counter
Encore
#TM/HM#
Bulk Up
Bide
Brick Break
Bulldoze
Dig
Double Team
Earthquake
Facade
Fling
Giga Impact
Incinerate
Light Screen
Payback
Protect
Rest
Poison Jab
Swagger
Rock Slide
Stone Edge
Substitute
Thief
Toxic
#Event/Tutor#
Dual Chop
Fire Punch
Ice Punch
Knock Off
Role Play
Sleep Talk
ThunderPunch
Vacuum Wave
Seaking (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Lightningrod Lightningrod(Innate):
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their 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. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.
Attacks:
#Level Up#
Peck
Tail Whip
Water Sport
Poison Jab
Supersonic
Horn Attack
Water Pulse
Flail
Aqua Ring
Waterfall
Horn Drill
Agility
Soak
Megahorn
"Hmm... an interesting scenario, yes? Not a selection to bemoan at least..."
Free Egg: Bullet Punch, Counter, Encore [0 MC]
Level: Cross Chop [1 MC]
BWTM: Brick Break, Double Team, Earthquake, Fling, Incinerate, Light Screen, Low Sweep, Payback, Rest, Rock Slide, Stone Edge, Thief, Toxic [26 MC]
Tutor: Dual Chop, Fire Punch, Ice Punch, Sleep Talk, ThunderPunch [10 MC]
Past Gen TM: Bide [3 MC]
Machamp (M)
Nature: Careful
+1 Special Defence, -1 Special Attack
Type: Fight Fight: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Guts 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.
Type: Water / Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Illuminate Illuminate (Can be Enables):
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Attacks:
#Level Up#
Brine
BubbleBeam
Camouflage
Confuse Ray
Harden
Hydro Pump
Light Screen
Minimize
Power Gem
Rapid Spin
Recover
Reflect Type
Swift
Tackle
Water Gun
#Egg#
Aurora Beam
Barrier
Supersonic
#TM/HM#
Bide
Blizzard
Double Team
Endure
Flash Cannon
Grass Knot
Hidden Power (Fire, 7)
Protect
Psychic
Reflect
Substitute
Surf
Thunder
Toxic
Type: Ghost 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.
Ability: Cursed Body Cursed Body (Innate): When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Nature: Careful
+1 Special Defence, -1 Special Attack
Type: Fight Fight: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Guts 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.
Type: Water / Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic: 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 are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Illuminate Illuminate (Can be Enables):
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Attacks:
#Level Up#
Brine
BubbleBeam
Camouflage
Confuse Ray
Harden
Hydro Pump
Light Screen
Minimize
Power Gem
Rapid Spin
Recover
Reflect Type
Swift
Tackle
Water Gun
#Egg#
Aurora Beam
Barrier
Supersonic
#TM/HM#
Bide
Blizzard
Double Team
Endure
Flash Cannon
Grass Knot
Hidden Power (Fire, 7)
Protect
Psychic
Reflect
Substitute
Surf
Thunder
Toxic
#Event/Tutor#
Magic Coat
Pain Split
Signal Beam
Banette (F)
Nature: Brave
+1 Atk, -15% Spe, -10% evasion
Type: Ghost 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.
Ability: Cursed Body Cursed Body (Innate): When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Type: Water / Dragon Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ability: Sniper Sniper (Innate):
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Ghost / Dark 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. Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Pressure Pressure (Innate):
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
#Event/Tutor#
Pain Split
Snatch
Sleep Talk
Foul Play
Spite
Magneton:
Level Up (6 MC): Magnet Rise, Flash Cannon, Lock-On, Electro Ball, Discharge, Zap Cannon
BW TM (14 MC): Rain Dance, Reflect, Light Screen, Explosion, Hidden Power (Grass, 7), Rest, Double Team
Free TMs (0 MC): Thunder, Thunderbolt, Volt Switch,
BW Tutor (10 MC): Gravity, Magic Coat, Signal Beam, Iron Defense, Sleep Talk
Past-Gen (9 MC): Endure, Agility, Refresh
(It actually stocks 1 MC)
Magneton (-)
Nature: Timid
+15% Spe, -1 Attack, +11% Accuracy
Type: Electric / Steel Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability: Sturdy Sturdy (Innate):
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Type: Water / Ghost Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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.
