Roleplay Battle Arcade Challenge Signups

Status
Not open for further replies.

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#1




Battle Arcade

The Battle Arcade is a random battle sequence where players can challenge the Arcade at any time. Certain aspects of the battles are fixed, but the Arcade accepts challenges in singles, doubles, and triples formats. The Battle Arcade's Pokemon are controlled by the referee. A roulette of events is randomized for each battle. and the challenge picks a set of consecutive events, of which a random one occurs. Risk/reward is thus an important part of the Battle Arcade.

The Battle Arcade is based on the Battle Frontier Facility in the mainstream games Platinum, HeartGold and SoulSilver that goes by the same name.

Table of Contents
Battle Details
Pokemon List(Battles 1-8)
Pokemon List(Battles 1-8) Continued
Pokemon List(Battles 9-16)
Pokemon List(Battles 9-16) Continued
Pokemon List(Battles 9-16) Continued
Pokemon List(Battles 17+) and Arcade Star Dahlia
Challenges
Item Listings and Referees

User Interaction
• Challengers may challenge the Arcade once in 7 days. If they win their challenge, the waiting time is erased and they may challenge again immediately if they wish to.
• Challengers keep battling until they either defeat 3 virtual trainers and then the Arcade Star, or lose at any point in the middle.

Battle Details
• The Pokemon for each battle is/are randomized from a pre-determined pool based on length of the streak.

• Before each battle begins, referees randomize a 4x4 roulette from a pre-determined pool of possible events(duplicates of the same event can happen). The challenger is allowed to pick N consecutive events(read the outcomes from left to right and top to bottom the way you would read a normal text) on the roulette. N is equal to 4 for battles 1-8 in a streak, is equal to 8 for battles 9-16, and is equal to 12 from the 17th battle onwards.

• The referee randomizes a result from the challenger’s pick, and applies this to the battle.

• On round 1 of every battle, referees order first, and then alternate as in normal ASB battles.

• Arcade Star Dahlia is always fought as the 4th opponent during each challenge. Her Pokemon are decided from a pre-determined pool.

Roulette Events

For battles 1-8 of a streak, the first 8 events under each of the first 2 categories, and the first 4 events of the 3rd and 4th categories form the pool. From battle 9 onwards, the roulette is randomized from the entire pool of 48 events.

Opponent-affecting events
1: Opponent’s Pokemon are poisoned for the battle.
2: Opponent’s Pokemon are burned for the battle.
3: Opponent’s Pokemon are paralyzed(15%) at the start of the battle.
4: Opponent’s Pokemon are put to sleep(1 action) at the start of the battle
5: Opponent’s Pokemon each receive a berry(chosen by the ref from a pool based on streak length) for the battle.
6: Opponent’s Pokemon each receive an item(chosen by the ref from a pool based on streak length) for the battle.
7: Opponent’s Pokemon become cloaked by a Safeguard(4 rounds).
8: Opponent’s Pokemon become cloaked by a Mist(2 rounds).

Battles 9+ only
9: Tailwind is applied to opponent’s Pokemon(2 rounds).
10: Reflect is applied to opponent’s Pokemon(2 rounds).
11: Light Screen is applied to opponent’s Pokemon(2 rounds).
12: Lucky Chant is applied to opponent’s Pokemon(2 rounds).
13: Heal Block is applied to opponent’s Pokemon(4 rounds).
14: Opponent’s Pokemon start the battle with 20 less HP than usual.
15: Opponent’s Pokemon start the battle with 20 less EN than usual.
16: Opponent’s Pokemon are ‘leveled up’, and gain 1 rank in each of their stats, with speed gaining 25 points, and accuracy 5%(absolute).

Challenger-affecting events
17: Challenger’s Pokemon are poisoned for the duration of the battle.
18: Challenger’s Pokemon are burned for the duration of the battle.
19: Challenger’s Pokemon are paralyzed(15%) at the start of the battle.
20: Challenger’s Pokemon are put to sleep(1 action) at the start of the battle.
21: Challenger’s Pokemon each receive a berry(challenger picks from a pool based on streak length) for the rest of the challenge.
22: Challenger’s Pokemon each receive an item(challenger picks from a pool based on streak length) for the rest of the challenge.
23: Challenger’s Pokemon become cloaked by a Safeguard(4 rounds)
24: Challenger’s Pokemon become cloaked by a Mist(2 rounds).

Battles 9+ only
25: Tailwind is applied to challenger’s Pokemon(2 rounds).
26: Reflect is applied to challenger’s Pokemon(2 rounds).
27: Light Screen is applied to challenger’s Pokemon(2 rounds).
28: Lucky Chant is applied to challenger’s Pokemon(2 rounds).
29: Heal Block is applied to challenger’s Pokemon(4 rounds).
30: Challenger’s Pokemon start the battle with 20 less HP than usual.
31: Challenger’s Pokemon start the battle with 20 less EN than usual.
32: Challenger’s Pokemon are ‘leveled up’, and gain 1 rank in each of their stats, with speed gaining 25 points, and accuracy(5%).

Global events
33: Drought is applied to the battle.
34: Drizzle is applied to the battle.
35: Sandstream is applied to the battle.
36: Snow Warning is applied to the battle.

Battles 9+ only
37: Trick Room(permanent) is applied to the battle.
38: Gravity(permanent) is applied to the battle.
39: Fog(permanent) is applied to the battle.
40: Wonder Room(permanent) is applied to the battle.

Note: Fog reduces accuracy of all attacks by 10%(absolute), reduces the healing of Moonlight, Synthesis and Morning Sun to 15 HP, and doubles Weather Ball’s power, though it remains a Normal –type move.

Miscellaneous events
41: The roulette is sped up for the rest of the challenge(N is doubled).
42: The roulette is slowed down for the rest of the challenge(N is halved)
43: No Event
44: Challenger wins 1 free CC, then battles normally

Battles 9+ only
45: The roulette board's pattern becomes non-sequential, ie N = 16 for the next battle
46: Challenger wins 3 free CC, then battles normally
47: Challenger and opponent swap Pokemon for the duration of the battle.
48: The battle is skipped, and is counted as a victory for the challenger.

Opponent-affecting events
1: Opponent’s Pokemon are poisoned for the battle.
2: Opponent’s Pokemon are burned for the battle.
3: Opponent’s Pokemon are paralyzed(15%) at the start of the battle.
4: Opponent’s Pokemon are put to sleep(1 action) at the start of the battle
5: Opponent’s Pokemon each receive a berry(chosen by the ref from a pool based on streak length) for the battle.
6: Opponent’s Pokemon each receive an item(chosen by the ref from a pool based on streak length) for the battle.
7: Opponent’s Pokemon become cloaked by a Safeguard(4 rounds).
8: Opponent’s Pokemon become cloaked by a Mist(2 rounds).

Challenger-affecting events
9: Challenger’s Pokemon are poisoned for the duration of the battle.
10: Challenger’s Pokemon are burned for the duration of the battle.
11: Challenger’s Pokemon are paralyzed(15%) at the start of the battle.
12: Challenger’s Pokemon are put to sleep(1 action) at the start of the battle.
13: Challenger’s Pokemon each receive a berry(challenger picks from a pool based on streak length) for the rest of the challenge.
14: Challenger’s Pokemon each receive an item(challenger picks from a pool based on streak length) for the rest of the challenge.
15: Challenger’s Pokemon become cloaked by a Safeguard(4 rounds)
16: Challenger’s Pokemon become cloaked by a Mist(2 rounds).

Global events
17: Drought is applied to the battle.
18: Drizzle is applied to the battle.
19: Sandstream is applied to the battle.
20: Snow Warning is applied to the battle.

Miscellaneous events
21: The roulette is sped up for the rest of the challenge(N is doubled).
22: The roulette is slowed down for the rest of the challenge(N is halved)
23: No Event
24: Challenger wins 1 free CC, then battles normally



Note: For event 41, N is capped at 16 for battles 17+
Note 2: Event 48 cannot appear on the roulette for battles with Arcade Star Dahlia. If it appears on the 4x4 roulette the referee obtains after randomization, he will re-randomize all the roulette slots where it appears.

The roulette has its own special DQ period. If the challenger fails to post in that time, the referee can choose any event he wishes to that is present on the roulette board, and it will be in place for the battle. Challengers are therefore advised to ensure their activity for the duration of the challenge.

Pokemon Banlist
The following Pokemon are not permitted to be used in the Battle Arcade:

Mewtwo
Mew
Lugia
Ho-Oh
Celebi
Kyogre
Groudon
Rayquaza
Jirachi
Deoxys
Dialga
Palkia
Giratina
Phione
Manaphy
Darkrai
Shaymin
Arceus
Victini
Reshiram
Zekrom
Kyurem
Keldeo
Meloetta
Genesect

Clauses
No two Pokemon on the same team can be of the same species.

Battle Formats
The Battle Arcade has three different formats: Singles, Doubles and Triples. The rulesets are given below(note that items may not be brought in, but may potentially be available to the challenger and/or the opponent during a battle due to events 5, 6, 21 and 22) :-

Singles Battle Arcade
Pokemon: 1v1
Roulette DQ: 1 day
Battle DQ: 2 days
Switch: N/A
Abilities: 1
Items: OK
Recovers: ∞
Chills: ∞

Singles Battle Arcade Star
Pokemon: 3v3
Roulette DQ: 1 day
Battle DQ: 2 days
Switch: OK
Abilities: 1
Items: OK
Recovers: ∞
Chills: ∞

Doubles Battle Arcade
Pokemon: 2v2
Roulette DQ: 1 day
Battle DQ: 2 days
Switch: N/A
Abilities: 1
Items: No
Recovers: ∞
Chills: ∞

Doubles Battle Arcade Star
Pokemon: 4v4
Roulette DQ: 1 day
Battle DQ: 2 days
Switch: OK
Abilities: 1
Items: No
Recovers: ∞
Chills: ∞

Triples Battle Arcade
Pokemon: 3v3
Roulette DQ: 1 day
Battle DQ: 2 days
Switch: N/A
Abilities: 1
Items: OK
Recovers: ∞
Chills: ∞
Positioning: ON

Triples Battle Arcade Star
Pokemon: 6v6
Roulette DQ: 1 day
Battle DQ: 2 days
Switch: OK
Abilities: 1
Items: OK
Recovers: ∞
Chills: ∞
Positioning: ON

Arena: Battle Arcade Arena

(Image) The arena is a broad and spacious arena, well-lit, and surrounded by a cheering crowd. There is a large display board by the battle, which is used for the initial roulette. The arena permits all attacks to be used, regardless of special requirements. The arena will neither interfere with the battle, nor can it be damaged by Pokemon attacks. The arena is carefully constructed to ensure no Pokemon get a significant advantage outside of the roulette.

Rewards
• Pokemon that participate in a Battle Arcade challenge gain the normal amount of EC, MC, DC and KOC as they would in normal battles.

• Challengers win CC for each battle they win. Battles 1-3 and 5-7 give 2 CC each. Battles 9-11 and 13-15 give 4 CC each. Battles 17+ that are not Arcade Star battles give 5 CC each.

• Battles with the Arcade Star give 5M CC on victory, where M = CEILING(Length of streak/4).

• Referees get the standard amount of UC for reffing a challenge, with an additional 3 UC for their commitment and the complexity of the challenge.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#2
Pokemon Listings

The Pokemon that are randomized by the referee for Battles 1-8 are randomized only from the listings for those battles. Pokemon for Battles 9-16 are randomized only from the listings of the battles. However, for Battles 17+, Pokemon are randomized from Battles 17+ and Battles 9-16. All Pokemon have their abilities given in their data sheet.

If you want to, as the referee for a battle, you may RNG the trainer class for the NPC opponents and make up a name for the trainer that the challenger is battling. This is not required, though, but since it is a roleplay it's not a bad idea to do it for fun. The challenger will probably appreciate it.

Battles 1-8


Ivysaur(Male)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 90
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 60
Size Class: 2
Weight Class: 2
Base Rank Total: 16

Abilities:

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)

Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Ability:
Chlorophyll

Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Razor Leaf
Sweet Scent
Growth

Hidden Power Fire 7
Sunny Day
Giga Drain
SolarBeam
Sludge Bomb
Energy Ball

Grasswhistle
Ingrain
Leaf Storm
Petal Dance

Charmeleon(Male)

Types:

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 brushfire areas.

Mild Nature(+SpA, -Def)
Stats
HP: 90
Atk: Rank 3
Def: Rank 1(-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 2
Base Rank Total: 16

Abilities:

Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Solar Power(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).

Ability:
Solar Power

Attacks:
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Rage
Dragon Rage
Scary Face
Fire Fang

Dragon Claw
Hidden Power Grass 7
Sunny Day
Fire Blast
Overheat
Shadow Claw

Dragon Pulse
Flare Blitz
Focus Punch
Rock Slide

Wartortle(Male)

Types:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Modest Nature(+SpA, -Atk)
Stats
HP: 90
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 58
Size Class: 2
Weight Class: 2
Base Rank Total: 16

Abilities:

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)

Rain Dish(Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Ability:
Rain Dish

Attacks:
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse

Hidden Power Grass 7
Ice Beam
Rain Dance
Scald
Subsitute
Surf

Aqua Ring
Brine
Mirror Coat
Yawn

Butterfree(F)

Types:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

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.

Modest Nature(+SpA, -Atk)
Stats
Butterfree
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 3
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 15

Abilities:

Compoundeyes(Innate): This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Tinted Lens(Innate): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Ability:
Tinted Lens

Attacks:
Tackle
String Shot
Bug Bite
Harden
Confusion
PoisonPowder
Stun Spore
Sleep Powder
Gust
Supersonic
Whirlwind
Psybeam
Silver Wind
Tailwind

Toxic
Venoshock
Hidden Power Fighting 7
Hyper Beam
Giga Drain
Psychic
Shadow Ball
Dream Eater
Substitute

Beedrill(Male)

Types:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 3
Spe: 75
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Abilities:

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)

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.

Ability:
Sniper

Attacks:
Fury Attack
Focus Energy
Twineedle
Rage
Pursuit
Toxic Spikes
Pin Missile

Brick Break
Aerial Ace
Facade
Roost
Acrobatics
Giga Impact
X-Scissor
Poison Jab
U-Turn

Pidgeotto(F)

Types:

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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 14

Abilities:

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.

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.

Big Pecks(Innate): This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.

Ability:
Tangled Feet

Attacks:
Tackle
Gust
Sand-Attack
Whirlwind
Wing Attack
Twister
FeatherDance

Return
Facade
Roost
Pluck
U-Turn
Fly

Brave Bird
Faint Attack
Pursuit
Steel Wing

Pikachu(F)

Type:
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.

Mild Nature(+SpA, -Def)
Stats
HP: 90
Atk: Rank 2
Def: Rank 1(-)
SpA: Rank 3(+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Abilities:

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.

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, Lightning Rod will not activate.

Ability:
LightningRod

Attacks
ThunderShock
Growl
Tail Whip
Thunder Wave
Quick Attack
Swift
Electro Ball
Double Team
Slam
Thunderbolt
Feint
Charm
Sweet Kiss
Nasty Plot

Focus Punch
Hidden Power Ice 7
Rain Dance
Thunder
Endure
Volt Switch

Bide
Encore
Fake Out
Volt Tackle

Nidorina(F)

Type:

Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Adamant Nature(+Atk, -SpA)
Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 56
Size Class: 2
Weight Class: 2
Base Rank Total: 15

Abilities:

Poison Point(Can be Disabled): This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Rivalry(Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

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.

Ability:
Hustle

Attacks:
Growl
Tackle
Scratch
Tail Whip
Double Kick
Poison Sting
Fury Swipes
Bite
Helping Hand

Protect
Dig
Aerial Ace
Facade
Shadow Claw
Poison Jab

Counter
Disable
Endure
Poison Tail


Nidorino (M)

Type:

Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Adamant Nature(+Atk, -SpA)
Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 65
Size Class: 2
Weight Class: 2
Base Rank Total: 15

Abilities:

Poison Point(Can be Disabled): This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Rivalry(Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

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.

Ability:
Hustle

Attacks:
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand

Iron Tail
Dig
Aerial Ace
Facade
Endure
Poison Jab

Counter
Head Smash
Poison Tail
Sucker Punch

Golbat(M)

Types:
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.

Lonely Nature(+Atk, -Def)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 2(-)
SpA: Rank 3
SpD: Rank 3
Spe: 90
Size Class: 3
Weight Class: 4

Abilities:

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.

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.

Ability:
Infiltrator

Moves:
Leech Life
Screech
Bite
Supersonic
Astonish
Wing Attack
Confuse Ray
Air Cutter
Mean Look

Toxic
Venoshock
Hidden Power Fighting 7
Shadow Ball
Acrobatics
Roost

Brave Bird
Giga Drain
Hypnosis
Zen Headbutt

Gloom(F)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 90
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 40
Size Class: 2
Weight Class: 1
Base Rank Total: 16

Abilities:

Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

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.

Ability:
Chlorophyll

Attacks:
Absorb
Sweet Scent
Acid
PoisonPowder
Stun Spore
Sleep Powder
Mega Drain
Lucky Chant
Natural Gift
Moonlight
Giga Drain
Petal Dance

Toxic
Venoshock
Hidden Power Fire 7
Sunny Day
SolarBeam
Sludge Bomb

Ingrain
Razor Leaf
Synthesis
Teeter Dance

Poliwhirl (M)

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Adamant Nature(+Atk, -SpA)
Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 16

Abilities:

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.

Damp(Innate): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Ability:
Swift Swim

Moves:
Water Sport
Bubble
Hyposis
Water Gun
DoubleSlap
Rain Dance
Body Slam
Bubblebeam

Focus Punch
Earthquake
Dig
Brick Break
Facade
Waterfall

Encore
Ice Ball
Mind Reader
Refresh


Kadabra(M)

Type:

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.

Modest Nature(+SpA, -Atk)
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 6(+)
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 3
Base Rank Total: 18

Abilities:

Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

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.

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.

Ability:
Magic Guard

Attacks:
Teleport
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Future Sight

Psyshock
Hidden Power Fighting 7
Psychic
Shadow Ball
Energy Ball
Charge Beam

Encore
Barrier
Skill Swap
Guard Split

Machoke (F)

Type:

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.

Adamant Nature(+Atk,-SpA)
Stats
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 45
Size Class: 3
Weight Class: 4

Abilities:

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.

No Guard(Innate): This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Steadfast(Innate): If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Ability:
No Guard

Moves:
Karate Chop
Low Kick
Leer
Focus Energy
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw

Focus Punch
Earthquake
Facade
Payback
Rock Slide
Substitute

Bullet Punch
Close Combat
Ice Punch
ThunderPunch

Weepinbell (F)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 55
Size Class: 2
Weight Class: 1

Abilities:

Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Gluttony(Innate): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Ability:
Chlorophyll

Moves:
Vine Whip
Growth
Wrap
Sleep Powder
PoisonPowder
Stun Spore
Acid
Knock Off
Sweet Scent

Venoshock
Hidden Power Ice 7
Sunny Day
Giga Drain
Solarbeam
Sludge Bomb

Clear Smog
Ingrain
Synthesis
Weather Ball

Graveler (F)

Types:

Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: 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.

Adamant Nature(+Atk, -SpA)
Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 1(-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 5
Base Rank Total: 15

Abilities:
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.

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.

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.

Ability:
Sturdy

Attacks:
Tackle
Defense Curl
Mud Sport
Rock Polish
Rock Throw
Magnitude
Rollout
Rock Blast
Smack Down
Selfdestruct

Earthquake
Sandstorm
Facade
Stone Edge
Gyro Ball
Substitute

Hammer Arm
Flail
Focus Punch
Endure


Magneton(-)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 6(+)
SpD: Rank 3
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 18

Abilities:

Magnet Pull(Can Be Activated): This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.

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.

Analytic(Innate): If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Ability:
Sturdy

Attacks:
Tri Attack
Metal Sound
Tackle
Thundershock
Supersonic
Sonicboom
Thunder Wave
Spark
Electro Ball
Lock-On
Magnet Bomb

Hidden Power Ice 7
Hyper Beam
Rain Dance
Thunderbolt
Thunder
Volt Switch
Flash Cannon
Endure
Sleep Talk

Haunter (F)

Types:

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.

Modest Nature(+SpA, -Atk)

HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 5(+)
SpD: Rank 2
Spe: 95
Size Class: 3
Weight Class: 1
Base Rank Total: 15

Abilities:

Levitate(Trait): 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Ability:
Levitate

Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Shadow Punch

Hidden Power Fighting 7
Thunderbolt
Shadow Ball
Sludge Bomb
Will-O-Wisp
Dream Eater

Disable
Explosion
Grudge
Will-O-Wisp


Rhydon (M)

Types:

Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Ground: 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.