Ability: Cursed Body Cursed Body (Innate):
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Type: Water / Dragon Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ability: Sniper Sniper (Innate):
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Type: Bug / Flying Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability: Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. Unnerve (DW-Unlocked): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Mold Breaker Mold Breaker (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:
#Level Up#
Bind
Leer
Bide
Focus Energy
Seismic Toss
Vital Throw
Revenge
Storm Throw
Body Slam
Bulk Up
Circle Throw
Endure
Superpower
Reversal
#TM/HM#
Toxic
Protect
Earthquake
Dig
Double Team
Facade
Rest
Payback
Retaliate
Giga Impact
Stone Edge
Rock Slide
Substitute
#Event/Tutor#
Block
Fire Punch
Ice Punch
Knock Off
Low Kick
Pain Split
Sleep Talk
Snore
Thunderpunch
For Porygon2 I am buying:
Free LU: Conversion 2, Tackle, Conversion, Sharpen (Porygon gets this at level 0), Defense Curl, Agility, Psybeam, Recover, Magnet Rise (9 * 0 = 0)
LU: Discharge, Lock On, Tri Attack, Magic Coat, Zap Cannon, Hyper Beam (6 * 1 = 6)
Free TM/HM: Protect, Substitute (2 * 0 = 0)
Current Gen TM/HM: Psyshock, Toxic, Ice Beam, Frustration, Thunderbolt, Return, Shadow Ball, Double Team, Rest, Psych Up (10 * 2 = 20)
Past Gen TM/HM: Shock Wave, Endure (2 * 3 = 6)
Free Tutor: Gravity, Pain Split, Sleep Talk (3 * 0 = 0)
Current Gen Tutor: Snore (1 * 2 = 2)
Past Gen Tutor: Mimic, Last Resort (2 * 3 = 6) Total MC left: 40 - (6 + 20 + 6 + 2 + 6) = 0
Porygon2 (U)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Trace Trace (Can Be Activated):
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
#TM/HM#
Psyshock
Toxic
Ice Beam
Protect
Frustration
Thunderbolt
Return
Shadow Ball
Double Team
Shock Wave
Rest
Endure
Psych Up
Substitute
#Event/Tutor#
Gravity
Last Resort
Mimic
Pain Split
Sleep Talk
Snore
For Sharpedo I am buying:
Free LU: Feint, Leer, Bite, Rage, Focus Energy, Scary Face, Crunch, Ice Fang, Screech, Swagger (10 * 0 = 0)
LU: Crunch, Aqua Jet, Agility, Skull Bash, Night Slash (5 * 1 = 5)
Free TM/HM: Protect, Substitute (2 * 0 = 0)
Current Gen TM/HM: Roar, Toxic, Hyper Beam, Earthquake, Double Team, Rest, Scald, Giga Impact, Waterfall, Dive (11 * 2 = 22)
Past Gen TM/HM: Endure (1 * 3 = 3)
Free Egg: Ancientpower, Double-Edge, Hydro Pump (3 * 0 = 0)
Current Gen Tutor: Bounce, Sleep Talk, Snore, Uproar, Zen Headbutt (5 * 2 = 10) Total MC left: 40 - (5 + 22 + 3 + 10) = 0
Sharpedo (F)
Nature: Rash
+1 Special Attack, -1 Special Defense
Type: Water/Dark Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Speed Boost Speed Boost (Innate):
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).
Nature: Rash
+1 Special Attack, -1 Special Defense
Type: Water/Dark Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Speed Boost Speed Boost (Innate):
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).