Adamant Nature(+Atk, -SpA)
Stats:
HP: 110
Atk: Rank 6(+)
Def: Rank 5
SpA: Rank 1(-)
SpD: Rank 2
Spe: 40
Size Class: 4
Weight Class: 5
Base Rank Total: 20

Abilities:

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, Lightning Rod will not activate.

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.
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:
Horn Attack
Tail Whip
Stomp
Fury Attack
Scary Face
Rock Blast
Bulldoze

Protect
Earthquake
Dig
Giga Impact
Stone Edge
Rock Slide

Crunch
Counter
Dragon Rush
Fire Fang

Chansey (F)

Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Modest Nature(+SpA, -Atk)
Stats:
HP: 140
Atk: Rank 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 4
Spe: 50
Size Class: 3
Weight Class: 3
Base Rank Total: 19

Abilities:

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.

Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Healer(Innate): This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

Ability:
Natural Cure

Attacks:
Defense Curl
Pound
Growl
Tail Whip
Refresh
Softboiled
DoubleSlap
Minimize
Sing
Fling
Bestow
Take Down
Charm
Copycat
Sweet Kiss

Toxic
Ice Beam
Protect
Thunderbolt
Flamethrower
Charge Beam

Aromatherapy
Counter
Endure
Metronome

Seadra(M)

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Modest Nature(+SpA, -Atk)

HP: 90
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2
Spe: 85
Size Class: 2
Weight Class: 2

Abilities:

Poison Point(Can Be Disabled): This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

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.

Damp(Innate): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Ability:
Sniper

Moves:
Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility
Twister

Hidden Power Grass 7
Ice Beam
Hyper Beam
Dragon Pulse
Scald
Surf

Dragon Rage
DragonBreath
Razor Wind
Signal Beam

Electabuzz(M)

Type:

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.

Lonely Nature(+Atk, -Def)
Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 1(-)
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 3

Abilities:

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.

Vital Spirit(Innate): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Ability:
Vital Spirit

Moves:
Quick Attack
Leer
ThunderShock
Low Kick
Swift
Shock Wave
ThunderPunch
Light Screen

Focus Punch
Hidden Power Grass 7
Rain Dance
Thunderbolt
Thunder
Facade

Cross Chop
Dynamicpunch
Fire Punch
Ice Punch

Magmar(M)

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 brushfire areas.

Lonely Nature(+Atk, -Def)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 1(-)
SpA: Rank 4
SpD: Rank 3
Spe: 93
Size Class: 3
Weight Class: 3
Base Rank Total: 18

Abilities:

Flame Body(Innate): This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Vital Spirit(Innate): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Ability:
Flame Body

Attacks:
Smog
Ember
Leer
Smokescreen
Faint Attack
Fire Spin
Confuse Ray
Flame Burst
Smog
Fire Punch
Lava Plume
Leer
Sunny Day
Flamethrower
Fire Blast

Focus Punch
Hidden Power Grass 7
Sunny Day
Hyper Beam
Overheat
Focus Blast

Cross Chop
Flare Blitz
Mach Punch
Thunder Punch

Dragonair (F)
Type: Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 60(-)
Size Class: 3
Weight Class: 2

Abilities:

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.

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).

Ability:
Marvel Scale

Moves:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility

Hyper Beam
Thunderbolt
Thunder
Flamethrower
Dragon Tail
Waterfall

Aqua Jet
Dragon Pulse
Dragon Rush
Extremespeed

Bayleef(Male)

Types:

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.

Quiet Nature(+SpA, -Spe)
Stats
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 52(-)
Size Class: 2
Weight Class: 2
Base Rank Total: 16
-10% Evasion

Abilities:

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)

Leaf Guard(Innate): In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Ability:
Leaf Guard

Attacks:
Tackle
Growl
Razor Leaf
PoisonPowder
Reflect
Synthesis
Body Slam
Magical Leaf
Natural Gift

Hidden Power Fire 7
Sunny Day
Light Screen
Giga Drain
Solarbeam
Substitute

AncientPower
Counter
Ingrain
Leech Seed

Quilava(Male)

Types:

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 brushfire areas.

Lonely Nature(+Atk, -Def)
Stats
HP: 90
Atk: Rank 4(+)
Def: Rank 1(-)
SpA: Rank 3
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 2
Base Rank Total: 16

Abilities:

Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Flash Fire(Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Ability:
Flash Fire

Attacks:
Tackle
Leer
SmokeScreen
Ember
Quick Attack
Flame Wheel
Defense Curl

Hidden Power Grass 7
Sunny Day
Brick Break
Flamethrower
Overheat
Wild Charge

Double-Edge
Flare Blitz
Nature Power
Reversal

Croconaw(Male)

Types:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 58
Size Class: 2
Weight Class: 2
Base Rank Total: 16

Abilities:

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)

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.

Ability:
Sheer Force

Attacks:
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Thrash
Crunch

Protect
Rain Dance
Brick Break
Shadow Claw
Rock Slide
Waterfall

Aqua Jet
Block
Dragon Dance
Ice Punch

Furret(F)

Types:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 90
Size Class: 3
Weight Class: 3
Base Rank Total: 16

Abilities:

Run Away(Innate): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

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.

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.

Ability:
Frisk

Attacks:
Tackle
Scratch
Foresight
Defense Curl
Quick Attack
Fury Swipes
Helping Hand
Follow Me
Slam
Rest
Sucker Punch
Amnesia
Baton Pass

Frustration
Return
Dig
Brick Break
Giga Impact
U-turn

Double-Edge
Last Resort
Reversal
Slash

Noctowl(F)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 110
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 4
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 18

Abilities:

Insomnia(Innate): This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

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.

Tinted Lens(Innate): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Ability:
Tinted Lens

Attacks:
Sky Attack
Tackle
Growl
Foresight
Hypnosis
Peck
Uproar
Reflect
Confusion
Take Down
Echoed Voice

Hidden Power Flying 7
Hyper Beam
Psychic
Shadow Ball
Roost
Dream Eater

FeatherDance
Mirror Move
Supersonic
Night Shade

Ledian(M)

Types:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

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.

Stats
Adamant Nature(+Atk, -SpA)
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 4
Spe: 85
Size Class: 3
Weight Class: 3
Base Rank Total: 15

Abilities:

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)

Early Bird(Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Iron Fist(Innate): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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)

Ability:
Iron Fist

Attacks:
Tackle
Supersonic
Comet Punch
Light Screen
Reflect
Safeguard
Mach Punch
Baton Pass
Silver Wind

Focus Punch
Brick Break
Aerial Ace
Drain Punch
U-turn
Acrobatics

Bide
Bug Bite
Encore
Dizzy Punch

Ariados(M)

Types:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

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.

Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 15

Abilities:

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)

Insomnia(Innate): This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

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.

Ability:
Sniper

Attacks:
Bug Bite
Poison Sting
String Shot
Scary Face
Constrict
Leech Life
Night Shade
Shadow Sneak
Fury Swipes
Sucker Punch

Frustration
Dig
Facade
Giga Impact
Poison Jab
Substitute

Baton Pass
Disable
Pursuit
Twineedle

Togetic(F)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 110
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 4
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 18

Abilities:

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.

Serene Grace(Innate): This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Super Luck(Innate): This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Ability:
Serene Grace

Attacks:
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Wish

Water Pulse
Hidden Power Ice 7
Psychic
Shadow Ball
Shock Wave
Flamethrower
Roost
Thunder Wave
Psyshock

Flaaffy(M)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 100
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 45
Size Class: 2
Weight Class: 2
Base Rank Total: 14

Abilities:

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.

Plus(Innate): This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

Ability:
Static

Attacks:
Tackle
Growl
Thundershock
Thunder Wave
Cotton Spore
Charge

Hidden Power Ice 7
Light Screen
Rain Dance
Thunderbolt
Thunder
Volt Switch

Agility
Reflect
Flatter
Sand-Attack

Marill(M)

Types:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 2(+) [4 Huge Power]
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Abilities:

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.)

Huge Power(Trait): This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.

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.

Ability:
Thick Fat + Huge Power[Trait]

Attacks:
Tackle
Defense Curl
Tail Whip
Water Gun
Rollout
BubbleBeam
Aqua Ring
Double-Edge
Splash
Charm
Bubble
Slam

Focus Punch
Frustration
Brick Break
Facade
Waterfall
Substitute

Belly Drum
Perish Song
Aqua Jet
Superpower

Skiploom(F)

Types: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.

Hasty Nature(+Spe, -Def)
Stats
HP: 90
Atk: Rank 2
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 3
Spe: 92(+)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
+15% Accuracy

Abilities:

Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Leaf Guard(Innate): In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

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.

Ability:
Chlorophyll

Attacks:
Splash
Synthesis
Tail Whip
Tackle
Poison Powder
Stun Spore
Sleep Powder
Bullet Seed
Leech Seed
Mega Drain

Sunny Day
Giga Drain
SolarBeam
U-turn
Reflect
Acrobatics

Double-Edge
Encore
Cotton Guard
Seed Bomb

Sunflora(M)

Types: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.

Stats
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 17

Abilities:

Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

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).

Early Bird(Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Ability:
Solar Power

Attacks:
Absorb
Pound
Growth
Razor Leaf
Mega Drain
Ingrain
GrassWhistle
Leech Seed
Bullet Seed
Worry Seed
Sunny Day
Endeavor

Hidden Power Fire 7
Hyper Beam
Light Screen
Giga Drain
SolarBeam
Sludge Bomb

Encore
Ingrain
Bide
Morning Sun

Yanma(M)

Types:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 4
Spe: 85
Size Class: 3
Weight Class: 3
Base Rank Total: 15

Abilities:

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 ocurs at the end of each round (stats other than Speed are still affected).

Compoundeyes(Innate): This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

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.

Ability:
Compoundeyes

Attacks:
Tackle
Foresight
Quick Attack
Double Team
SonicBoom
Hypnosis
Detect
Supersonic
Uproar
Pursuit

Giga Drain
Psychic
Shadow Ball
Roost
Silver Wind
Dream Eater

Reversal
Signal Beam
Whirlwind
Feint

Murkrow(M)
Types:

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.


Adamant Nature(+Atk, -SpA)
Stats
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 2(-)
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 15

Abilities:

Insomnia(Innate): This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Super Luck(Innate): This Pokemon’s natural skill doubles (x2) its critical hit levels 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.

Prankster(Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Ability:
Prankster

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance

Taunt
Torment
Fly
Roost
Thunder Wave
Substitute

Confuse Ray
Perish Song
Brave Bird
Psycho Shift

Misdreavus(F)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 3
Spe: 85
Size Class: 1
Weight Class: 1
Base Rank Total: 15

Abilities:

Levitate(Trait): 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Ability:
Levitate

Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Pain Split

Hidden Power Fighting 7
Protect
Thunderbolt
Psychic
Shadow Ball
Will-O-Wisp

Destiny Bond
Imprison
Memento
Ominous Wind


Wobbuffet(M)

Types:

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.

Relax Nature(+Def, -Spe)
Stats
HP: 135
Atk: Rank 2
Def: Rank 3(+)
SpA: Rank 2
SpD: Rank 2
Spe: 28(-)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
-10% Evasion

Abilities:

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.

Telepathy (Innate): This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Ability:
Telepathy

Attacks:
Counter
Mirror Coat
Safeguard
Destiny Bond
Splash
Charm
Encore

Gligar(F)

Types:

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.

Adamant Nature(+Atk, -Spe)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 1(-)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 4
Base Rank Total: 18

Abilities:

Hyper Cutter(Innate): This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.

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.

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.

Ability:
Sand Veil

Attacks:
Poison Sting
Sand-Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Screech
Acrobatics

Earthquake
Sandstorm
Roost
Stone Edge
U-turn
Substitute

Counter
Wing Attack
Feint
Night Slash

Sneasel(M)

Types:

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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 17

Abilities:

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.

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.

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.

Ability:
Inner Focus

Attacks:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Icy Wind

Focus Punch
Dig
Brick Break
Facade
X-Scissor
Low Sweep

Counter
Fake Out
Ice Punch
Ice Shard

Piloswine(M)

Types:

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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Adamant Nature(+Atk, -SpA)
Stats
HP: 110
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 50
Size Class: 3
Weight Class: 4
Base Rank Total: 17

Abilities:

Oblivious(Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.

Snow Cloak(Innate): This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

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.)

Ability:
Thick Fat

Attacks:
Ancientpower
Peck
Horn Attack
Odor Sleuth
Mud Sport
Powder Snow
Endure
Mud-Slap
Mud Bomb
Icy Wind
Ice Fang
Take Down
Tackle
Ice Shard

Earthquake
Dig
Facade
Giga Impact
Stone Edge
Avalanche

Double-Edge
Icicle Spear
Fissure
Icicle Crash

Corsola(M)

Types:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Modest Nature(+SpA, -Atk)
Stats
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 15

Abilities:

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.

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.

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.

Ability:
Regenerator

Attacks:
Tackle
Harden
Bubble
Recover
Refresh
Rock Blast
Bubblebeam
Lucky Chant
Spike Cannon

Hidden Power Rock 7
Ice Beam
Psychic
Shadow Ball
Surf
Scald

Confuse Ray
Ingrain
Aqua Ring
Bide

Delibird (F)

Types:

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.

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 75
Size Class: 1
Weight Class: 2

Abilities:

Insomnia(Innate): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its evasion is raised by one (1) stage permanently.

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.

Vital Spirit(Innate): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Ability:
Vital Spirit

Moves:
Present
Aurora Beam
Bestow
Fake Out
Future Sight
Ice Ball
Ice Punch
Ice Shard
Icy Wind
Quick Attack
Rapid Spin
Splash

Water Pulse
Hail
Hidden Power Grass 7
Ice Beam
Blizzard
Substitute

Porygon2 (Genderless)

Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Quiet Nature(+SpA, -Spe)
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 52(-)
Size Class: 1
Weight Class: 3
Base Rank Total: 18
-10% Evasion

Abilities
Trace: (Can be activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic: (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Ability:
Analytic

Attacks:
Conversion2
Tackle
Conversion
Agility
Defense Curl
Psybeam
Recover
Magnet Rise
Signal Beam
Sharpen

Psyshock
Ice Beam
Hyper Beam
Protect
Thunderbolt
Psychic
Shadow Ball
Endure
Substitute

Smeargle (Male)

Types:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Hasty Nature(+Spe, -Def)
Stats
HP: 90
Atk: Rank 1
Def: Rank 1(-)
SpA: Rank 1
SpD: Rank 2
Spe: 86(+)
Size Class: 2
Weight Class: 4
Base Rank Total: 11

Abilities:

Own Tempo (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Technichan (Innate); This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) 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.

Moody (Innate): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Ability:
Technician

Attacks:

Aeroblast
Belly Drum
Blue Flare
Bolt Strike
Close Combat
Cotton Guard
Dark Pulse
Dark Void
Destiny Bond
Doom Desire
Draco Meteor
Drain Punch
Drill Peck
Earthquake
Endeavor
ExtremeSpeed
Fake Out
Feint
Fly
Focus Punch
Foul Play
Freeze Shock
Fusion Bolt
Fusion Flare
Gastro Acid
Giga Drain
Gravity
Guard Swap
Gunk Shot
Hammer Arm
Head Charge
Head Smash
Heal Order
Hi Jump Kick
Hurricane
Hydro Pump
Ice Burn
Ingrain
Judgment
Leaf Blade
Leech Seed
Magma Storm
Meteor Mash
Night Daze
Outrage
Overheat
Power Whip
Psycho Boost
Psystrike
Relic Song
Roar of Time
Rock Blast
Sacred Fire
Sacred Sword
Searing Shot
Secret Sword
Seed Flare
Shadow Force
Sheer Cold
Simple Beam
Sky Drop
Sludge Bomb
Spacial Rend
Stone Edge
Storm Throw
Tail Slap
Techno Blast
Teeter Dance
Thunder Wave
Triple Kick
Trump Card
V-create
Vacuum Wave
Weather Ball
Zen Headbutt

Pupitar(M)

Types:

Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Ground: 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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 3
Spe: 51
Size Class: 3
Weight Class: 5
Base Rank Total: 17

Abilities:

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.

Ability:
Shed Skin

Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Dark Pulse

Taunt
Protect
Earthquake
Stone Edge
Sleep Talk
Substitute

Dragon Dance
Focus Energy
Outrage
Iron Head

Grovyle(Male)

Types:

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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 2(-)
SpD: Rank 3
Spe: 95
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Abilities:

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)

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.

Ability:
Overgrow

Attacks:
Pound
Leer
Absorb
Quick Attack
Fury Cutter
Pursuit
Screech
Mega Drain
Leaf Blade

Focus Punch
Bullet Seed
Dig
Brick Break
Acrobatics
Drain Punch

Crunch
Endeavour
Leech Seed
Synthesis

Combusken (F)

Types:

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Mild Nature(+SpA, -Def)
Stats
HP: 90
Atk: Rank 3
Def: Rank 1(-)
SpA: Rank 4(+)
SpD: Rank 2
Spe: 55
Size Class: 2
Weight Class: 2
Base Rank Total: 14

Abilities:

Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

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 ocurs at the end of each round (stats other than Speed are still affected).

Ability:
Speed Boost

Attacks:
Scratch
Growl
Focus Energy
Ember
Double Kick
Peck
Sand Attack
Fire Spin
Bulk Up

Focus Punch
Hidden Power Grass 7
Sunny Day
Flamethrower
Focus Blast
Rock Slide

Baton Pass
Counter
Night Slash
Reversal

Marshtomp(F)

Types:

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.

Stats
Adamant Nature(+Atk, -SpA)
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Abilities:

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)

Damp(Innate): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Ability:
Torrent

Attacks:
Tackle
Growl
Mud Slap
Water Gun
Bide
Mud Shot
Foresight
Mud Sport
Mud Bomb

Rain Dance
Earthquake
Dig
Facade
Rock Slide
Waterfall

Avalanche
Ice Ball
Refresh
Yawn

Mightyena(M)

Type:

Dark: 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.

Stats
Adamant Nature(+Atk, -SpA)
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Abilities:

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.

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.

Moxie(Innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Ability:
Quick Feet

Attacks:
Tackle
Howl
Sand Attack
Bite
Odor Sleuth
Roar
Swagger
Assurance
Scary Face

Dig
Torment
Facade
Payback
Giga Impact
Sleep Talk

Fire Fang
Ice Fang
Sucker Punch
Thunder Fang

Linoone(M)

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats
Adamant Nature(+Atk, -SpA)
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 100
Size Class: 1
Weight Class: 3
Base Rank Total: 16

Abilities:

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 occuring hold items in arenas.

Gluttony(Innate): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

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.

Ability:
Quick Feet

Attacks:
Switcheroo
Tackle
Growl
Tail Whip
Headbutt
Sand Attack
Odor Sleuth
Mud Sport
Pin Missile
Fury Swipes
Covet

Iron Tail
Return
Dig
Facade
Shadow Claw
Giga Impact

Pursuit
Rock Climb
Simple Beam
Tickle

Beautifly(M)

Type:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

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.

Stats
Modest Nature(+SpA, -Atk)
HP: 90
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 65
Size Class: 2
Weight Class: 3
Base Rank Total: 15

Abilities:

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)

Rivalry(Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Ability:
Swarm

Attacks:
Tackle
String Shot
Poison Sting
Bug Bite
Harden
Absorb
Gust
Stun Spore
Morning Sun
Mega Drain
Whirlwind

Toxic
Venoshock
Hidden Power Rock 7
Hyper Beam
Giga Drain
Psychic
Shadow Ball
Energy Ball
Silver Wind

Dustox(F)

Types:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

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.

Stats
Modest Nature(+SpA, -Atk)
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 3(+)
SpD: Rank 3
Spe: 65
Size Class: 2
Weight Class: 3
Base Rank Total: 15

Abilities:

Shield Dust(Innate): This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

CompoundEyes(Innate): This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Ability:
Shield Dust

Attacks:
Tackle
String Shot
Poison Sting
Bug Bite
Harden
Confusion
Gust
Protect
Moonlight
Psybeam
Whirlwind

Hidden Power Rock 7
Hyper Beam
Light Screen
Giga Drain
Psychic
Shadow Ball
Sludge Bomb
Energy Ball
Silver Wind

Lombre(F)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 13

Abilities:

Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Rain Dish(Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Own Tempo(Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Ability:
Rain Dish

Attacks:
Astonish
Growl
Absorb
Nature Power
Fake Out
Mist
Fury Swipes
Water Sport
Mega Drain
Bubble Beam
Zen Headbutt

Hidden Power Fighting 7
Ice Beam
Rain Dance
Giga Drain
Energy Ball
Surf

Counter
Leech Seed
Razor Leaf
Teeter Dance

Nuzleaf(F)

Types:

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: 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.

Modest Nature(+SpA, -Atk)
Stats
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 13

Abilities:

Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Early Bird(Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

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.

Ability:
Chlorophyll


Attacks:
Bide
Razor Leaf
Pound
Harden
Growth
Nature Power
Fake Out
Synthesis
Torment

Hidden Power Fire 7
Sunny Day
Hyper Beam
Giga Drain
SolarBeam
Dark Pulse

Foul Play
Leech Seed
Quick Attack
Worry Seed

Kirlia(Male)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 13

Abilities:

Synchronize(Innate): Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Trace(Can be Activated): This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.

Telepathy(Innate): This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Ability:
Synchronize

Attacks:
Magical Leaf
Growl
Confusion
Double Team
Teleport
Lucky Chant
Heal Pulse
Calm Mind
Psychic

Psyshock
Hidden Power Fighting 7
Thunderbolt
Shadow Ball
Endure
Trick Room

Confuse Ray
Destiny Bond
Disable
Encore

Vigoroth (F)

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 90
Size Class: 3
Weight Class: 3

Abilities:

Vital Spirit(Innate): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Ability:
Vital Spirit

Moves:
Scratch
Yawn
Encore
Faint Attack
Slack Off
Amnesia
Uproar
Fury Swipes
Endure

Focus Punch
Earthquake
Return
Brick Break
Facade
Rock Slide

Body Slam
Hammer Arm
Night Slash
Slash

Loudred (M)

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Quiet Nature(+SpA, -Atk)

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 41(-)
Size Class: 2
Weight Class: 3
-10% Evasion

Abilities:

Soundproof(Innate): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)

Scrappy(Innate): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Ability:
Scrappy

Moves:
Pound
Uproar
Astonish
Howl
Bite
Supersonic
Stomp

Ice Beam
Earthquake
Shadow Ball
Flamethrower
Facade
Overheat

Circle Throw
Endeavor
Extrasensory
Hammer Arm

Lairon (M)

Types:

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.

Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Adamant Nature(+Atk, -SpA)
Stats
HP: 90
Atk: Rank 4(+)
Def: Rank 5
SpA: Rank 1(-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 5

Abilities:

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.

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.

Heavy Metal(Innate): The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Ability:
Rock Head

Moves:
Tackle
Harden
Mud Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Iron Head
Iron Tail

Earthquake
Dig
Sandstorm
Shadow Claw
Stone Edge
Rock Slide

Body Slam
Dragon Rush
Endeavor
Head Smash

Meditite (M)

Types:

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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 90
Atk: Rank 3(+) [5 Pure Power]
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2

Abilities:

Pure Power(Trait): This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.

Telepathy(Innate): This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Ability:
Telepathy(+ Trait: Pure Power)

Moves:
Bide
Meditate
Confusion
Detect
Hidden Power Flying 7
Swagger
Mind Reader
Feint
Calm Mind
Force Palm

Focus Punch
Frustration
Brick Break
Facade
Rock Slide
Sleep Talk

Drain Punch
Ice Punch
Psycho Cut
Thunderpunch

Plusle (F)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 3
Spe: 95
Size Class: 1
Weight Class: 1
Base Rank Total: 15

Abilities:

Plus(Innate): This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

Ability:
Plus

Attacks:
Growl
Thunder Wave
Quick Attack
Helping Hand
Spark
Encore
Fake Tears
Copycat
Electro Ball
Swift

Hidden Power Ice 7
Rain Dance
Thunderbolt
Thunder
Volt Switch
Grass Knot

Discharge
Lucky Chant
Sing
Wish

Minun (F)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 3
Spe: 95
Size Class: 1
Weight Class: 1
Base Rank Total: 15

Abilities:

Minus(Innate): This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

Attacks:
Growl
Thunder Wave
Quick Attack
Helping Hand
Spark
Encore
Fake Tears
Copycat
Electro Ball
Swift

Hidden Power Ice 7
Rain Dance
Thunderbolt
Thunder
Grass Knot
Substitute

Discharge
Lucky Chant
Sing
Wish

Volbeat (M)

Types:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 3
Spe: 85
Size Class: 1
Weight Class: 2
Base Rank Total: 16

Abilities:

Illuminate(Can be Activated): When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released. Command: (Ability: Illuminate)

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)

Prankster(Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Ability:
Prankster

Attacks:
Flash
Tackle
Confuse Ray
Double Team
Moonlight
Quick Attack
Tail Glow
Signal Beam
Protect

Focus Punch
Light Screen
Aerial Ace
Roost
Acrobatics
U-Turn

Bug Buzz
Dizzy Punch
Encore
Trick

Illumise (F)

Types:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

Stats
Modest Nature(+SpA, -Atk)
HP: 100
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 3
Spe: 85
Size Class: 1
Weight Class: 2
Base Rank Total: 16

Abilities:

Oblivious(Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.

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).

Prankster(Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Ability:
Tinted Lens

Attacks:
Tackle
Sweet Scent
Charm
Moonlight
Quick Attack
Wish
Encore
Flatter

Water Pulse
Hidden Power Fire 7
Giga Drain
Thunderbolt
Shadow Ball
Roost

Bug Buzz
Captivate
Confuse Ray
Growth

Roselia (F)

Types:

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.

HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 5(+)
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 16

Abilities:

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.

Poison Point(Can be Disabled): This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Leaf Guard(Innate): In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Ability:
Leaf Guard

Attacks:
Absorb
Growth
Poison Sting
Stun Spore
Mega Drain
Leech Seed
Magical Leaf
Grasswhistle
Giga Drain
Toxic Spikes
Water Sport
Worry Seed

Hidden Power Fire 7
Sunny Day
SolarBeam
Shadow Ball
Sludge Bomb
Energy Ball

Leaf Storm
Sleep Powder
Synthesis
Extrasensory

Spinda(F)

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats
Adamant Nature(+Atk, -SpA)
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 60
Size Class: 2
Weight Class: 1
Base Rank Total: 12

Abilities:

Own Tempo(Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

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.

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.

Ability:


Attacks:
Tackle
Uproar
Copycat
Faint Attack
Psybeam
Hypnosis
Dizzy Punch

Focus Punch
Dig
Brick Break
Facade
Drain Punch
Wild Charge

Disable
Fake Out
Psycho Cut
Rock Slide

Vibrava(M)

Types:

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.

Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats
Adamant Nature(+Atk, -SpA)
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Abilities:

Levitate(Trait): 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Ability:
Levitate

Attacks:
SonicBoom
Bite
Sand-Attack
Faint Attack
Sand Tomb

Earthquake
Dig
Facade
Roost
Rock Slide
U-Turn

Bug Bite
Flail
Focus Energy
Quick Attack

Dusclops(F)

Types:

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats
Adamant Nature(+Atk, -SpA)
HP: 90
Atk: Rank 4(+)
Def: Rank 5
SpA: Rank 1(-)
SpD: Rank 5
Spe: 25
Size Class: 3
Weight Class: 3
Base Rank Total: 18

Abilities:

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.

Ability:
Pressure

Attacks:
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Curse

Focus Punch
Earthquake
Brick Break
Facade
Will-O-Wisp
Rock Slide

Destiny Bond
Faint Attack
Imprison
Pain Split

Sealeo(M)
Types:

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.

Stats
Modest Nature(+SpA, -Atk)
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 45
Size Class: 2
Weight Class: 4
Base Rank Total: 16

Abilities:

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.)

Ice Body(Innate): This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Oblivious(Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.

Ability:
Ice Body

Attacks:
Powder Snow
Growl
Defense Curl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam

Hail
Hidden Power Grass 7
Ice Beam
Blizzard
Brine
Surf

Aqua Ring
Signal Beam
Stockpile
Yawn

Shelgon(F)

Types:

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats
Adamant Nature(+Atk, -SpA)
HP: 100
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 1(-)
SpD: Rank 2
Spe: 50
Size Class: 2
Weight Class: 5
Base Rank Total: 16

Abilities:

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.

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).

Ability:
Rock Head

Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Protect

Dragon Claw
Brick Break
Fire Blast
Facade
Shadow Claw
Rock Slide

Dragon Dance
Dragon Rush
Fire Fang
Thrash

Grotle(F)

Types:

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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 36
Size Class: 2
Weight Class: 4
Base Rank Total: 16

Abilities:

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 Armor(Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Leech Seed

Bullet Seed
Iron Tail
Return
Facade
Endure
Substitute

Body Slam
Double-Edge
Seed Bomb
Superpower

Monferno(F)

Types:

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 brushfire areas.

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.

Mild Nature(+SpA, -Def)
Stats
HP: 100
Atk: Rank 3
Def: Rank 1(-)
SpA: Rank 4(+)
SpD: Rank 2
Spe: 81
Size Class: 2
Weight Class: 2
Base Rank Total: 16

Abilities:

Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Iron Fist(Innate): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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)

Ability:
Iron Fist

Attacks:
Scratch
Leer
Ember
Taunt
Mach Punch
Flame Wheel
Fury Swipes
Feint
Torment

Hidden Power Grass 7
Brick Break
Flamethrower
Acrobatics
Shadow Claw
Rock Slide

Counter
Fire Punch
Focus Punch
ThunderPunch

Prinplup(F)

Types:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Modest Nature(+SpA, -Atk)
Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 2
Base Rank Total: 17

Abilities:

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(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.

Ability:
Torrent

Attacks:
Tackle
Growl
Water Sport
Peck
Metal Claw
Bide
Bubblebeam
Fury Attack

Hidden Power Electric 7
Ice Beam
Rain Dance
Brine
Scald
Endure
Sleep Talk
Surf

Staravia(M)

Types:

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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 80
Size Class: 1
Weight Class: 2
Base Rank Total: 14

Abilities:

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 (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.

Ability:
Intimidate

Attacks:
Tackle
Growl
Quick Attack
Wing Attack
Double Team
Endeavor
Whirlwind
Aerial Ace
Take Down

Facade
Steel Wing
Roost
Pluck
U-turn
Fly

Detect
Double-Edge
Pursuit
Revenge

Bibarel (F)

Types:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 71
Size Class: 2
Weight Class: 3

Abilities:

Simple(Innate): This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.

Unaware(Innate): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Moody(Innate): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Attacks:
Tackle
Growl
Defense Curl
Rollout
Headbutt
Hyper Fang
Yawn
Amnesia
Water Gun

Focus Punch
Giga Impact
Waterfall
Dig
Facade
Pluck

Aqua Tail
Double Edge
Quick Attack
Rock Climb

Kricketune(F)

Types:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 65
Size Class: 2
Weight Class: 3
Base Rank Total: 14

Abilities:

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)

Technician(Innate): This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) 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.

Attacks:
Growl
Bide
Fury Cutter
Leech Life
Sing
Focus Energy
Slash
X-Scissor
Bug Bite

Brick Break
Aerial Ace
Facade
Giga Impact
Sleep Talk
Substitute

Endeavor
Fury Cutter
Knock Off
String Shot

Luxio (F)

Type:

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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 60
Size Class: 2
Weight Class: 3

Abilities:

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.

Rivalry(Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

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.

Ability:
Guts

Moves:
Tackle
Leer
Charge
Bite
Spark
Roar
Swagger
Crunch

Light Screen
Facade
Volt Switch
Sleep Talk
Substitute
Wild Charge

Fire Fang
Ice Fang
Quick Attack
Thunder Fang

Cranidos (F)

Type:

Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Adamant Nature(+Atk, -SpA)
Stats:
HP: 100
Atk: 6(+)
Def: 2
SpA: 1(-)
SpD: 2
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Abilities:

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.)

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.

Ability:
Mold Breaker

Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Chip Away
AncientPower

Smack Down
Earthquake
Dig
Facade
Stone Edge
Rock Slide

Crunch
Hammer Arm
Iron Head
Thrash

Shieldon (F)

Types:

Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb 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.

Adamant Nature(+Atk, -SpA)
Stats:
HP: 90
Atk: 3(+)
Def: 4
SpA: 1(-)
SpD: 3
Spe: 30
Size Class: 1
Weight Class: 4
Base Rank Total: 15

Abilities:

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.

Soundproof(Innate): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)

Ability:
Sturdy

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
AncientPower

Smack Down
Iron Tail
Earthquake
Dig
Stone Edge
Rock Slide

Body Slam
Counter
Double-Edge
Rock Blast

Mothim(M)

Types:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 100
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 4(+0
SpD: Rank 2
Spe: 66
Size Class: 2
Weight Class: 2
Base Rank Total: 16

Abilities:

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)

Tinted Lens(Innate): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Ability:
Tinted Lens

Attacks:
Tackle
Protect
Bug Bite
Hidden Power Fire 7
Confusion
Gust
PoisonPowder

Hyper Beam
Giga Drain
SolarBeam
Psychic
Shadow Ball
Roost
Energy Ball
Silver Wind
Venoshock

Pachirisu (F)

Type:

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.

Modest Nature(+SpA, -Atk)
Stats:
HP: 90
Atk: 1(-)
Def: 3
SpA: 3(+)
SpD: 3
Spe: 95
Size Class 1
Weight Class: 1
Base Rank Total: 15

Abilities:

Run Away(Innate): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Pickup(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 occuring hold items in arenas.

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.

Ability:
Volt Absorb

Attacks:
Growl
Bide
Quick Attack
Charm
Spark
Endure
Swift
Electro Ball
Sweet Kiss
Discharge

Hidden Power Ice 7
Rain Dance
Thunderbolt
Thunder
Volt Switch
Grass Knot

Charge
Covet
Flail
Rollout

Buizel (F)

Types:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Adamant Nature(+Atk, -SpA)
Stats:
HP: 90
Atk: 4(+)
Def: 2
SpA: 1(-)
SpD: 2
Spe: 85
Size Class: 1
Weight Class: 3
Base Rank Total: 14

Abilities:

Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Water Veil(Innate): Pokemon with this ability always have their body coated in a layer of water which prevents burns.

Ability:
Water Veil

Attacks:
SonicBoom
Growl
Water Sport
Quick Attack
Water Gun
Pursuit
Swift
Aqua Jet
Agility

Focus Punch
Iron Tail
Dig
Brick Break
Facade
Waterfall

Aqua Tail
Me First
Slash
Tail Slap

Cherrim (M)

Type:

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.

HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 85
Size Class: 1
Weight Class: 1

Abilities:

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).

Ability:
Flower Gift

Moves:
Morning Sun
Tackle
Growth
Leech Seed
Helping Hand
Magical Leaf
Sunny Day
Petal Dance
Worry Seed

Hidden Power Ice 7
Hyper Beam
Giga Drain
Solarbeam
Energy Ball
Substitute

Grasswhistle
Heal Pulse
Nature Power
Weather Ball

Lopunny (F)

Type: Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Adamant Nature(+Atk, -SpA)
Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 4
Spe: 105
Size Class: 2
Weight Class: 3
Base Rank Total: 19

Abilities:

Cute Charm(Innate): This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group 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(Innate): This Pokemon’s body is well trained and immune to paralysis.

Ability:
Limber

Attacks:
Mirror Coat
Magic Coat
Splash
Pound
Defense Curl
Foresight
Endure
Return
Frustration
Quick Attack
Jump Kick
Baton Pass

Protect
Dig
Facade
Low Sweep
Drain Punch
Giga Impact

Circle Throw
Fire Punch
Ice Punch
ThunderPunch

Bronzor (—)

Types:

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.

Brave Nature(+Atk, -Spe)
Stats:
HP: 90
Atk: 2(+)
Def: 3
SpA: 1
SpD: 3
Spe: 20(-)
Size Class 1
Weight Class: 4
Base Rank Total: 11
-10% Evasion

Abilities:

Levitate:
(Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.

Heavy Metal: (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Ability:
Heatproof + Levitate[Trait]

Attacks:
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Iron Defense
Safeguard

Hidden Power Ice 7
Light Screen
Protect
Earthquake
Reflect
Sandstorm
Gyro Ball
Rock Slide
Trick Room

Chatot (M)

Types:

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.

Mild Nature(+SpA, -Atk)
Stats:
HP: 100
Atk: Rank 3
Def: Rank 1(-)
SpA: Rank 4(+)
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 16

Abilities:

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.

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.

Big Pecks(Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.

Ability:
Tangled Feet

Attacks:
Peck
Growl
Mirror Move
Sing
Fury Attack
Chatter
Taunt
Round

Hidden Power Fire 7
Aerial Ace
Facade
Pluck
U-Turn
Fly

Air Cutter
Encore
Night Shade
Steel Wing

Gabite(F)

Types:

Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash 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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 82
Size Class: 3
Weight Class: 4
Base Rank Total: 16

Abilities:

Sand Veil(Innate): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Rough Skin(Innate): When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Ability:
Rough Skin

Attacks:
Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Dual Chop
Slash

Dragon Claw
Earthquake
Dig
Facade
Shadow Claw
Stone Edge

Body Slam
Double-Edge
Iron Head
Outrage

Munchlax (M)

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Adamant Nature(+Atk, -SpA)
Stats
HP: 120
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 3
Spe: 5
Size Class: 1
Weight Class: 5

Abilities:

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 occuring hold items in arenas.

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.)

Gluttony(Innate): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Ability:
Thick Fat

Moves:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile

Focus Punch
Earthquake
Return
Brick Break
Facade
Rock Slide

Counter
Double Edge
Pursuit
Zen Headbutt

Hippopotas (M)

Types:

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.

Adamant Nautre(+Atk, -SpA)
Stats:
HP: 100
Atk: 4(+)
Def: 3
SpA: 1(-)
SpD: 2
Spe: 32
Size Class: 2
Weight Class: 3
Base Rank Total: 15

Abilities:

Sand Stream(Innate): When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command[Command: (Ability: Sand Stream)]. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock-, Ground-, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw abilities.

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.

Ability:
Sand Force

Attacks:
Tackle
Sand-Attack
Bite
Yawn
Take Down
Dig
Sand Tomb
Crunch

Earthquake
Sandstorm
Facade
Endure
Bulldoze
Rock Slide

Body Slam
Revenge
Slack Off
Sleep Talk

Croagunk (F)

Types:

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.

Lonely nature(+Atk, -Def)
Stats
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2

Abilities:

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).

Dry Skin(Innate): This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

Poison Touch(Can be Disabled.): This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Ability:
Poison Touch

Moves:
Astonish
Mud Slap
Poison Sting
Taunt
Pursuit
Faint Attack
Revenge
Swagger
Mud Bomb

Focus Punch
Brick Break
Sludge Bomb
Dark Pulse
Rock Slide
Poison Jab

Bullet Punch
Cross Chop
Drain Punch
Vacuum Wave

Carnivine (M)

Type:

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.

Quiet Nature(+SpA, -Spe)
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 40(-)
Size Class: 3
Weight Class: 3
-10% Evasion

Abilities:

Levitate(Trait): 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Ability:
Levitate

Moves:
Bind
Growth
Bite
Vine Whip
Sweet Scent
Ingrain
Faint Attack

Hidden Power Fire 7
Hyper Beam
Solarbeam
Sludge Bomb
Facade
Energy Ball

Giga Drain
Leech Seed
Sleep Powder
Synthesis

Lumineon (F)

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Modest Nature(+SpA, -Atk)
Stats
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 91
Size Class: 2
Weight Class: 2

Abilities:

Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

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.

Water Veil(Innate): Pokemon with this ability always have their body coated in a layer of water which prevents burns.

Ability:
Swift Swim

Moves:
Pound
Water Gun
Attract
Rain Dance
Gust
Water Pulse
Captivate
Safeguard

Hidden Power Electric 7
Ice Beam
Hyper Beam
Rain Dance
Silver Wind
Surf

Aurora Beam
Brine
Psybeam
Signal Beam

Snover (M)

Types:

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.

Brave Nature(+Atk, -SpA)
Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 34(-)
SC: 2
WC: 4
Base Rank Total: 14

Abilities:

Snow Warning(Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command. Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect.[Command: (Ability: Snow Warning)]

Soundproof(Innate): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)

Ability:
Snow Warning

Attacks:
Powder Snow
Leer
Razor Leaf
Icy Wind
Grasswhistle
Swagger
Mist
Ice Shard

Hidden Power Fire 7
Blizzard
Ice Beam
Shadow Ball
Energy Ball
Frost Breath

Avalanche
Bullet Seed
Leech Seed
Seed Bomb

Rotom (—)

Types:

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.

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.

Modest Nature(+SpA, -Atk)
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 16

Ability:

Levitate(Trait): 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Ability:
Levitate

Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Ominous Wind

Hidden Power Fire 7
Light Screen
Rain Dance
Thunderbolt
Thunder
Shadow Ball
Reflect
Will-O-Wisp
Volt Switch

Servine(M)

Type:

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.

Stats
Mild Nature(+SpA, -Def)
HP: 90
Atk: Rank 2
Def: Rank 2(-)
SpA: Rank 3(+)
SpD: Rank 3
Spe: 83
Size Class: 2
Weight Class: 2
Base Rank Total: 15

Abilities:

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)

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.