#Event/Tutor#
Bounce
Sleep Talk
Snore
Upraor
Zen Headbutt
Porygon2 (U)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Trace Trace (Can Be Activated):
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
#TM/HM#
Psyshock
Toxic
Ice Beam
Protect
Frustration
Thunderbolt
Return
Shadow Ball
Double Team
Shock Wave
Rest
Endure
Psych Up
Substitute
#Event/Tutor#
Gravity
Last Resort
Mimic
Pain Split
Sleep Talk
Snore
Throh (M)
Nature: Adamant
+1 Atk, -1 SpA
Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Mold Breaker Mold Breaker (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:
#Level Up#
Bind
Leer
Bide
Focus Energy
Seismic Toss
Vital Throw
Revenge
Storm Throw
Body Slam
Bulk Up
Circle Throw
Endure
Superpower
Reversal
#TM/HM#
Toxic
Protect
Earthquake
Dig
Double Team
Facade
Rest
Payback
Retaliate
Giga Impact
Stone Edge
Rock Slide
Substitute
#Event/Tutor#
Block
Fire Punch
Ice Punch
Knock Off
Low Kick
Pain Split
Sleep Talk
Snore
Thunderpunch
Easy Copy-and-Paste for the Ref's convenience:
Code:
[noparse]
[hide=Sharpedo][IMG]http://veekun.com/dex/media/pokemon/main-sprites/black-white/319.png[/IMG]
[B]Sharpedo (F)[/B]
[B]Nature:[/B] Rash
+1 Special Attack, -1 Special Defense
[B]Type:[/B] Water/Dark
[B]Water:[/B] Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Dark:[/B] Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
[B]Ability:[/B] Speed Boost
[B]Speed Boost (Innate):[/B]
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).
[B]Stats:[/B]
HP: 100
Atk: 5
Def: 2
SpA: 4 (+)
SpD: 1 (-)
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
[B]Attacks:[/B]
#Level Up#
Feint
Leer
Bite
Rage
Focus Energy
Scary Face
Crunch
Ice Fang
Screech
Swagger
Crunch
Aqua Jet
Agility
Skull Bash
Night Slash
#Egg#
Ancientpower
Double-Edge
Hydro Pump
#TM/HM#
Roar
Toxic
Hyper Beam
Protect
Earthquake
Double Team
Rest
Scald
Giga Impact
Substitute
Waterfall
Dive
#Event/Tutor#
Bounce
Sleep Talk
Snore
Upraor
Zen Headbutt[/hide][hide=Porygon2][IMG]http://veekun.com/dex/media/pokemon/main-sprites/black-white/233.png[/IMG]
[B]Porygon2 (U)[/B]
[B]Nature:[/B] Modest
+1 Special Attack, -1 Attack
[B]Type:[/B] Normal
[B]Normal:[/B] Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] Trace
[B]Trace (Can Be Activated):[/B]
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.
[B]Stats:[/B]
HP: 100
Atk: 2 (-)
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 60
Size Class: 1
Weight Class: 3
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
[B]Attacks:[/B]
#Level Up#
Conversion 2
Tackle
Conversion
Defense Curl
Agility
Psybeam
Recover
Magnet Rise
Discharge
Lock On
Tri Attack
Magic Coat
Zap Cannon
Hyper Beam
#TM/HM#
Psyshock
Toxic
Ice Beam
Protect
Frustration
Thunderbolt
Return
Shadow Ball
Double Team
Shock Wave
Rest
Endure
Psych Up
Substitute
#Event/Tutor#
Gravity
Last Resort
Mimic
Pain Split
Sleep Talk
Snore[/hide][hide=Throh][IMG]http://veekun.com/dex/media/pokemon/main-sprites/black-white/538.png[/IMG]
[B]Throh (M)[/B]
[B]Nature:[/B] Adamant
+1 Atk, -1 SpA
[B]Type:[/B] Fighting
[B]Fighting:[/B] Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
[B]Ability:[/B] Mold Breaker
[B]Mold Breaker (Innate):[/B]
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.)
[B]Stats:[/B]
HP: 120
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: N/A
MC: 0
DC: 5/5
[B]Attacks:[/B]
#Level Up#
Bind
Leer
Bide
Focus Energy
Seismic Toss
Vital Throw
Revenge
Storm Throw
Body Slam
Bulk Up
Circle Throw
Endure
Superpower
Reversal
#TM/HM#
Toxic
Protect
Earthquake
Dig
Double Team
Facade
Rest
Payback
Retaliate
Giga Impact
Stone Edge
Rock Slide
Substitute
#Event/Tutor#
Block
Fire Punch
Ice Punch
Knock Off
Low Kick
Pain Split
Sleep Talk
Snore
Thunderpunch
[/hide][/noparse]