Ability:
Overgrow

Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Leaf Blade

Hidden Power Fire 7
Sunny Day
Reflect
Solarbeam
Energy Ball
Substitute

Glare
Magical Leaf
Mirror Coat
Twister

Pignite(F)

Types:

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats
Brave Nature(+Atk, -Spe)
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 47(-)
Size Class: 2
Weight Class: 4
Base Rank Total: 15
-10% Evasion

Abilities:

Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

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.)

Ability:
Thick Fat

Attacks
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash

Sunny Day
Brick Break
Flamethrower
Overheat
Stone Edge
Wild Charge

Endeavour
Sleep Talk
Superpower
Yawn

Dewott(M)

Types:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats
LEAVE THIS NATURE SECTION BLANK
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 52(-)
Size Class: 2
Weight Class: 2
Base Rank Total: 15
-10% Evasion

Abilities:

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)

Shell Armor(Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Ability:
Shell Armor

Attacks:
Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge
Aqua Jet

Ice Beam
Rain Dance
X-Scissor
Grass Knot
Surf
Waterfall

Air Slash
Brine
Detect
Night Slash

Herdier(M)

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats
Adamant nature(+Atk, -SpA)
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 60
Size Class: 2
Weight Class: 2
Base Rank Total: 16

Abilities:

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.

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.

Scrappy(Innate): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Ability:
Intimidate

Attacks:
Leer
Tackle
Odor Sleuth
Bite
Helping Hand
Take Down
Work Up
Crunch
Roar
Retaliate

Return
Dig
Facade
Giga Impact
Thunder Wave
Strength

Fire Fang
Ice Fang
Thunder Fang
Yawn
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#3
Battles 1-8(Continued)

The following Pokemon are a continuation of the list in the previous post for Battles 1-8.


Liepard(M)

Type:

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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 2(-)
SpD: Rank 2
Spe: 106
Size Class: 2
Weight Class: 3
Base Rank Total: 17

Abilities:

Limber(Innate): This Pokemon’s body is well trained and immune to paralysis.

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.

Prankster(Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Ability:
Prankster

Attacks:
Scratch
Growl
Assist
Sand-Attack
Fury Swipes
Pursuit
Torment
Fake Out
Hone Claws
Assurance
Slash

Taunt
Protect
Return
Double Team
Thunder Wave
Substitute

Encore
Faint Attack
Foul Play
Yawn

Tranquill(F)

Types:

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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats
Adamant(+Atk, -SpA)
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 16

Abilities:

Big Pecks(Innate): This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.

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.

Rivalry(Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Ability:
Super Luck

Attacks:
Gust
Growl
Leer
Quick Attack
Air Cutter
Roost
Detect
Taunt
Air Slash

Return
Facade
Attract
Pluck
U-turn
Fly

Hypnosis
Morning Sun
Wish
Steel Wing

Boldore(M)

Type:

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats
Brave(+Atk, -Spe)
HP: 100
Atk: Rank 5(+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 17(-)
Size Class: 2
Weight Class: 5
Base Rank Total: 16
+10% Evasion

Abilities:

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.

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.

Ability:
Sturdy

Attacks:
Tackle
Harden
Sand-Attack
Headbutt
Rock Blast
Mud-Slap
Iron Defense
Smack Down
Power Gem
Rock Slide
Stealth Rock

Protect
Frustration
Earthquake
Sandstorm
Facade
Stone Edge

Gravity
Heavy Slam
Lock-On
Magnitude

Audino(M)

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats
Modest(+SpA, -Atk)
HP: 110
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 3(+)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Abilities:

Healer(Innate): This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

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.

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.

Ability:
Regenerator

Attacks:
Pound
Growl
Helping Hand
Refresh
DoubleSlap
Attract
Secret Power
Entrainment
Take Down

Ice Beam
Hyper Beam
Thunderbolt
Shadow Ball
Flamethrower
Surf

Encore
Heal Bell
Wish
Yawn

Gurdurr(F)

Type:

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats
Adamant Nature(+Atk, -SpA)
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Abilities:

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.

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.

Iron Fist(Innate): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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)

Ability:
Guts

Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Bulk Up

Frustration
Facade
Payback
Stone Edge
Rock Slide
Poison Jab

Detect
Drain Punch
Force Palm
Mach Punch

Palpitoad(M)

Types:

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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats
Modest(+SpA, -Atk)
HP: 100
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 69
Size Class: 1
Weight Class: 2
Base Rank Total: 16

Abilities:

Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Hydration(Innate): This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

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.

Ability:
Water Absorb

Attacks:
Bubble
Growl
Supersonic
Round
Bubblebeam
Mud Shot
Aqua Ring
Uproar
Muddy Water

Hidden Power Grass 7
Rain Dance
Sludge Bomb
Scald
Substitute
Surf

Earth Power
Refresh
Sleep Talk
Water Pulse

Leavanny(M)

Types:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

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.

Stats
Adamant Nature(+Atk, -SpA)
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 3
Spe: 92
Size Class: 2
Weight Class: 2
Base Rank Total: 19

Abilities:

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)

Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

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).

Ability:
Chlorophyll

Attacks:
Grasswhistle
Tackle
String Shot
Bug Bite
Razor Leaf
Protect
Struggle Bug
Endure
Slash

Sunny Day
Shadow Claw
Giga Impact
Swords Dance
X-Scissor
Substitute

Agility
Baton Pass
Camouflage
Me First

Scolipede(F)

Types:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

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.

Stats
Adamant(+Atk, -SpA)
HP: 90
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 112
Size Class: 5
Weight Class: 6
Base Rank Total: 17

Abilities:

Poison Point(Can Be Disabled): This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

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)

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.

Ability:
Poison Point

Attacks:
Megahorn
Defense Curl
Rollout
Poison Sting
Screech
Pursuit
Protect
Poison Tail
Iron Defense
Bug Bite
Venoshock
Baton Pass
Agility

Earthquake
Facade
Giga Impact
Rock Slide
X-Scissor
Poison Jab

Pin Missile
Rock Climb
Take Down
Twineedle

Whimsicott(M)

Type:

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.

Stats
Modest Nature(+SpA, -Atk)
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 116
Size Class: 1
Weight Class: 1
Base Rank Total: 19

Abilities:

Prankster(Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

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.

Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Ability:
Prankster

Attacks:
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Gust
Tailwind
Razor Leaf
Poisonpowder
Giga Drain
Charm

Hidden Power Ice 7
Taunt
Hyper Beam
Double Team
Energy Ball
Substitute

Encore
Grasswhistle
Tickle
Worry Seed

Lilligant(F)

Type:

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.

Stats
Modest(+SpA, -Atk)
HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 18

Abilities:

Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Own Tempo(Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Leaf Guard(Innate): In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Ability:
Chlorophyll

Attacks:
Absorb
Growth
Leech Seed
Sleep Powder
Mega Drain
Synthesis
Teeter Dance
Magical Leaf
Stun Spore
Giga Drain
Quiver Dance
Aromatherapy

Hidden Power Fire 7
Sunny Day
Hyper Beam
SolarBeam
Energy Ball
Substitute

Bide
Endure
Ingrain
Worry Seed

Basculin(F)(Red-Striped)

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats
Adamant Nature(+Atk, - SpA)
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 2
Spe: 98
Size Class: 2
Weight Class: 2
Base Rank Total: 18

Abilities:

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.

Adaptability(Innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

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.)

Ability:
Adaptability

Attacks:
Tackle
Water Gun
Uproar
Headbutt
Bite
Aqua Jet
Chip Away
Take Down
Crunch
Aqua Tail

Taunt
Protect
Rain Dance
Return
Substitute
Waterfall

Muddy Water
Rage
Revenge
Whirlpool

Krokorok(F)

Types:

Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Dark: 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.

Stats
Adamant Nature(+Atk, -SpA)
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 74
Size Class: 2
Weight Class: 3
Base Rank Total: 14

Abilities:

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.

Moxie(Innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

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).

Ability:
Intimidate

Attacks:
Leer
Rage
Bite
Sand-Attack
Torment
Sand Tomb
Assurance
Mud-slap
Embargo
Swagger
Crunch

Taunt
Protect
Earthquake
Sandstorm
Torment
Stone Edge

Counter
Double-Edge
Fire Fang
Thunder Fang

Gothorita(M)

Type:

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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats
Modest Nature(+SpA, -Atk)
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 2
Base Rank Total: 15

Abilities:

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.

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.

Ability:
Frisk

Attacks:
Pound
Confusion
Tickle
Fake Tears
DoubleSlap
Psybeam
Embargo
Faint Attack
Psyshock
Flatter

Hidden Power Fighting 7
Protect
Thunderbolt
Psychic
Shadow Ball
Energy Ball

Dark Pulse
Miracle Eye
Mirror Coat
Uproar

Duosion(M)

Type:

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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats
Modest Nature(+SpA, -Atk)
HP: 100
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 6(+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 16

Abilities:

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).

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.

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.

Ability:
Magic Guard

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Fighting 7
Light Screen
Charm
Recover
Psyshock
Endeavor

Rain Dance
Thunder
Psychic
Shadow Ball
Energy Ball
Trick Room

Acid Armor
Confuse Ray
Night Shade
Trick

Vanillish(F)

Type:

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.

Stats
Modest Nature(+SpA, -Atk)
HP: 90
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 59
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Abilities:

Ice Body(Innate): This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Weak Armor(Can Be Enabled): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Ability:
Ice Body

Attacks:
Icicle Spear
Harden
Astonish
Uproar
Icy Wind
Mist
Avalanche
Taunt
Mirror Shot

Hail
Hidden Power Electric 7
Ice Beam
Blizzard
Substitute
Flash Cannon

Ice Shard
Imprison
Powder Snow
Water Pulse

Klang(—)

Type:

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.

Stats
Brave Nature(+Atk, -Spe)
HP: 90
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43(-)
Size Class: 1
Weight Class: 4
Base Rank Total: 16
-10% Evasion

Abilities:

Plus(Innate): This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

Minus(Innate): This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

Clear Body(Innate): This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Ability:
Clear Body

Attacks:
ViceGrip
Charge
Thundershock
Gear Grind
Bind
Charge Beam

Toxic
Hidden Power Fire 7
Hyper Beam
Frustration
Thunderbolt
Sandstorm
Facade
Thunder Wave
Substitute
Flash Cannon

Eelektrik(F)

Type:

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Thunder breaking Protect during Rain. Superior senses in power plant environments.

Stats
LEAVE THIS NATURE SECTION BLANK
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 34(-)
Size Class: 2
Weight Class: 2
Base Rank Total: 17

Ability:

Levitate(Trait): 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Ability:
Levitate

Attacks:
Tackle
Headbutt
Thunder Wave
Spark
Charge Beam
Bind
Acid
Discharge

Hidden Power Ice 7
Rain Dance
Frustration
Thunderbolt
Thunder
Facade
Acrobatics
U-turn
Flash Cannon
Wild Charge

Lampent(F)

Types:

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, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats
Modest Nature(+SpA, -Atk)
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 55
Size Class: 1
Weight Class: 2
Base Rank Total: 13

Abilities:

Flash Fire(Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

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.

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.

Ability:
Flash Fire

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex

Sunny Day
SolarBeam
Psychic
Shadow Ball
Flamethrower
Fire Blast

Acid Armor
Clear Smog
Endure
Heat Wave

Fraxure(F)

Type:

Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats
Adamant Nature(+Atk, -SpA)
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 67
Size Class: 2
Weight Class: 3
Base Rank Total: 17

Abilities:

Rivalry(Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

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.)

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.

Ability:
Mold Breaker

Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Dragon Claw

Taunt
Dig
Facade
Shadow Claw
Giga Impact
X-Scissor

Counter
Endeavor
Endure
Reversal

Zweilous(F)

Types:

Dark: 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: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats
Adamant(+Atk, -SpA)
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 3
Spe: 58
Size Class: 3
Weight Class: 3
Base Rank Total: 17

Ability:

Hustke(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.

Ability:
Hustle

Attacks:
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Slam

Taunt
Torment
Facade
Thunder Wave
Dragon Tail
Substitute

Fire Fang
Head Smash
Ice Fang
Thunder Fang


Flarelm (F)

Types:

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

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.

Stats:
Modest Nature(+SpA, -Atk)
HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 16

Abilities:

Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.

Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Ability:
Chlorophyll

Attacks:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Leaf Tornado

Hidden Power Ice 7
Sunny Day
SolarBeam
Flamethrower
Energy Ball
Substitute

Aromatherapy
Counter
Earth Power
Inferno

Privatyke(F)

Types:

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 of throwing/grappling moves. Superior reaction time in close quarters.

Stats
Adamant Nature(+Atk, -SpA)
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 15

Abilities:

Unaware(Innate): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

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, however an item is necessary to pull it off.

Ability:
Unaware

Attacks:
Bubble
Smokescreen
Yawn
Wrap
Chip Away
Arm Thrust
Aqua Jet
Mach Punch

Focus Punch
Rain Dance
Brick Break
Drain Punch
Rock Slide
Waterfall

Cross Chop
Headbutt
Recover
Soak

Bolderdash (F)

Type:

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats
Modest Nature(+SpA, -Atk)
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 5(+)
SpD: Rank 2
Spe: 110
Size Class: 1
Weight Class: 3
Base Rank Total: 16

Abilities:

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.

Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

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.)

Ability:
Technician

Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Vacuum Wave

Hidden Power Ice 6
Hyper Beam
Giga Drain
Shadow Ball
Flamethrower
Sandstorm
Energy Ball
Endure
Sleep Talk
Substitute

Duclohm (F)

Types:

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.

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats
Modest Nature(+SpA, -Atk)
HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2
Spe: 60
Size Class: 2
Weight Class: 3
Base Rank Total: 15

Abilities:

Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.

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).

Ability:
Shield Dust

Attacks:
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Double Hit
Sonicboom
Twister

Hidden Power Grass 7
Hyper Beam
Protect
Thunderbolt
Flamethrower
Dragon Pulse

Heal Bell
Hydro Pump
Magnet Rise
Power Gem

Colosshale (F)

Types:

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.

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).

Stats
HP: 100
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 3
Spe: 85
Size Class: 4
Weight Class: 9
Base Rank Total: 16

Abilities:

Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.

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. This boost is maintained at the end of each round.

Flare Boost: (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

Ability:
Flare Boost

Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Body Slam

Toxic
Hidden Power Water 7
Taunt
Rain Dance
Dark Pulse
Venoshock

Encore
Fake Out
Earth Power
Water Spout
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#7
The following Pokemon are used for battles 17+, in addition to the Pokemon listings for battles 9-16.

Battles 17+

Placeholder.



Arcade Star Dahlia

When the Arcade Star appears as your opponent, her Pokemon are determined by which battle you're at number-wise. When you battle Arcade for the first time in singles, she uses the first three Pokemon on her list. When you battle her a second time, she will use the last three Pokemon. She'll then continue to use her last three Pokemon every time you face him after that. Doubles works the same way, just she chooses the first four listed Pokemon during her first battle against you. In the second doubles battle and beyond with Dahlia, she'll use her last four Pokemon. In the case of a triples challenge reaching the Arcade Star, she uses a mixture of the Pokemon for Singles and Doubles, and operates much like she would in singles or doubles. The first time you challenge her in triples, she'll use the first six Pokemon, and the second time and so forth she'll use her last six Pokemon.

Singles

Dusknoir(F)

Type:

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Quiet Nature(+SpA, -Spe)
Stats
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4(+)
SpD: Rank 5
Spe: 39(-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
-10% Evasion

Abilities:

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.

Ability:
Pressure

Moves
ThunderPunch
Fire Punch
Ice Punch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Curse
Will-O-Wisp
Shadow Punch
Hex
Mean Look
Payback
Future Sight

Focus Punch
Calm Mind
Toxic
Hidden Power Grass 7
Sunny Day
Taunt
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Telekinesis
Frustration
Earthquake
Return
Psychic
Shadow Ball
Brick Break
Double Team
Rock Tomb
Torment
Facade
Secret Power
Rest
Attract
Thief
Round
Skill Swap
Snatch
Focus Blast
Fling
Charge Beam
Endure
Embargo
Giga Impact
Flash
Psych Up
Captivate
Bulldoze
Dark Pulse
Rock Slide
Sleep Talk
Natural Gift
Dream Eater
Swagger
Substitute
Trick Room
Strength
Rock Smash

Destiny Bond
Faint Attack
Grudge
Imprison
Memento
Ominous Wind
Pain Split

Body Slam
Counter
DynamicPunch
Double-Edge
Headbutt
Helping Hand
Icy Wind
Mega Kick
Mega Punch
Metronome
Mimic
Mud Slap
Nightmare
Seismic Toss
Snore
Spite
Sucker Punch
Trick
Wonder Room

Medicham(F)

Types:

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. 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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 90
Atk: Rank 3(+) [6 Pure Power]
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 18

Abilities:

Pure Power(Trait): This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.

Telepathy(Innate): This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Ability:
Telepathy + Pure Power[Trait]

Moves
Fire Punch
Ice Punch
ThunderPunch
Bide
Meditate
Confusion
Detect
Hidden Power Flying 7
Swagger
Mind Reader
Feint
Calm Mind
Force Palm
Hi Jump Kick
Psych Up
Acupressure
Power Trick
Reversal
Recover

Focus Punch
Psyshock
Toxic
Bulk Up
Sunny Day
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball
Brick Break
Double Team
Reflect
Rock Tomb
Facade
Secret Power
Rest
Attract
Low Sweep
Round
Focus Blast
Energy Ball
Fling
Endure
Drain Punch
Recycle
Retaliate
Giga Impact
Flash
Captivate
Rock Slide
Sleep Talk
Natural Gift
Poison Jab
Dream Eater
Grass Knot
Swagger
Substitute
Rock Smash
Strength

Baton Pass
Bullet Punch
DynamicPunch
Fake Out
Foresight
Guard Swap
Power Swap
Psycho Cut

Body Slam
Counter
Double-Edge
Gravity
Headbutt
Helping Hand
Low Kick
Magic Coat
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Pain Split
Role Play
Seismic Toss
Signal Beam
Snore
Swift
Trick
Vacuum Wave
Zen Headbutt

Ludicolo(F)

Types:

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.

Quiet Nature(+SpA, -Spe)
Stats
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 60(-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
-10% Evasion

Abilities:

Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Rain Dish(Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Own Tempo(Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Ability:
Swift Swim

Moves:
Astonish
Growl
Absorb
Nature Power
Fake Out
Mist
Fury Swipes
Water Sport
Rain Dance
BubbleBeam
Thief
Natural Gift
Mega Drain
Zen Headbutt
Uproar
Hydro Pump

Focus Punch
Hone Claws
Water Pulse
Toxic
Hail
Bullet Seed
Hidden Power Flying 7
Sunny Day
Ice Beam
Blizzard
Hyper Beam
Protect
Giga Drain
Frustration
SolarBeam
Return
Brick Break
Double Team
Facade
Secret Power
Rest
Attract
Round
Echoed Voice
Focus Blast
Energy Ball
Scald
Fling
Endure
Drain Punch
Giga Impact
Flash
Swords Dance
Captivate
Sleep Talk
Grass Knot
Swagger
Substitute
Surf
Strength
Whirlpool
Rock Smash
Waterfall
Dive
Rock Climb

Counter
Flail
Leech Seed
Razor Leaf
Sweet Scent
Synthesis
Teeter Dance
Tickle
Water Gun

Body Slam
Double-Edge
DynamicPunch
Fire Punch
Headbutt
Ice Punch
Icy Wind
Mimic
Mud-Slap
Seed Bomb
Sleep Talk
Snore
ThunderPunch
Hyper Voice

Blaziken(F)

Types:

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Mild Nature(+SpA, -Def)
Stats
HP: 100
Atk: Rank 5
Def: Rank 2(-)
SpA: Rank 5(+)
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

Abilities

Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

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 ocurs at the end of each round (stats other than Speed are still affected).

Ability:
Speed Boost

Moves:
Fire Punch
Hi Jump Kick
Scratch
Growl
Focus Energy
Ember
Double Kick
Peck
Sand-Attack
Fire Spin
Bulk Up
Quick Attack
Blaze Kick
Slash
Flamethrower
Mirror Move
Brave Bird
Sky Uppercut
Flare Blitz

Focus Punch
Hone Claws
Roar
Toxic
Hidden Power Ice 7
Sunny Day
Hyper Beam
Protect
Frustration
SolarBeam
Earthquake
Return
Dig
Brick Break
Double Team
Fire Blast
Rock Tomb
Aerial Ace
Facade
Flame Charge
Secret Power
Rest
Attract
Low Sweep
Round
Echoed Voice
Overheat
Focus Blast
Fling
Endure
Incinerate
Will-O-Wisp
Acrobatics
Shadow Claw
Giga Impact
Stone Edge
Swords Dance
Captivate
Bulldoze
Rock Slide
Sleep Talk
Natural Gift
Work Up
Poison Jab
Swagger
Substitute
Cut
Strength
Rock Smash
Rock Climb

Agility
Baton Pass
Counter
Crush Claw
Curse
FeatherDance
Feint
Flame Burst
Last Resort
Night Slash
Reversal
SmellingSalt

Blast Burn
Body Slam
Bounce
Double-Edge
DynamicPunch
Fire Pledge
Fury Cutter
Headbutt
Heat Wave
Helping Hand
Knock Off
Last Resort
Low Kick
Magic Coat
Mega Kick
Mega Punch
Mimic
Mud-Slap
Seismic Toss
Snore
Superpower
Swift
ThunderPunch
Vacuum Wave
Dual Chop

Togekiss(F)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 6(+)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20

Abilities:

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.

Serene Grace(Innate): This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Super Luck(Innate): This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Ability:
Serene Grace

Moves
Sky Attack
Extremespeed
Aura Sphere
Air Slash
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancientpower
Follow Me
Bestow
Wish
Safeguard
Double-Edge
Baton Pass
Last Resort
After You

Focus Punch
Headbutt
Curse
Water Pulse
Rollout
Psyshock
Toxic
Zap Cannon
Rock Smash
Hidden Power Ice 7
Sunny Day
Snore
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
SolarBeam
Return
Psychic
Shadow Ball
Mud-Slap
Brick Break
Double Team
Reflect
Shock Wave
Flamethrower
Fire Blast
Aerial Ace
Swift
Defense Curl
Facade
Detect
Secret Power
Rest
Attract
Steel Wing
Round
Echoed Voice
Roost
Fling
Endure
Incinerate
Drain Punch
Silver Wind
Giga Impact
Thunder Wave
Psych Up
Captivate
Sleep Talk
Natural Gift
Work Up
Dream Eater
Grass Knot
Swagger
Pluck
Substitute
Rock Smash
Fly
Defog
Flash

Extrasensory
Foresight
Future Sight
Lucky Chant
Mirror Move
Nasty Plot
Peck
Present
Psycho Shift
Stored Power

Air Cutter
Body Slam
Counter
Endeavour
Headbutt
Heal Bell
Heat Wave
Helping Hand
Mega Kick
Mega Punch
Mimic
Ominous Wind
Role Play
Seismic Toss
Signal Beam
Softboiled
Tailwind
Trick
Tri Attack
Twister
Uproar
Zen Headbutt
Covet
Hyper Voice
After You
Uproar
Morning Sun

Froslass(F)

Types:

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.

Mild Nature(+SpA, -Def)
Stats
HP: 100
Atk: Rank 3
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19

Abilities:

Snow Cloak(Innate): This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

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.

Ability:
Cursed Body

Attacks:
Powder Snow
Leer
Double Team
Astonish
Bite
Icy Wind
Confuse Ray
Headbutt
Ominous Wind
Protect
Ice Fang
Ominous Wind
Crunch
Wake-Up Slap
Captivate
Ice Shard
Ice Beam
Hail
Blizzard
Destiny Bond

Water Pulse
Toxic
Hidden Power Fire 7
Taunt
Hyper Beam
Light Screen
Rain Dance
Telekinesis
Safeguard
Thunderbolt
Thunder
Return
Psychic
Shadow Ball
Shock Wave
Torment
Facade
Secret Power
Rest
Attract
Round
Snatch
Fling
Endure
Embargo
Payback
Giga Impact
Flash
Avalanche
Thunder Wave
Psych Up
Frost Breath
Sleep Talk
Natural Gift
Dream Eater
Swagger
Substitute

Bide
Block
Disable
Fake Tears
Hex
Rollout
Spikes
Weather Ball

Body Slam
Double-Edge
Rollout
Mimic
Mud-Slap
Pain Split
Rollout
Signal Beam
Snore
Spite
Sucker Punch
Trick


Doubles

Dusknoir(F)

Type:

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Quiet Nature(+SpA, -Spe)
Stats
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4(+)
SpD: Rank 5
Spe: 39(-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
-10% Evasion

Abilities:

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.

Ability:
Pressure

Moves
ThunderPunch
Fire Punch
Ice Punch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Curse
Will-O-Wisp
Shadow Punch
Hex
Mean Look
Payback
Future Sight

Focus Punch
Calm Mind
Toxic
Hidden Power Grass 7
Sunny Day
Taunt
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Telekinesis
Frustration
Earthquake
Return
Psychic
Shadow Ball
Brick Break
Double Team
Rock Tomb
Torment
Facade
Secret Power
Rest
Attract
Thief
Round
Skill Swap
Snatch
Focus Blast
Fling
Charge Beam
Endure
Embargo
Giga Impact
Flash
Psych Up
Captivate
Bulldoze
Dark Pulse
Rock Slide
Sleep Talk
Natural Gift
Dream Eater
Swagger
Substitute
Trick Room
Strength
Rock Smash

Destiny Bond
Faint Attack
Grudge
Imprison
Memento
Ominous Wind
Pain Split

Body Slam
Counter
DynamicPunch
Double-Edge
Headbutt
Helping Hand
Icy Wind
Mega Kick
Mega Punch
Metronome
Mimic
Mud Slap
Nightmare
Seismic Toss
Snore
Spite
Sucker Punch
Trick
Wonder Room

Omastar(F)

Types:

Rock: Rock STAB; Take 2 less damage from all special attacks 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. Ice Moves have Energy Cost reduced by one (1).

Modest Nature(+SpA, -Atk)
Stats
HP: 100
Atk: Rank 1(-)
Def: Rank 5
SpA: Rank 5(+)
SpD: Rank 3
Spe: 55
Size Class: 2
Weight Class: 3
Base Rank Total: 19

Abilities:

Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Shell Armor(Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Weak Armor(Innate): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Ability:
Swift Swim

Moves:
Water Gun
Constrict
Withdraw
Horn Attack
Leer
Bite
Rollout
Mud Shot
Brine
Protect
Spike Cannon
Tickle
AncientPower
Rock Blast
Shell Smash
Hydro Pump

Headbutt
Curse
Water Pulse
Toxic
Horn Drill
Body Slam
Take Down
Double-Edge
BubbleBeam
Hidden Power Electric 7
Ice Beam
Snore
Blizzard
Hyper Beam
Icy Wind
Submission
Rain Dance
Seismic Toss
Rage
Frustration
Smack Down
Return
Mimic
Double Team
Reflect
Bide
Sandstorm
Rock Tomb
Skull Bash
Facade
Secret Power
Rest
Attract
Thief
Round
Scald
Endure
Giga Impact
Rock Polish
Stone Edge
Gyro Ball
Stealth Rock
Captivate
Rock Slide
Sleep Talk
Natural Gift
Swagger
Substitute
Surf
Whirpool
Rock Smash
Waterfall
Dive

Aurora Beam
Haze
Knock Off
Muddy Water
Slam
Spikes
Supersonic
Toxic Spikes
Wring Out

Earth Power
Icy Wind
Iron Defense
Mimic
Rock Throw

Metagross(-)

Types:

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: 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Quiet Nature(+SpA, -Spe)
Stas
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 4(+)
SpD: Rank 3
Spe: 60(-)
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22

Abilities:

Clear Body(Innate): This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Light Metal(Innate): The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Moves:
Take Down
Confusion
Metal Claw
Scary Face
Pursuit
Miracle Eye
Psychic
Iron Defense
Meteor Mash
Agility
Hyper Beam

Hone Claws
Psyshock
Toxic
Hidden Power Fire 7
Sunny Day
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Earthquake
Return
Psychic
Shadow Ball
Brick Break
Double Team
Reflect
Sludge Bomb
Sandstorm
Rock Tomb
Aerial Ace
Facade
Secret Power
Rest
Round
Endure
Explosion
Giga Impact
Rock Polish
Flash
Gyro Ball
Stealth Rock
Psych Up
Bulldoze
Rock Slide
Sleep Talk
Natural Gift
Grass Knot
Substitute
Flash Cannon
Cut
Strength
Rock Smash

Block
Body Slam
Defense Curl
Double-Edge
DynamicPunch
Fury Cutter
Gravity
Headbutt
Ice Punch
Icy Wind
Iron Defense
Iron Head
Magnet Rise
Mimic
Mud-Slap
Refresh
Rollout
Selfdestruct
Signal Beam
Snore
Swift
ThunderPunch
Trick
Zen Headbutt

Scrafty(F)

Types:

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 of throwing/grappling moves. Superior reaction time in close quarters.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 1(-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18

Abilities:

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.

Moxie(Innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

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. [Command: (Ability: Intimidate)]

Ability:
Shed Skin

Moves:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Chip Away
Hi Jump Kick
Scary Face
Crunch
Facade
Rock Climb
Focus Punch
Head Smash

Dragon Claw
Roar
Toxic
Bulk Up
Hidden Power Flying 7
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Smack Down
Return
Dig
Double Team
Sludge Bomb
Rock Tomb
Torment
Rest
Attract
Thief
Low Sweep
Round
Focus Blast
Fling
Incinerate
Retaliate
Giga Impact
Stone Edge
Rock Slide
Dragon Tail
Work Up
Poison Jab
Grass Knot
Swagger
Substitute
Rock Smash
Snarl
Strength

Amnesia
Counter
Detect
Dragon Dance
Drain Punch
Fake Out
Fire Punch
Ice Punch
ThunderPunch
Zen Headbutt

Dark Pulse
Dragon Pulse
Dual Chop
Foul Play
Iron Defense
Iron Head
Iron Tail
Knock Off
Outrage
Sleep Talk
Snatch
Snore
Spite
Super Fang

Froslass(F)

Types:

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.

Mild Nature(+SpA, -Def)
Stats
HP: 100
Atk: Rank 3
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19

Abilities:

Snow Cloak(Innate): This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

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.

Ability:
Cursed Body

Attacks:
Powder Snow
Leer
Double Team
Astonish
Bite
Icy Wind
Confuse Ray
Headbutt
Ominous Wind
Protect
Ice Fang
Ominous Wind
Crunch
Wake-Up Slap
Captivate
Ice Shard
Ice Beam
Hail
Blizzard
Destiny Bond

Water Pulse
Toxic
Hidden Power Fire 7
Taunt
Hyper Beam
Light Screen
Rain Dance
Telekinesis
Safeguard
Thunderbolt
Thunder
Return
Psychic
Shadow Ball
Shock Wave
Torment
Facade
Secret Power
Rest
Attract
Round
Snatch
Fling
Endure
Embargo
Payback
Giga Impact
Flash
Avalanche
Thunder Wave
Psych Up
Frost Breath
Sleep Talk
Natural Gift
Dream Eater
Swagger
Substitute

Bide
Block
Disable
Fake Tears
Hex
Rollout
Spikes
Weather Ball

Body Slam
Double-Edge
Rollout
Mimic
Mud-Slap
Pain Split
Rollout
Signal Beam
Snore
Spite
Sucker Punch
Trick

Luxray(F)

Type:

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Thunder breaking Protect during Rain. Superior senses in power plant environments.

Rash Nature(+SpA, -SpD)
Stats
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2(-)
Spe: 70
Size Class: 4
Weight Class: 3
Base Rank Total: 20

Abilities:

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.

Rivalry(Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

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.

Ability:
Guts

Moves:
Tackle
Leer
Charge
Bite
Spark
Roar
Swagger
Crunch
Thunder Fang
Scary Face
Discharge
Wild Charge

Toxic
Hidden Power Grass 7
Hyper Beam
Light Screen
Protect
Rain Dance
Frustration
Iron Tail
Thunderbolt
Thunder
Return
Double Team
Shock Wave
Facade
Secret Power
Rest
Attract
Thief
Round
Charge Beam
Endure
Giga Impact
Flash
Volt Switch
Thunder Wave
Captivate
Sleep Talk
Natural Gift
Substitute
Snarl
Strength

Double Kick
Fire Fang
Helping Hand
Howl
Ice Fang
Night Slash
Quick Attack
Signal Beam
Swift
Take Down


Triples

Dusknoir(F)

Type:

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Quiet Nature(+SpA, -Spe)
Stats
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4(+)
SpD: Rank 5
Spe: 39(-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
-10% Evasion

Abilities:

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.

Ability:
Pressure

Moves
ThunderPunch
Fire Punch
Ice Punch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Curse
Will-O-Wisp
Shadow Punch
Hex
Mean Look
Payback
Future Sight

Focus Punch
Calm Mind
Toxic
Hidden Power Grass 7
Sunny Day
Taunt
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Telekinesis
Frustration
Earthquake
Return
Psychic
Shadow Ball
Brick Break
Double Team
Rock Tomb
Torment
Facade
Secret Power
Rest
Attract
Thief
Round
Skill Swap
Snatch
Focus Blast
Fling
Charge Beam
Endure
Embargo
Giga Impact
Flash
Psych Up
Captivate
Bulldoze
Dark Pulse
Rock Slide
Sleep Talk
Natural Gift
Dream Eater
Swagger
Substitute
Trick Room
Strength
Rock Smash

Destiny Bond
Faint Attack
Grudge
Imprison
Memento
Ominous Wind
Pain Split

Body Slam
Counter
DynamicPunch
Double-Edge
Headbutt
Helping Hand
Icy Wind
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Nightmare
Seismic Toss
Snore
Spite
Sucker Punch
Trick
Wonder Room

Medicham(F)

Types:

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. 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.

Adamant Nature(+Atk, -SpA)
Stats
HP: 90
Atk: Rank 3(+) [6 Pure Power]
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 18

Abilities:

Pure Power(Trait): This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.

Telepathy(Innate): This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Moves
Fire Punch
Ice Punch
ThunderPunch
Bide
Meditate
Confusion
Detect
Hidden Power
Swagger
Mind Reader
Feint
Calm Mind
Force Palm
Hi Jump Kick
Psych Up
Acupressure
Power Trick
Reversal
Recover

Focus Punch
Psyshock
Toxic
Bulk Up
Sunny Day
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball
Brick Break
Double Team
Reflect
Rock Tomb
Facade
Secret Power
Rest
Attract
Low Sweep
Round
Focus Blast
Energy Ball
Fling
Endure
Drain Punch
Recycle
Retaliate
Giga Impact
Flash
Captivate
Rock Slide
Sleep Talk
Natural Gift
Poison Jab
Dream Eater
Grass Knot
Swagger
Substitute
Rock Smash
Strength

Baton Pass
Bullet Punch
DynamicPunch
Fake Out
Foresight
Guard Swap
Power Swap
Psycho Cut

Body Slam
Counter
Double-Edge
Gravity
Headbutt
Helping Hand
Low Kick
Magic Coat
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Pain Split
Role Play
Seismic Toss
Signal Beam
Snore
Swift
Trick
Vacuum Wave
Zen Headbutt

Ludicolo(F)

Types:

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.

Quiet Nature(+SpA, -Spe)
Stats
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 60(-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
-10% Evasion

Abilities:

Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Rain Dish(Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Own Tempo(Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Ability:
Swift Swim

Moves:
Astonish
Growl
Absorb
Nature Power
Fake Out
Mist
Fury Swipes
Water Sport
Rain Dance
BubbleBeam
Thief
Natural Gift
Mega Drain
Zen Headbutt
Uproar
Hydro Pump

Focus Punch
Hone Claws
Water Pulse
Toxic
Hail
Bullet Seed
Hidden Power Flying 7
Sunny Day
Ice Beam
Blizzard
Hyper Beam
Protect
Giga Drain
Frustration
SolarBeam
Return
Brick Break
Double Team
Facade
Secret Power
Rest
Attract
Round
Echoed Voice
Focus Blast
Energy Ball
Scald
Fling
Endure
Drain Punch
Giga Impact
Flash
Swords Dance
Captivate
Sleep Talk
Grass Knot
Swagger
Substitute
Surf
Strength
Whirlpool
Rock Smash
Waterfall
Dive
Rock Climb

Counter
Flail
Leech Seed
Razor Leaf
Sweet Scent
Synthesis
Teeter Dance
Tickle
Water Gun

Body Slam
Double-Edge
DynamicPunch
Fire Punch
Headbutt
Ice Punch
Icy Wind
Mimic
Mud-Slap
Seed Bomb
Sleep Talk
Snore
ThunderPunch
Hyper Voice

Omastar(F)

Types:

Rock: Rock STAB; Take 2 less damage from all special attacks 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. Ice Moves have Energy Cost reduced by one (1).

Modest Nature(+SpA, -Atk)
Stats
HP: 100
Atk: Rank 1(-)
Def: Rank 5
SpA: Rank 5(+)
SpD: Rank 3
Spe: 55
Size Class: 2
Weight Class: 3
Base Rank Total: 19

Abilities:

Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Shell Armor(Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Weak Armor(Innate): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Ability:
Swift Swim

Moves:
Water Gun
Constrict
Withdraw
Horn Attack
Leer
Bite
Rollout
Mud Shot
Brine
Protect
Spike Cannon
Tickle
AncientPower
Rock Blast
Shell Smash
Hydro Pump

Headbutt
Curse
Water Pulse
Toxic
Horn Drill
Body Slam
Take Down
Double-Edge
BubbleBeam
Hidden Power Electric 7
Ice Beam
Snore
Blizzard
Hyper Beam
Icy Wind
Submission
Rain Dance
Seismic Toss
Rage
Frustration
Smack Down
Return
Mimic
Double Team
Reflect
Bide
Sandstorm
Rock Tomb
Skull Bash
Facade
Secret Power
Rest
Attract
Thief
Round
Scald
Endure
Giga Impact
Rock Polish
Stone Edge
Gyro Ball
Stealth Rock
Captivate
Rock Slide
Sleep Talk
Natural Gift
Swagger
Substitute
Surf
Whirpool
Rock Smash
Waterfall
Dive

Aurora Beam
Haze
Knock Off
Muddy Water
Slam
Spikes
Supersonic
Toxic Spikes
Wring Out

Earth Power
Icy Wind
Iron Defense
Mimic
Rock Throw

Metagross(-)

Types:

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: 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Quiet Nature(+SpA, -Spe)
Stas
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 4(+)
SpD: Rank 3
Spe: 60(-)
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22

Abilities:

Clear Body(Innate): This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Light Metal(Innate): The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Ability:
Light Metal

Moves:
Take Down
Confusion
Metal Claw
Scary Face
Pursuit
Psychic
Iron Defense
Meteor Mash
Agility
Hyper Beam
Miracle Eye

Hone Claws
Psyshock
Toxic
Hidden Power Fire 7
Sunny Day
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Earthquake
Return
Psychic
Shadow Ball
Brick Break
Double Team
Reflect
Sludge Bomb
Sandstorm
Rock Tomb
Aerial Ace
Facade
Secret Power
Rest
Round
Endure
Explosion
Giga Impact
Rock Polish
Flash
Gyro Ball
Stealth Rock
Psych Up
Bulldoze
Rock Slide
Sleep Talk
Natural Gift
Grass Knot
Substitute
Flash Cannon
Cut
Strength
Rock Smash

Block
Body Slam
Defense Curl
Double-Edge
DynamicPunch
Fury Cutter
Gravity
Headbutt
Ice Punch
Icy Wind
Iron Defense
Iron Head
Magnet Rise
Mimic
Mud-Slap
Refresh
Rollout
Selfdestruct
Signal Beam
Snore
Swift
ThunderPunch
Trick
Zen Headbutt

Scrafty(F)

Types:

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 of throwing/grappling moves. Superior reaction time in close quarters.

Adamant Nature(+Atk, -SpA)
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 1(-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18

Abilities:

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.

Moxie(Innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

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. [Command: (Ability: Intimidate)]

Ability:
Shed Skin

Moves:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Chip Away
Hi Jump Kick
Scary Face
Crunch
Facade
Rock Climb
Focus Punch
Head Smash

Dragon Claw
Roar
Toxic
Bulk Up
Hidden Power Flying 7
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Smack Down
Return
Dig
Double Team
Sludge Bomb
Rock Tomb
Torment
Rest
Attract
Thief
Low Sweep
Round
Focus Blast
Fling
Incinerate
Retaliate
Giga Impact
Stone Edge
Rock Slide
Dragon Tail
Work Up
Poison Jab
Grass Knot
Swagger
Substitute
Rock Smash
Snarl
Strength

Amnesia
Counter
Detect
Dragon Dance
Drain Punch
Fake Out
Fire Punch
Ice Punch
ThunderPunch
Zen Headbutt

Dark Pulse
Dragon Pulse
Dual Chop
Foul Play
Iron Defense
Iron Head
Iron Tail
Knock Off
Outrage
Sleep Talk
Snatch
Snore
Spite
Super Fang

Froslass(F)

Types:

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.

Mild Nature(+SpA, -Def)
Stats
HP: 100
Atk: Rank 3
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19

Abilities:

Snow Cloak(Innate): This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

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.

Ability:
Cursed Body

Attacks:
Powder Snow
Leer
Double Team
Astonish
Bite
Icy Wind
Confuse Ray
Headbutt
Ominous Wind
Protect
Ice Fang
Ominous Wind
Crunch
Wake-Up Slap
Captivate
Ice Shard
Ice Beam
Hail
Blizzard
Destiny Bond

Water Pulse
Toxic
Hidden Power 7
Taunt
Hyper Beam
Light Screen
Rain Dance
Telekinesis
Safeguard
Thunderbolt
Thunder
Return
Psychic
Shadow Ball
Shock Wave
Torment
Facade
Secret Power
Rest
Attract
Round
Snatch
Fling
Endure
Embargo
Payback
Giga Impact
Flash
Avalanche
Thunder Wave
Psych Up
Frost Breath
Sleep Talk
Natural Gift
Dream Eater
Swagger
Substitute

Bide
Block
Disable
Fake Tears
Hex
Rollout
Spikes
Weather Ball

Body Slam
Double-Edge
Rollout
Mimic
Mud-Slap
Pain Split
Rollout
Signal Beam
Snore
Spite
Sucker Punch
Trick

Blaziken(F)

Types:

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Mild Nature(+SpA, -Def)
Stats
HP: 100
Atk: Rank 5
Def: Rank 2(-)
SpA: Rank 5(+)
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

Abilities

Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

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 ocurs at the end of each round (stats other than Speed are still affected).

Ability:
Speed Boost

Moves:
Fire Punch
Hi Jump Kick
Scratch
Growl
Focus Energy
Ember
Double Kick
Peck
Sand-Attack
Fire Spin
Bulk Up
Quick Attack
Blaze Kick
Slash
Flamethrower
Mirror Move
Brave Bird
Sky Uppercut
Flare Blitz

Focus Punch
Hone Claws
Roar
Toxic
Hidden Power
Sunny Day
Hyper Beam
Protect
Frustration
SolarBeam
Earthquake
Return
Dig
Brick Break
Double Team
Fire Blast
Rock Tomb
Aerial Ace
Facade
Flame Charge
Secret Power
Rest
Attract
Low Sweep
Round
Echoed Voice
Overheat
Focus Blast
Fling
Endure
Incinerate
Will-O-Wisp
Acrobatics
Shadow Claw
Giga Impact
Stone Edge
Swords Dance
Captivate
Bulldoze
Rock Slide
Sleep Talk
Natural Gift
Work Up
Poison Jab
Swagger
Substitute
Cut
Strength
Rock Smash
Rock Climb

Agility
Baton Pass
Counter
Crush Claw
Curse
FeatherDance
Feint
Flame Burst
Last Resort
Night Slash
Reversal
SmellingSalt

Blast Burn
Body Slam
Bounce
Double-Edge
DynamicPunch
Fire Pledge
Fury Cutter
Headbutt
Heat Wave
Helping Hand
Knock Off
Last Resort
Low Kick
Magic Coat
Mega Kick
Mega Punch
Mimic
Mud-Slap
Seismic Toss
Snore
Superpower
Swift
ThunderPunch
Vacuum Wave
Dual Chop

Togekiss(F)

Types:

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.

Modest Nature(+SpA, -Atk)
Stats
HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 6(+)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20

Abilities:

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.

Serene Grace(Innate): This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Super Luck(Innate): This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Ability:
Serene Grace

Moves
Sky Attack
Extremespeed
Aura Sphere
Air Slash
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancientpower
Follow Me
Bestow
Wish
Safeguard
Double-Edge
Baton Pass
Last Resort
After You

Focus Punch
Headbutt
Curse
Water Pulse
Rollout
Psyshock
Toxic
Zap Cannon
Rock Smash
Hidden Power 7
Sunny Day
Snore
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
SolarBeam
Return
Psychic
Shadow Ball
Mud-Slap
Brick Break
Double Team
Reflect
Shock Wave
Flamethrower
Fire Blast
Aerial Ace
Swift
Defense Curl
Facade
Detect
Secret Power
Rest
Attract
Steel Wing
Round
Echoed Voice
Roost
Fling
Endure
Incinerate
Drain Punch
Silver Wind
Giga Impact
Thunder Wave
Psych Up
Captivate
Sleep Talk
Natural Gift
Work Up
Dream Eater
Grass Knot
Swagger
Pluck
Substitute
Rock Smash
Fly
Defog
Flash

Extrasensory
Foresight
Future Sight
Lucky Chant
Mirror Move
Nasty Plot
Peck
Present
Psycho Shift
Stored Power

Air Cutter
Body Slam
Counter
Endeavour
Headbutt
Heal Bell
Heat Wave
Helping Hand
Mega Kick
Mega Punch
Mimic
Ominous Wind
Role Play
Seismic Toss
Signal Beam
Softboiled
Tailwind
Trick
Tri Attack
Twister
Uproar
Zen Headbutt
Covet
Hyper Voice
After You
Uproar
Morning Sun

Luxray(F)

Type:

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Thunder breaking Protect during Rain. Superior senses in power plant environments.

Rash Nature(+SpA, -SpD)
Stats
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2(-)
Spe: 70
Size Class: 4
Weight Class: 3
Base Rank Total: 20

Abilities:

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.

Rivalry(Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

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.

Ability:
Guts

Moves:
Tackle
Leer
Charge
Bite
Spark
Roar
Swagger
Crunch
Thunder Fang
Scary Face
Discharge
Wild Charge

Toxic
Hidden Power Grass 7
Hyper Beam
Light Screen
Protect
Rain Dance
Frustration
Iron Tail
Thunderbolt
Thunder
Return
Double Team
Shock Wave
Facade
Secret Power
Rest
Attract
Thief
Round
Charge Beam
Endure
Giga Impact
Flash
Volt Switch
Thunder Wave
Captivate
Sleep Talk
Natural Gift
Substitute
Snarl
Strength

Double Kick
Fire Fang
Helping Hand
Howl
Ice Fang
Night Slash
Quick Attack
Signal Beam
Swift
Take Down
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#8
Challenges:

Challenge Application

To apply to take the Arcade challenge, you must use the following form and post in this thread. There are some requirements that must be adhered to, and some intricacies that might not be totally obvious at first glance. That's why this information is in its own post and not the first post. You need to make sure you meet the rules here! One last important thing to note is that for a singles challenge, the first Pokemon you list will be the Pokemon that gets used for all 1v1 match-ups, and for a doubles challenge, the first two Pokemon you list will be the Pokemon that get used for all 2v2 match-ups. Make sure you choose your order carefully! Your last Pokemon are only used for Dahlia!

The only posts made in this thread should be those posting to take the Arcade challenge and those posting to ref an Arcade challenge. All other posts should not go there and will be moderated!

Challenge Form

You should tailor the form to your personal team. The format is given below.

I would like to challenge the Battle Arcade!

Mode: Singles/Doubles/Triples

Thread: Link to thread if any, else, N/A

Chosen Pokemon with Abilities:
Riolu: Inner Focus
Sneasel: Keen Eye
Scraggy: Shed Skin

<Paste your Pokemon here from your ASB profile.>
Repeat Challenges

Every time you lose a challenge in the Arcade, you may challenge the Arcade again after waiting at least 7 days from the end of your last challenge. If you beat your first challenge, then your streak continues when you challenge it again, and you may continue your challenge. If you lost, then your streak starts anew. Every time you challenge the Arcade, including for your second challenge and later, you will post a new challenge form in this thread. If you already have a thread, please link to it where appropriate in the challenge submission, otherwise mark it as N/A so the refs know to post a new one. It is through this that you can change your team between challenges. If you want to test out a new Pokemon, or maybe a new item you just bought on your old Pokemon, then know that the challenge form is the only place these changes can be made. Changes, obviously, cannot be made while a challenge is going on, only between challenges.

[a]18[/a]Challenge Threads

Each player gets their own challenge thread. For however many times you challenge the Arcade, your battles all occur and are reffed in your specific Arcade thread. The only posts that get made in this topic are the challenges themselves, nothing else. You will not post your own challenge thread, the referee that is reffing your matches will post it. This referee may change when you issue new challenges, but the same thread is used regardless.

The title of a challenge thread should be in the following form: Battle Arcade Challenge: <USER NAME>

So, for an example, let's say I personally challenged the Arcade. My thread would be named "Battle Arcade Challenge: Destiny Warrior" without the quotation marks.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#9
Items:
Four events in the Battle Arcade involve items and berries. The lists from which they are obtained(based on streak length) are given below.

Battles 1-8
Cheri Berry
Chesto Berry
Pecha Berry
Rawst Berry
Aspeat Berry
Leppa Berry
Oran Berry
Persim Berry
Lum Berry
Sitrus Berry
Figy Berry
Wiki Berry
Mago Berry
Aguav Berry
Iapapa Berry
Razz Berry
Absorb Bulb
Cell Battery
Air Ballon
Escape Button
Red Card
Rare Candy
Berserk Gene
Fire Gem
Water Gem
Electric Gem
Grass Gem
Ice Gem
Fighting Gem
Poison Gem
Ground Gem
Flying Gem
Psychic Gem
Bug Gem
Rock Gem
Ghost Gem
Dragon Gem
Dark Gem
Steel Gem
Normal Gem
Eviolite
Lucky Egg
Exp. Share
Amulet Coin

Battles 9-16

These berries and items are in addition to the previous list.

Bluk Berry
Nanab Berry
Wepear Berry
Pinap Berry
Pomeg Berry
Kelpsy Berry
Qualot Berry
Hondew Berry
Grepa Berry
Tamato Berry
Cornn Berry
Magost Berry
Rabuta Berry
Nomel Berry
Spelon Berry
Pamtre Berry
Watmel Berry
Durin Berry
Belue Berry
Occa Berry
Passho Berry
Wacan Berry
Rindo Berry
Yache Berry
Chople Berry
Kebia Berry
Shuca Berry
Coba Berry
Payapa Berry
Tanga Berry
Charti Berry
Kasib Berry
Haban Berry
Colbur Berry
Babiri Berry
Chilan Berry
Damp Rock
Heat Rock
Icy Rock
Smooth Rock
Light Clay
Black Belt
Blackglasses
Charcoal
Dragon Fang
Hard Stone
Magnet
Metal Coat
Miracle Seed
Mystic Water
NeverMeltIce
Poison Barb
Sharp Beak
Silk Scarf
Silverpowder
Soft Sand
Spell Tag
Twistedspoon
Iron Ball
Flame Orb
Toxic Orb
Sticky Barb
Ring Target

Battles 17+
These berries and items are in addition to the previous lists.

Liechi Berry
Ganlon Berry
Salac Berry
Petaya Berry
Apicot Berry
Lansat Berry
Starf Berry
Enigma Berry
Micle Berry
Custap Berry
Jaboca Berry
Rowap Berry
Life Orb
Muscle Band
Wise Glasses
Expert Belt
Metronome
Choice Band
Choice Specs
Choice Scarf
Leftovers
Black Sludge
Shell Bell
Rocky Helmet
Focus Band
Focus Sash
Destiny Knot
Shed Shell
Smoke Ball
Scope Lens
Wide Lens
Zoom Lens
Quick Claw
Lagging Tail
Razor Claw
Razor Fang
Brightpowder
Float Stone
Big Root
Binding Band
Grip Claw
King's Rock
Macho Brace

Referees:

Information

Referees are needed for the Battle Arcade. As a preliminary measure, I will take 3 additional referees, other than myself, and hire any more on a need basis. Referees are paid in Universal Counters(UC). You earn the standard amount of UC you would earn for a normal battle for each battle, with 3 extra UC thrown in for good measure, due to the complexity of the challenge.

At the start of every match, after (a) Pokemon has/have been randomized, referees must randomize a 4x4 roulette board from the events given in the first post. For Battles 1-8, only the events given under the hide tag need to be randomized from, while for battles 9+, events for the roulette are randomized from the entire list of 48 events. Repetitions on the roulette CAN happen(and are in fact quite likely), so do not bother about such occurences.

Workflow

  • Accept a challenge.
  • Post a new thread if it is the challenger's first challenge, else post the challenge in the challenger's thread.
  • Choose an NPC if you wish to(this is advised), and and randomize the Pokemon you will be using, then randomize the roulette and post both in the thread.
  • Ref the battle as you would ref any battle of that type in the challenger's thread. Assume, for purposes of move order, the battle was issued by the challenger and that the NPC is the acceptor, that is, the NPC must issue actions first.
  • Continue reffing matches until the challenger beats the Boss and wins the challenge, loses, is disqualified, or forfeits.
  • Post challenge rewards at the end of the challenge, including EC/MC/DC/KOC/your UC.

Approved Referees

The following referees are approved Battle Arcade Referees:-

Active
Destiny Warrior
Engineer Pikachu
dogfish44
Ragnarokalex

Inactive
None

Applications

When applying to be a Battle Arcade referee, send your applications to Destiny Warrior by PM. Link to a few battles you have refereed well, and what qualities you have as a referee. Remember that the Arcade emphasises speed and accuracy in refereeing and not flavor, so keep that in mind!
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#10
Organisational Placeholder.

The Beta Testing Challengers(dogfish44, Engineer Pikachu, C$FP)may post, after which Challenges will be closed till 1 of them is knocked out of the Battle Arcade(or wins), after which the Battle Arcade will be open to the public!
 

Dogfish44

^_^
is a Forum Moderator
Moderator
#11
I would like to challenge the Battle Arcade!

Mode: Singles

Thread: N/A

Chosen Pokemon with Abilities:

Electivire (Vital Spirit)
Eelektross (Levitate)
Hydreigon (Levitate)


Electivire [Short Fuse] (M)
Type: 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.
Nature: Mild (+SpAtk -Def)

Abilities:
Ability 1: Motor Drive (Innate) - This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. 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..
Ability 2: Vital Spirit (DW) (Innate) - This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Stats:

Electivire
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Attract
Barrier
Bide
Body Slam
Brick Break
Bulldoze
Captivate
Charge Beam
Counter
Cross Chop
Curse
Detect
Dig
Discharge
Dizzy Punch
Double Edge
Double Team
DynamicPunch
Earthquake
Electro Ball
Endure
Facade
Feint
Fire Punch
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Frustration
Giga Impact
Hammer Arm
Headbutt
Helping Hand
Hidden Power Grass
Hyper Beam
Ice Punch
Iron Tail
Karate Chop
Leer
Light Screen
Low Kick
Low Sweep
Magnet Rise
Meditate
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Natural Gift
Protect
Psychic
Psywave
Pursuit
Quick Attack
Rage
Rain Dance
Reflect
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rolling Kick
Round
Screech
Secret Power
Seismic Toss
Shock Wave
Signal Beam
Skull Bash
Sleep Talk
Snore
Strength
Submission
Substitute
Swagger
Swift
Take Down
Taunt
Teleport
Thief
Thunder
ThunderPunch
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Uproar
Volt Switch
Wild Charge
Zap Cannon

Total Moves: 95 - Movepool Complete



Eelektross [Murena] (F)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type:
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.

Abilities:
Levitate (Trait): 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

Eelektross
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 43 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 1
DC: N/A

Attacks:
Acid
Acid Spray
Acrobatics
Attract
Bind
Brick Break
Charge Beam
Charge Beam
Coil
Crunch
Crush Slaw
Cut
Discharge
Double Team
Dragon Claw
Dragon Tail
Facade
Flamethrower
Flash
Flash Cannon
Frustration
Gastro Acid
Giga Impact
Grass Knot
Headbutt
Hidden Power Ice
Hone Claws
Hyper Beam
Light Screen
Protect
Rain Dance
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Round
Spark
Strength
Substitute
Tackle
Thrash
Thunder
Thunder Wave
Thunderbolt
Toxic
U-Turn
Volt Switch
Wild Charge
Zap Cannon

Total moves: 51 - Movepool Complete



Hydreigon [Teresa] (F)
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)
Type: Dark/Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. 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.

Abilities:
Levitate (Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

Hydreigon
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: N/A

Attacks:
Bite
Crunch
Double Hit
Dragon Pulse
Dragon Rage
Dragonbreath
Focus Energy
Headbutt
Outrage
Roar
Tackle
Tri Attack

Earth Power
Fire Fang
Head Smash

Charge Beam
Double Team
Fire Blast
Focus Blast
Protect
Substitute
Taunt
Torment
U-Turn

Total moves: 24
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#12
Reporting for beta test.

Mode: Doubles
Thread: Nope.

Pokemon and Abilities:
Eelektross: Levitate [Trait]
Camerupt: Magma Armor
Tentacruel: Liquid Ooze
Dragonite: Multiscale


Shibirudon (Unagi) (M)
Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion)

Type: 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: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats: 85 / 115 / 80 / 105 / 80 / 50

HP: 100
Atk: **** (4)
Def: *** (3)
SpA+: ***** (5)
SpD: *** (3)
Spe-: 43 (50 / 1.15)

Size Class: 4
Weight Class: 4
Base Rank Total: 19

Evolution Counter: 9 / 9
Move Counter: 0
Dream Counter: Not Applicable.

Attacks:
Tackle
Thunder Wave
Spark
Charge Beam
Headbutt
Bind
Acid
Crunch
Thunderbolt
Acid Spray
Coil
Wild Charge
Gastro Acid
Zap Cannon
Thrash
Crush Claw
Discharge

Hidden Power [Ice 7]
Light Screen
Protect
Thunder
Double Team
Volt Switch
Grass Knot
U-Turn

Move Count: 25

Camerupt (Fuji) (M)
Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion)

Type:
Fire / Ground
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
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).
Anger Point (Unlocked): (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).

Stats:
70 / 100 / 70 / 105 / 75 / 40

HP: 100
Atk: **** (4)
Def: *** (3)
SpA+: ***** (5)
SpD: *** (3)
Spe-: 34 (40 / 1.15)

Size Class: 4
Weight Class: 6
Base Rank Total: 19

Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Rock Slide
Lava Plume
Earth Power
Earthquake
Flamethrower
Double-Edge
Eruption
Fissure

AncientPower (#)
Endure (#)
Yawn (#)

Protect (#)
Fire Blast (#)
SolarBeam
Will-o-Wisp (#)

Stealth Rock

Move Count: 24

Tentacruel (Kurage) (M)
Nature: Modest (SpA increased by *, Atk decreased by *)

Type: Water / Poison
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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.

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Liquid Ooze: (Innate) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Rain Dish (Unlocked): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Stats: 80 / 70 / 65 / 80 / 120 / 100

HP: 100
Atk-: ** (2)
Def: *** (3)
SpA+: **** (4)
SpD: ***** (5)
Spe: 100

Size Class: 3
Weight Class: 3
Base Rank Total: 21

Evolution Counter: 6 / 6
Move Counter: 7
Dream Counter: 5 / 5

Attacks:
Poison Sting
Acid
Supersonic
Wrap
Water Gun
Constrict
Toxic Spikes
BubbleBeam
Hex
Hydro Pump
Wring Out
Sludge Wave
Acid Spray
Barrier
Screech
Water Pulse
Poison Jab

Aqua Ring (#)
Confuse Ray (#)
Mirror Coat (#)
Muddy Water
Rapid Spin

Endure
Icy Wind
Knock Off
Role Play

Toxic
Venom Shock
Ice Beam (#)
Blizzard
Protect
Rain Dance
Safeguard
Double Team
Sludge Bomb
Rest
Scald (#)
Poison Jab
Substitute (#)
Surf
Dive

Giga Drain
Reflect
Bide
Brine
Sleep Talk
Whirlpool

Move Count: 47

Dragonite* (Kidoku) (M)
Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion)

Type: Dragon / Flying
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
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.
Multiscale (Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Stats: 91 / 134 / 95 / 100 / 100 / 80

HP: 100
Atk: ***** (5)
Def: *** (3)
SpA+: ***** (5)
SpD: **** (4)
Spe-: 69 (80 / 1.15)

Size Class: 4
Weight Class: 6
Base Rank Total: 22

Evolution Counter: 9 / 9
Move Counter: 3
Dream Counter: 5 / 5

Attacks:

Wrap (*)
Leer (*)
Thunder Wave (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Agility (*)
Fire Punch
ThunderPunch
Roost
Aqua Tail
Safeguard
Dragon Dance
Outrage
Hyper Beam
Hurricane

Aqua Jet (*)
Dragon Pulse (*)
ExtremeSpeed (*)

Draco Meteor
Heat Wave
Ominous Wind
Superpower
Tailwind

Dragon Claw
Toxic
Ice Beam (*)
Light Screen
Protect
Rain Dance
Thunderbolt (*)
Earthquake
Brick Break
Double Team
Fire Blast (*)
Focus Blast
Sky Drop
Stone Edge
Bulldoze
Dragon Tail
Substitute
Fly
Surf
Dive

Reflect
Bide
Shock Wave
Focus Punch
Endure
Sleep Talk

Dispel

Move Count: 51
 
#13
Mode: Triples

Thread: N/A

Chosen Pokemon with Abilities:
Excadrill: Sand Power
Aerodactyl: Pressure
Regirock: Sturdy
Krillowatt: Magic Guard
Regice: Clear Body
Swampert: Torrent


Excadrill [Sandman] (Male)
Nature: Adamant(Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Type: Ground/Steel
Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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.

Abilities:
Ability 1: Sand Rush
Type: 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.

Ability 2: Sand Force
Type: 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.

Ability 3: Mold Breaker (DW) [unlocked]
Type: 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.)

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 88
Size Class: 1
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DW: 5/5

Moves:

Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Rock Slide
Earthquake
Swords Dance
Sandstorm
Drill Run
Horn Drill
Fissure
Slash

Submission
Crush Claw
Iron Defense
Skull Bash
Rock Climb
Earth Power
Metal Sound

Aerial Ace
Shadow Claw
X-Scissor
Brick Break
Bulldoze
Poison Jab
Double Team
Protect
Substitute
Toxic
Return
Swagger
Giga Impact
Frustration
Rock Tomb
Rest
Cut
Strength
Rock Smash
Facade
Attract
Fling

Moves: 45

Aerodactyl (Male)
Nature: Jolly (+ to Speed; +26% Accuracy; - from Special Attack)
Type: Rock/Flying
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb 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.

Abilities:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2: Pressure
Type: 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.

Ability 3 (DW): Unnerve
Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: N/A
MC: 0
DC: 0/5

Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
Ancientpower
Sky Drop
Rock Slide
Crunch

Pursuit
Roost
Tailwind
Aqua Tail
Sky Attack

Taunt
Earthquake
Stone Edge
Smack Down
Earthquake
Sandstorm

Moves: 24

Regirock [Monolith] (Genderless)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Rock
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Ability 1: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Ability 2 (DW) [unlocked]: Sturdy
Type: 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.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 8
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 50
Size Class: 3
Weight Class: 6
Base Rank Total: 23

EC: N/A
MC: 4
DC: 5/5

Attacks:
Explosion
Stomp
Rock Throw
Curse
Superpower
Hammer Arm

Fire Punch
Ice Punch
Thunder Punch
Endure
Counter

Earthquake
Stone Edge
Rock Slide
Sandstorm
Brick Break
Rock Polish
Protect
Substitute

Moves: 20

Krillowatt [Fried] (Male)
Nature: Modest (+ to Special Attack, - to Attack)
Type: Electric / Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Ability 1: Trace
Type: Can be Activated
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Command: (Ability: Trace (Target Ability) )

Ability 2: Magic Guard
Type: 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.

Ability 3: Shell Armor (DW) [unlocked]
Type: Innate
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21

EC: 6/6
MC:
0
DC:
4/5

Attacks:

Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Aqua Jet
Confuse Ray
Imprison
Hydro Pump
Thunder
Heart Swap
Discharge

Counter
Mirror Coat
Muddy Water
Earth Power
Icy Wind

Ice Beam
Thunderbolt
Scald
Rain Dance
Torment
Blizzard
Hone Claws

Moves: 25

Regice [Overfreeze] (Genderless)
Nature: Modest (+ to Special Attack; - from 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.

Abilities:
Ability 1: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Ability 2 (DW) [unlocked]: Ice Body
Type: Innate
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 8
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 23

EC: N/A
MC: 0
DC: 5/5

Attacks:
Explosion
Stomp
Icy Wind
Curse
Superpower
Ice Beam
Hyper Beam
Zap Cannon
Lock-On
Ancientpower

Counter
Icy Wind
Signal Beam

Hail
Blizzard
Focus Blast
Thunder
Protect
Substitute
Thunderbolt
Endure
Shock Wave
Rest

Moves: 23

Swampert* [Swamp Thing] (Male)
Nature: Adamant (+ * to Attack, - * from Special Attack)
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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Torrent
Type: 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)

Ability 2 (DW) [unlocked]: Damp
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SAtk: Rank 2 (-)
SDef: Rank 3
Spd: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 1
DC: 5/5

Attacks:
Tackle *
Growl *
Mud-Slap *
Water Gun *
Bide *
Foresight *
Mudsport *
Superpower
Mud Shot
Mud Bomb
Earthquake
Protect
Hammer Arm
Endeavor

Avalanche *
Curse *
Yawn *

Dig *
Rock Slide *
Waterfall *
Rest
Counter
Mirror Coat
Roar
Ice Punch
Dynamic Punch
Endure
Body Slam
Focus Punch
Brick Break
Double Team
Sleep Talk
Dive
Substitute
Bulldoze
Stone Edge
Giga Impact
Swagger
Rain Dance
Aqua Tail
Stealth Rock
Secret Power

Moves: 42


btw I am waiting on approval for some moves
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#14
And all the 3 beta testers have signed up! Signups will remain closed till one of them is elimianted/wins.

I would like to challenge the Battle Arcade!

Mode: Singles

Thread: N/A

Chosen Pokemon with Abilities:

Electivire (Vital Spirit)
Eelektross (Levitate)
Hydreigon (Levitate)


Electivire [Short Fuse] (M)
Type: 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.
Nature: Mild (+SpAtk -Def)

Abilities:
Ability 1: Motor Drive (Innate) - This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. 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..
Ability 2: Vital Spirit (DW) (Innate) - This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Stats:

Electivire
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Attract
Barrier
Bide
Body Slam
Brick Break
Bulldoze
Captivate
Charge Beam
Counter
Cross Chop
Curse
Detect
Dig
Discharge
Dizzy Punch
Double Edge
Double Team
DynamicPunch
Earthquake
Electro Ball
Endure
Facade
Feint
Fire Punch
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Frustration
Giga Impact
Hammer Arm
Headbutt
Helping Hand
Hidden Power Grass
Hyper Beam
Ice Punch
Iron Tail
Karate Chop
Leer
Light Screen
Low Kick
Low Sweep
Magnet Rise
Meditate
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Natural Gift
Protect
Psychic
Psywave
Pursuit
Quick Attack
Rage
Rain Dance
Reflect
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rolling Kick
Round
Screech
Secret Power
Seismic Toss
Shock Wave
Signal Beam
Skull Bash
Sleep Talk
Snore
Strength
Submission
Substitute
Swagger
Swift
Take Down
Taunt
Teleport
Thief
Thunder
ThunderPunch
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Uproar
Volt Switch
Wild Charge
Zap Cannon

Total Moves: 95 - Movepool Complete



Eelektross [Murena] (F)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type:
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.

Abilities:
Levitate (Trait): 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

Eelektross
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 43 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 1
DC: N/A

Attacks:
Acid
Acid Spray
Acrobatics
Attract
Bind
Brick Break
Charge Beam
Charge Beam
Coil
Crunch
Crush Slaw
Cut
Discharge
Double Team
Dragon Claw
Dragon Tail
Facade
Flamethrower
Flash
Flash Cannon
Frustration
Gastro Acid
Giga Impact
Grass Knot
Headbutt
Hidden Power Ice
Hone Claws
Hyper Beam
Light Screen
Protect
Rain Dance
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Round
Spark
Strength
Substitute
Tackle
Thrash
Thunder
Thunder Wave
Thunderbolt
Toxic
U-Turn
Volt Switch
Wild Charge
Zap Cannon

Total moves: 51 - Movepool Complete



Hydreigon [Teresa] (F)
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)
Type: Dark/Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. 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.

Abilities:
Levitate (Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

Hydreigon
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: N/A

Attacks:
Bite
Crunch
Double Hit
Dragon Pulse
Dragon Rage
Dragonbreath
Focus Energy
Headbutt
Outrage
Roar
Tackle
Tri Attack

Earth Power
Fire Fang
Head Smash

Charge Beam
Double Team
Fire Blast
Focus Blast
Protect
Substitute
Taunt
Torment
U-Turn

Total moves: 24
Reporting for beta test.

Mode: Doubles
Thread: Nope.

Pokemon and Abilities:
Eelektross: Levitate [Trait]
Camerupt: Magma Armor
Tentacruel: Liquid Ooze
Dragonite: Multiscale


Shibirudon (Unagi) (M)
Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion)

Type: 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: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats: 85 / 115 / 80 / 105 / 80 / 50

HP: 100
Atk: **** (4)
Def: *** (3)
SpA+: ***** (5)
SpD: *** (3)
Spe-: 43 (50 / 1.15)

Size Class: 4
Weight Class: 4
Base Rank Total: 19

Evolution Counter: 9 / 9
Move Counter: 0
Dream Counter: Not Applicable.

Attacks:
Tackle
Thunder Wave
Spark
Charge Beam
Headbutt
Bind
Acid
Crunch
Thunderbolt
Acid Spray
Coil
Wild Charge
Gastro Acid
Zap Cannon
Thrash
Crush Claw
Discharge

Hidden Power [Ice 7]
Light Screen
Protect
Thunder
Double Team
Volt Switch
Grass Knot
U-Turn

Move Count: 25

Camerupt (Fuji) (M)
Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion)

Type:
Fire / Ground
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
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).
Anger Point (Unlocked): (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).

Stats:
70 / 100 / 70 / 105 / 75 / 40

HP: 100
Atk: **** (4)
Def: *** (3)
SpA+: ***** (5)
SpD: *** (3)
Spe-: 34 (40 / 1.15)

Size Class: 4
Weight Class: 6
Base Rank Total: 19

Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Rock Slide
Lava Plume
Earth Power
Earthquake
Flamethrower
Double-Edge
Eruption
Fissure

AncientPower (#)
Endure (#)
Yawn (#)

Protect (#)
Fire Blast (#)
SolarBeam
Will-o-Wisp (#)

Stealth Rock

Move Count: 24

Tentacruel (Kurage) (M)
Nature: Modest (SpA increased by *, Atk decreased by *)

Type: Water / Poison
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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.

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Liquid Ooze: (Innate) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Rain Dish (Unlocked): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Stats: 80 / 70 / 65 / 80 / 120 / 100

HP: 100
Atk-: ** (2)
Def: *** (3)
SpA+: **** (4)
SpD: ***** (5)
Spe: 100

Size Class: 3
Weight Class: 3
Base Rank Total: 21

Evolution Counter: 6 / 6
Move Counter: 7
Dream Counter: 5 / 5

Attacks:
Poison Sting
Acid
Supersonic
Wrap
Water Gun
Constrict
Toxic Spikes
BubbleBeam
Hex
Hydro Pump
Wring Out
Sludge Wave
Acid Spray
Barrier
Screech
Water Pulse
Poison Jab

Aqua Ring (#)
Confuse Ray (#)
Mirror Coat (#)
Muddy Water
Rapid Spin

Endure
Icy Wind
Knock Off
Role Play

Toxic
Venom Shock
Ice Beam (#)
Blizzard
Protect
Rain Dance
Safeguard
Double Team
Sludge Bomb
Rest
Scald (#)
Poison Jab
Substitute (#)
Surf
Dive

Giga Drain
Reflect
Bide
Brine
Sleep Talk
Whirlpool

Move Count: 47

Dragonite* (Kidoku) (M)
Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion)

Type: Dragon / Flying
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
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.
Multiscale (Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Stats: 91 / 134 / 95 / 100 / 100 / 80

HP: 100
Atk: ***** (5)
Def: *** (3)
SpA+: ***** (5)
SpD: **** (4)
Spe-: 69 (80 / 1.15)

Size Class: 4
Weight Class: 6
Base Rank Total: 22

Evolution Counter: 9 / 9
Move Counter: 3
Dream Counter: 5 / 5

Attacks:

Wrap (*)
Leer (*)
Thunder Wave (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Agility (*)
Fire Punch
ThunderPunch
Roost
Aqua Tail
Safeguard
Dragon Dance
Outrage
Hyper Beam
Hurricane

Aqua Jet (*)
Dragon Pulse (*)
ExtremeSpeed (*)

Draco Meteor
Heat Wave
Ominous Wind
Superpower
Tailwind

Dragon Claw
Toxic
Ice Beam (*)
Light Screen
Protect
Rain Dance
Thunderbolt (*)
Earthquake
Brick Break
Double Team
Fire Blast (*)
Focus Blast
Sky Drop
Stone Edge
Bulldoze
Dragon Tail
Substitute
Fly
Surf
Dive

Reflect
Bide
Shock Wave
Focus Punch
Endure
Sleep Talk

Dispel

Move Count: 51
Mode: Triples

Thread: N/A

Chosen Pokemon with Abilities:
Excadrill: Sand Power
Aerodactyl: Pressure
Regirock: Sturdy
Krillowatt: Magic Guard
Regice: Clear Body
Swampert: Torrent


Excadrill [Sandman] (Male)
Nature: Adamant(Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Type: Ground/Steel
Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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.

Abilities:
Ability 1: Sand Rush
Type: 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.

Ability 2: Sand Force
Type: 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.

Ability 3: Mold Breaker (DW) [unlocked]
Type: 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.)

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 88
Size Class: 1
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DW: 5/5

Moves:

Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Rock Slide
Earthquake
Swords Dance
Sandstorm
Drill Run
Horn Drill
Fissure
Slash

Submission
Crush Claw
Iron Defense
Skull Bash
Rock Climb
Earth Power
Metal Sound

Aerial Ace
Shadow Claw
X-Scissor
Brick Break
Bulldoze
Poison Jab
Double Team
Protect
Substitute
Toxic
Return
Swagger
Giga Impact
Frustration
Rock Tomb
Rest
Cut
Strength
Rock Smash
Facade
Attract
Fling

Moves: 45

Aerodactyl (Male)
Nature: Jolly (+ to Speed; +26% Accuracy; - from Special Attack)
Type: Rock/Flying
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb 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.

Abilities:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2: Pressure
Type: 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.

Ability 3 (DW): Unnerve
Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: N/A
MC: 0
DC: 0/5

Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
Ancientpower
Sky Drop
Rock Slide
Crunch

Pursuit
Roost
Tailwind
Aqua Tail
Sky Attack

Taunt
Earthquake
Stone Edge
Smack Down
Earthquake
Sandstorm

Moves: 24

Regirock [Monolith] (Genderless)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Rock
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Ability 1: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Ability 2 (DW) [unlocked]: Sturdy
Type: 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.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 8
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 50
Size Class: 3
Weight Class: 6
Base Rank Total: 23

EC: N/A
MC: 4
DC: 5/5

Attacks:
Explosion
Stomp
Rock Throw
Curse
Superpower
Hammer Arm

Fire Punch
Ice Punch
Thunder Punch
Endure
Counter

Earthquake
Stone Edge
Rock Slide
Sandstorm
Brick Break
Rock Polish
Protect
Substitute

Moves: 20

Krillowatt [Fried] (Male)
Nature: Modest (+ to Special Attack, - to Attack)
Type: Electric / Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Ability 1: Trace
Type: Can be Activated
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Command: (Ability: Trace (Target Ability) )

Ability 2: Magic Guard
Type: 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.

Ability 3: Shell Armor (DW) [unlocked]
Type: Innate
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21

EC: 6/6
MC:
0
DC:
4/5

Attacks:

Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Aqua Jet
Confuse Ray
Imprison
Hydro Pump
Thunder
Heart Swap
Discharge

Counter
Mirror Coat
Muddy Water
Earth Power
Icy Wind

Ice Beam
Thunderbolt
Scald
Rain Dance
Torment
Blizzard
Hone Claws

Moves: 25

Regice [Overfreeze] (Genderless)
Nature: Modest (+ to Special Attack; - from 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.

Abilities:
Ability 1: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Ability 2 (DW) [unlocked]: Ice Body
Type: Innate
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 8
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 23

EC: N/A
MC: 0
DC: 5/5

Attacks:
Explosion
Stomp
Icy Wind
Curse
Superpower
Ice Beam
Hyper Beam
Zap Cannon
Lock-On
Ancientpower

Counter
Icy Wind
Signal Beam

Hail
Blizzard
Focus Blast
Thunder
Protect
Substitute
Thunderbolt
Endure
Shock Wave
Rest

Moves: 23

Swampert* [Swamp Thing] (Male)
Nature: Adamant (+ * to Attack, - * from Special Attack)
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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Torrent
Type: 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)

Ability 2 (DW) [unlocked]: Damp
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SAtk: Rank 2 (-)
SDef: Rank 3
Spd: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 1
DC: 5/5

Attacks:
Tackle *
Growl *
Mud-Slap *
Water Gun *
Bide *
Foresight *
Mudsport *
Superpower
Mud Shot
Mud Bomb
Earthquake
Protect
Hammer Arm
Endeavor

Avalanche *
Curse *
Yawn *

Dig *
Rock Slide *
Waterfall *
Rest
Counter
Mirror Coat
Roar
Ice Punch
Dynamic Punch
Endure
Body Slam
Focus Punch
Brick Break
Double Team
Sleep Talk
Dive
Substitute
Bulldoze
Stone Edge
Giga Impact
Swagger
Rain Dance
Aqua Tail
Stealth Rock
Secret Power

Moves: 42


btw I am waiting on approval for some moves
C$FP's challenge will be put up, but the actual battle shall commence after his approval occurs.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#15
http://www.smogon.com/forums/showthread.php?t=3464034

Engineer Pikachu made his way upto Battle 3, but due to an unlucky mistake, lost in a close match. His loss means that a beta tester has been removed from the Battle Arcade, meaning...

Battle Arcade is now open to the public to challenge!

Additionally, Engineer Pikachu has been approved as an official Battle Arcade referee! Congratulations!

So challengers, keep in mind that you must challenge using the appropriate form. Best of luck! The Arcade awaits your challenge..
 
#16
Sure, I'll take a crack at this.
Format: Singles
Thread: N/A
Pokemon #1: Cyclohm (Static)
Pokemon #2: Tomohawk (Prankster)
Pokemon #3: Gallade (Steadfast)

Cyclohm [Karamazov (From left head: Mitya, Alyosha and Ivan)] (Male)
*Ceaseless squabbling*
A Cyclohm the wanderer had caught shortly after his first battle hall challenge, along with Elaine the Tomohawk. Each head has a personality of their own: Mitya is brash and courageous; Ivan is calm and logical; and the youngest head Alyosha is more or less the leader...well, when in combat, anyway. Although their teamwork in battle is peerless, when they aren't fighting someone else's pokemon, they're usually fighting each other.

Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities
: Shield Dust, Static, Overcoat (DW)
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW, Unlocked): (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).

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (22 total):

Level Up:
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Double Hit
Dragon Pulse
Whirlwind
Bide
Weather Ball
Tri-attack
Leer

Egg:
Hydro Pump
Heal Bell
Power Gem
Magnet Rise

TM:
Flamethrower
Thunderbolt
Thunder Wave
Ice Beam


Tomohawk [Elaine] (Female)
"<Of course I knew that was going to happen, I foresaw it!...What do you mean I should have told you that?!>"
A shiny Tomohawk the wanderer caught along with Karamazov the Cyclohm. A wise but incredibly haughty pokemon, Elaine's tendency to look down on just about everyone (including her "mon-keigh" trainer) gets her into trouble more often than not. She claims that she can see the future, although no one in the team is buying it.

Nature: Modest (+1 SpA, -1 Atk)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities: Intimidate, Prankster, Justified (DW)
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 thier 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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW, Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase 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.

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (22 total):
Level Up:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Work Up
Bulk Up
Retaliate
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Earth Power
Air Slash
Heat Wave

Egg:
Roost
Yawn
Confuse Ray

TM:
Taunt
Toxic
Protect


Gallade [Quass] (Male)
"<The blood of the wicked shall flow like a river!>"
A Gallade the wanderer caught en route to the ruined Tower of Heaven, then just a Ralts. Quass's valiance and tendency to protect his allies have earned him the nickname 'The Paladin' among his fans. Also like a paladin, he has an overbearing sense of righteousness, and thanks to his intolerance of even the slightest of infractions, it's not uncommon to see him butting heads with his teammates.

Nature: Hardy (no effect on stats)
Type: Psychic/Fighting
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.
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.

Abilities: Steadfast, Justified (DW)
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Justified (DW, Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (32 total):
Level Up:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Hypnosis
Charm
Dream Eater
Stored Power
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Psycho Cut

Egg:
Confuse Ray
Shadow Sneak
Encore

TM:
Thunderbolt
Psyshock
Protect
Thunder Wave
Will-o-Wisp
Shadow Ball
Brick Break

Past Gen:
Ice Punch
Thunderpunch
 
#17

"A new RP, this sounds like a very interesting ride, so let's try this"

Mode: Triples
Thread: Nope.

Pokemon and Abilities:

Christine (Dragonite): Multiscale
Katherine (Gardevoir): Telepathy
Wilde (Gallade): Justified
Kirot (Metagross): Light Metal
Kurt (Slowbro): Regenerator
Éponine
(Togekiss): Serene Grace


Kirlia (Wilde) {
}

Nature: Quiet (+1 SpA, -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 attacks regardless of weight difference.

  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:


  • Steadfast: (Innate)
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
  • Justified (DW): (Innate)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:

HP: 100
Atk: 5
Def:
3
SpA: 4
(+)
SpD: 4
Spe: 69 (-)

SC: 3
WC: 4
BST: 21


EC 9/9
MC 0
DC 5/5



Attacks: 65

Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Leaf Blade
Night Slash
Slash
Leer
Fury Cutter
Swords Dance

Psycho Cut
Helping Hand
Feint
False Swipe
Protect
Close Combat
Hypnosis
Imprison
Psychic


Disable
Confuse Ray
Encore
Confuse Ray
Shadow Sneak
Fire Punch
ThunderPunch
Ice Punch
Pain Split
Vacuum Wave
Mean Look
Sleep Talk
Magic Coat
Endure

Snatch
Wish


Taunt
Shadow Ball
Will-O-Wisp
Light Screen
Reflect
Safeguard
Thunderbolt
Earthquake
Brick Break
Torment
Drain Punch
Low Sweep
Ally Switch
Focus Punch
Thunder Wave
Rock Slide
Skill Swap
Grass Knot
Substitute
Stone Edge
Focus Blast
Sunny Dance
Rain Dance
Trick Room
Gardevoir (Katherine) {}

Nature: Bold (+1 Def, -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 attacks regardless of weight difference.

Abilities:


  • Synchronize: (Innate)
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
  • 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.
  • Telepathy: (Innate)
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:

HP: 100
Atk: 2 (-)
Def:
4
(+)
SpA: 5
SpD: 4
Spe: 80

SC: 3
WC: 3
BST: 21


EC: 9/9
MC: 2
DC: 5/5



Attacks: 26

Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse

Calm Mind
Psychic
Stored Power
Healing Wish
Wish


Disable
Confuse Ray
Encore

Pain Split

Thunderbolt
Shadow Ball
Will-O-Wisp

Protect
Reflect
Light Screen
Thunder Wave
Taunt

Icy Wind
Ally Switch
Focus Blast
Safeguard
Skill Swap
Magic Coat
Energy Ball
Grass Knot
Dragonair (Christine) {}

Nature: Quiet (+1 SpA, -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.

  • 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.

Abilities:


  • 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.
  • Multiscale: (Innate)
This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Stats:

HP: 100
Atk:
5
Def:
3
SpA: 5
(+)
SpD:
4
Spe: 69
(-)
SC: 4
WC: 6
BST: 22


EC: 9/9
MC: 4
DC: 5/5


Attacks: 26

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Outrage
Fire Punch
Thunderpunch
Roost
Safeguard
Hurricane

Light Screen
ExtremeSpeed
Dragon Pulse

Flamethrower
Thunderbolt
Ice Beam
Surf
Reflect
Protect
Earthquake
Focus Blast
Stone Edge

Hydro Pump
Brick Break
Double Team
Rain Dance
Metagross (Kirot) {O}

Nature:Quiet (+1 SpA, -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 attacks regardless of weight difference.

Abilities:


  • Clear Body: (Innate)
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal (DW): (Innate)
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:

HP: 100
Atk: 5
Def:
5
SpA: 4 (+)
SpD: 3
Spe:
61 (-)
SC: 4
WC: 9
BST: 22


EC: 9/9
MC: 0

DC:
5/5


Attacks: 57

Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Pursuit
Bullet Punch
Hammer Arm
Agility
Psychic
Meteor Mash
Hyper Beam

Iron Head
Zen Headbutt
Iron Defense
Refresh
Stealth Rock
Trick
Ice Punch
ThunderPunch
Body Slam
Gravity
Icy Wind
Signal Beam
DynamicPunch
Mud Slap

Earthquake
Protect
Shadow Ball
Rock Slide
Toxic
Light Screen
Sandstorm
Reflect
Swagger
Rain Dance
Double Team
Flash Cannon
Aerial Ace
Substitute
Hidden Power Fire 7
Grass Knot
Bulldoze
Gyro Ball
Brick Break
Explosion
Rest
Endure
Sleep Talk
Sludge Bomb
Telekinesis
Rock Smash
Rock Tomb
Block
Bulldoze
Swagger
Flash
SlowBro (Kurt) {}

Nature
: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type
: Water/Psyquic

  • Psyquic: 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 attacks regardless of weight difference.

  • Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:


  • Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
  • Own Tempo: (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
  • 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.

Stats:

HP: 100
Atk: 4 (+)
Def: 4
SpA: 4
SpD: 3
Spe: 26 (30/1.15)
SC: 3
WC: 4
BST: 19


EC: 6/6
MC: 0
DC: 5/5


Attacks:
48

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Psyquic
Rain Dance
Heal Pulse
Zen Headbutt

Safeguard
Sleep Talk
Mud Sport
Signal Beam
Gravity
Aqua Tail
Magic Coat
Sleep Talk
Body Slam

Fire Blast
Focus Blast
Flamethrower
Ice Beam
Earthquake
Trick Room
Grass Knot
Light Screen
Focus Blast
Shadow Ball
Focus Punch
Brick Break
Drain Punch

Thunder Wave
Aerial Ace
Icy Wind
Sunny Day
Fling
Substitute
Skill Swap
Blizzard
Reflect
Protect
Counter
Endure
Toxic
Scald
Surf
Brine
Bide
Dive
Dig
Togekiss (Éponine) {}


Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)
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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:


  • 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.
  • Serene Grace: (Innate)
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects.
  • Super Luck: (Innate)
This Pokemon’s natural skill doubles (x2) its critical hit levels 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.
Stats: 37

HP: 100
Atk:
1 (-)
Def:
3
SpA:
5
SpD: 4

Spe:
96 (+)
SC: 3
WC: 3
BST: 20


EC: 9/9
MC: 0
DC: 5/5


Attacks:

Magical Leaf
Growl

Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Safeguard
Sky Attack
ExtremeSpeed
Aura Sphere
Air Slash


Psychic
Flamethrower
Grass Knot
Shadow Ball
Light Screen
Thunder Wave
Double Team
Reflect
Protect
Sunny Day
Hidden Power Ice (7)
Solarbeam
Hyper Beam

Psych Up
Nasty Plot
Morning Sun
Signal Beam
Magic Coat
Counter
Tri Attack

Heat Wave
Heal Bell
Psycho Shift
 
#18
I would like to challenge the Battle Arcade!

Mode: Singles

Thread: N/A

Chosen Pokemon with Abilities:
Sigilyph: Magic Guard
Krilowatt: Magic Guard
Camerupt: Solid Rock



Sigilyph (F) Falsefalcon
Nature: Modest (-1 rank in attack, +1 rank in special 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 attacks regardless of weight difference. 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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Ability 1: Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Ability 2: Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Ability 3: Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Stats: 72/58-/80/103+/80/97

HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 97
Size Class: 3
Weight Class: 2
Base Rank Total: 19

MC: 1
DC: 5/5-DW unlocked!

Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Reflect
Air Slash
Psychic
Mirror Move
Gravity
Cosmic Power

Roost
Stored Power
Psycho Shift
AncientPower

Ice Beam
Shadow Ball
Calm Mind
Energy Ball
Protect
Hidden Power (Ground, base 7)
Smack Down
Trick Room
Substitute
Toxic
Psyshock
Flash Cannon
Thunder Wave
Safeguard
Telekinesis
Charge Beam
Psych Up
Double Team
Rest

Total Moves: 38



Krillowatt [Float] Female
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats: 151/84+/73-/83/74/105

HP: 125
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5- DW unlocked!

Abilities:
Ability 1: Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Ability 2: Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Ability 3: Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:

Bubble (*)
Charge (*)
Tackle (*)
ThunderShock (*)
Detect (*)
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Aqua Jet
Counter
Thunder
Hydro Pump
Copycat
Heart Swap
Zap Cannon
Volt Switch
Guillotine
Discharge
BubbleBeam

Muddy Water (*)
Whirlpool (*)
Signal Beam (*)
Follow Me
Sheer Cold
Metronome

Wild Charge (*)
Scald (*)
Ice Beam (*)
Hone Claws
Earthquake
Substitute
Hidden Power (base 7, Grass)
Toxic
Protect
Thunder Wave
Torment
Dive
Payback
Rain Dance
Waterfall
Blizzard
Double Team
Rest

Natural Gift
Endure

Low Kick

Total Moves: 47


Camerupt (Flare) (F)
Nature: Quiet (+1 Rank in special attack; A 15% decrease in Base Speed [truncated] and a +10% flat increase in accuracy (e.g. 85 Accuracy becomes 95) on an opponent's attacks.)
Type: Fire/Ground
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground:
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Magma Armor: (innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Ability 2: 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).
Ability 3: Anger Point: 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).

Stats: 70/100/70/105+/75/40-

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5- DW unlocked!

Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Amnesia
Flame Burst
Earth Power
Flamethrower
Eruption

Heat Wave
Yawn
Stockpile

Flame Charge
Earthquake
Rock Slide
Will O' Wisp
Protect
Fire Blast
SolarBeam
Toxic
Stone Edge
Sunny Day

Endure

Total Moves: 25
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#19
Sure, I'll take a crack at this.
Format: Singles
Thread: N/A
Pokemon #1: Cyclohm (Static)
Pokemon #2: Tomohawk (Prankster)
Pokemon #3: Gallade (Steadfast)

Cyclohm [Karamazov (From left head: Mitya, Alyosha and Ivan)] (Male)
*Ceaseless squabbling*
A Cyclohm the wanderer had caught shortly after his first battle hall challenge, along with Elaine the Tomohawk. Each head has a personality of their own: Mitya is brash and courageous; Ivan is calm and logical; and the youngest head Alyosha is more or less the leader...well, when in combat, anyway. Although their teamwork in battle is peerless, when they aren't fighting someone else's pokemon, they're usually fighting each other.

Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities
: Shield Dust, Static, Overcoat (DW)
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW, Unlocked): (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).

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (22 total):

Level Up:
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Double Hit
Dragon Pulse
Whirlwind
Bide
Weather Ball
Tri-attack
Leer

Egg:
Hydro Pump
Heal Bell
Power Gem
Magnet Rise

TM:
Flamethrower
Thunderbolt
Thunder Wave
Ice Beam


Tomohawk [Elaine] (Female)
"<Of course I knew that was going to happen, I foresaw it!...What do you mean I should have told you that?!>"
A shiny Tomohawk the wanderer caught along with Karamazov the Cyclohm. A wise but incredibly haughty pokemon, Elaine's tendency to look down on just about everyone (including her "mon-keigh" trainer) gets her into trouble more often than not. She claims that she can see the future, although no one in the team is buying it.

Nature: Modest (+1 SpA, -1 Atk)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities: Intimidate, Prankster, Justified (DW)
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 thier 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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW, Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase 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.

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (22 total):
Level Up:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Work Up
Bulk Up
Retaliate
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Earth Power
Air Slash
Heat Wave

Egg:
Roost
Yawn
Confuse Ray

TM:
Taunt
Toxic
Protect


Gallade [Quass] (Male)
"<The blood of the wicked shall flow like a river!>"
A Gallade the wanderer caught en route to the ruined Tower of Heaven, then just a Ralts. Quass's valiance and tendency to protect his allies have earned him the nickname 'The Paladin' among his fans. Also like a paladin, he has an overbearing sense of righteousness, and thanks to his intolerance of even the slightest of infractions, it's not uncommon to see him butting heads with his teammates.

Nature: Hardy (no effect on stats)
Type: Psychic/Fighting
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.
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.

Abilities: Steadfast, Justified (DW)
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Justified (DW, Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (32 total):
Level Up:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Hypnosis
Charm
Dream Eater
Stored Power
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Psycho Cut

Egg:
Confuse Ray
Shadow Sneak
Encore

TM:
Thunderbolt
Psyshock
Protect
Thunder Wave
Will-o-Wisp
Shadow Ball
Brick Break

Past Gen:
Ice Punch
Thunderpunch

"A new RP, this sounds like a very interesting ride, so let's try this"

Mode: Triples
Thread: Nope.

Pokemon and Abilities:

Christine (Dragonite): Multiscale
Katherine (Gardevoir): Telepathy
Wilde (Gallade): Justified
Kirot (Metagross): Light Metal
Kurt (Slowbro): Regenerator
Éponine
(Togekiss): Serene Grace


Kirlia (Wilde) {
}

Nature: Quiet (+1 SpA, -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 attacks regardless of weight difference.

  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:


  • Steadfast: (Innate)
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
  • Justified (DW): (Innate)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:

HP: 100
Atk: 5
Def:
3
SpA: 4
(+)
SpD: 4
Spe: 69 (-)

SC: 3
WC: 4
BST: 21


EC 9/9
MC 0
DC 5/5



Attacks: 65

Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Leaf Blade
Night Slash
Slash
Leer
Fury Cutter
Swords Dance

Psycho Cut
Helping Hand
Feint
False Swipe
Protect
Close Combat
Hypnosis
Imprison
Psychic


Disable
Confuse Ray
Encore
Confuse Ray
Shadow Sneak
Fire Punch
ThunderPunch
Ice Punch
Pain Split
Vacuum Wave
Mean Look
Sleep Talk
Magic Coat
Endure

Snatch
Wish


Taunt
Shadow Ball
Will-O-Wisp
Light Screen
Reflect
Safeguard
Thunderbolt
Earthquake
Brick Break
Torment
Drain Punch
Low Sweep
Ally Switch
Focus Punch
Thunder Wave
Rock Slide
Skill Swap
Grass Knot
Substitute
Stone Edge
Focus Blast
Sunny Dance
Rain Dance
Trick Room
Gardevoir (Katherine) {}

Nature: Bold (+1 Def, -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 attacks regardless of weight difference.

Abilities:


  • Synchronize: (Innate)
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
  • 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.
  • Telepathy: (Innate)
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:

HP: 100
Atk: 2 (-)
Def:
4
(+)
SpA: 5
SpD: 4
Spe: 80

SC: 3
WC: 3
BST: 21


EC: 9/9
MC: 2
DC: 5/5



Attacks: 26

Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse

Calm Mind
Psychic
Stored Power
Healing Wish
Wish


Disable
Confuse Ray
Encore

Pain Split

Thunderbolt
Shadow Ball
Will-O-Wisp

Protect
Reflect
Light Screen
Thunder Wave
Taunt

Icy Wind
Ally Switch
Focus Blast
Safeguard
Skill Swap
Magic Coat
Energy Ball
Grass Knot
Dragonair (Christine) {}

Nature: Quiet (+1 SpA, -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.

  • 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.

Abilities:


  • 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.
  • Multiscale: (Innate)
This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Stats:

HP: 100
Atk:
5
Def:
3
SpA: 5
(+)
SpD:
4
Spe: 69
(-)
SC: 4
WC: 6
BST: 22


EC: 9/9
MC: 4
DC: 5/5


Attacks: 26

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Outrage
Fire Punch
Thunderpunch
Roost
Safeguard
Hurricane

Light Screen
ExtremeSpeed
Dragon Pulse

Flamethrower
Thunderbolt
Ice Beam
Surf
Reflect
Protect
Earthquake
Focus Blast
Stone Edge

Hydro Pump
Brick Break
Double Team
Rain Dance
Metagross (Kirot) {O}

Nature:Quiet (+1 SpA, -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 attacks regardless of weight difference.

Abilities:


  • Clear Body: (Innate)
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal (DW): (Innate)
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:

HP: 100
Atk: 5
Def:
5
SpA: 4 (+)
SpD: 3
Spe:
61 (-)
SC: 4
WC: 9
BST: 22


EC: 9/9
MC: 0

DC:
5/5


Attacks: 57

Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Pursuit
Bullet Punch
Hammer Arm
Agility
Psychic
Meteor Mash
Hyper Beam

Iron Head
Zen Headbutt
Iron Defense
Refresh
Stealth Rock
Trick
Ice Punch
ThunderPunch
Body Slam
Gravity
Icy Wind
Signal Beam
DynamicPunch
Mud Slap

Earthquake
Protect
Shadow Ball
Rock Slide
Toxic
Light Screen
Sandstorm
Reflect
Swagger
Rain Dance
Double Team
Flash Cannon
Aerial Ace
Substitute
Hidden Power Fire 7
Grass Knot
Bulldoze
Gyro Ball
Brick Break
Explosion
Rest
Endure
Sleep Talk
Sludge Bomb
Telekinesis
Rock Smash
Rock Tomb
Block
Bulldoze
Swagger
Flash
SlowBro (Kurt) {}

Nature
: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type
: Water/Psyquic

  • Psyquic: 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 attacks regardless of weight difference.

  • Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:


  • Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
  • Own Tempo: (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
  • 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.

Stats:

HP: 100
Atk: 4 (+)
Def: 4
SpA: 4
SpD: 3
Spe: 26 (30/1.15)
SC: 3
WC: 4
BST: 19


EC: 6/6
MC: 0
DC: 5/5


Attacks:
48

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Psyquic
Rain Dance
Heal Pulse
Zen Headbutt

Safeguard
Sleep Talk
Mud Sport
Signal Beam
Gravity
Aqua Tail
Magic Coat
Sleep Talk
Body Slam

Fire Blast
Focus Blast
Flamethrower
Ice Beam
Earthquake
Trick Room
Grass Knot
Light Screen
Focus Blast
Shadow Ball
Focus Punch
Brick Break
Drain Punch

Thunder Wave
Aerial Ace
Icy Wind
Sunny Day
Fling
Substitute
Skill Swap
Blizzard
Reflect
Protect
Counter
Endure
Toxic
Scald
Surf
Brine
Bide
Dive
Dig
Togekiss (Éponine) {}


Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)
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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:


  • 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.
  • Serene Grace: (Innate)
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects.
  • Super Luck: (Innate)
This Pokemon’s natural skill doubles (x2) its critical hit levels 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.
Stats: 37

HP: 100
Atk:
1 (-)
Def:
3
SpA:
5
SpD: 4

Spe:
96 (+)
SC: 3
WC: 3
BST: 20


EC: 9/9
MC: 0
DC: 5/5


Attacks:

Magical Leaf
Growl

Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Safeguard
Sky Attack
ExtremeSpeed
Aura Sphere
Air Slash


Psychic
Flamethrower
Grass Knot
Shadow Ball
Light Screen
Thunder Wave
Double Team
Reflect
Protect
Sunny Day
Hidden Power Ice (7)
Solarbeam
Hyper Beam

Psych Up
Nasty Plot
Morning Sun
Signal Beam
Magic Coat
Counter
Tri Attack

Heat Wave
Heal Bell
Psycho Shift
The Battle Arcade accepts your challenge! I'll get you set up this evening.
 
#20
Objection would like to challenge the Battle Arcade!

Mode: Singles

Thread: N/A

Chosen Pokemon with Abilities:
Hades the Charizard: Solar Power
Maleficent the Hydreigon: Levitate
Cruella de Vil the Roserade: Technician


Charizard [Hades] (M)
Nature: Lonely (+Attack, -Defence)

Type: Fire/Flying
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Moves: 42

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW UNLOCKED): (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).

Attacks:
Heat Wave
Dragon Claw
Air Slash
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Rage
Flamethrower

Flare Blitz
Rock Slide
Swords Dance
AncientPower
Counter
Crunch

Dig
Brick Break
Will-o-Wisp
Shadow Claw
Sunny Day
Roost
Hone Claws
Reflect
Fire Blast
Fly
Dragon Tail
SolarBeam
Sky Drop
Protect
Earthquake
Aerial Ace
Substitute
Hidden Power Ice 7
Endure
Flame Charge

ThunderPunch
Blast Burn


Hydreigon [Maleficent] (F)
Nature: Hasty (+Speed, -Defence)

Type: Dark/Dragon
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: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+) (Accuracy boost: 15% (14.677011494252873563218390804598% unrounded))
Size Class: 4
Weight Class: 5
Base Rank Total: 22
Moves: 36

EC: 9/9
MC: 0

Abilities:
Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Double Hit
Dragon Pulse
Outrage
Tri Attack
Dragon Rush
Scary Face

Dark Pulse
Earth Power
Ice Fang
Thunder Fang
Head Smash

Taunt
Protect
Thunder Wave
Fire Blast
Rock Slide
Acrobatics
U-Turn
Hidden Power Grass 7
Earthquake
Reflect
Torment
Focus Blast
Surf
Dragon Tail
Substitute
Fly

Draco Meteor


Roserade [Cruella de Vil] (F)
Nature: Bold (+Defence, -Attack)

Typing: 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.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 20
Moves: 33

EC: 9/9
MC: 0
DC: 5/5

Abilities:
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.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Technician (DW UNLOCKED): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) 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.

Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Magical Leaf
GrassWhistle
Weather Ball
Poison Sting
Sweet Scent
Leech Seed
Toxic Spikes
Ingrain
Aromatherapy
Petal Dance

Extrasensory
Giga Drain
Sleep Powder
Synthesis
Spikes
Cotton Spore

Toxic
Venoshock
Shadow Ball
Sunny Day
Solarbeam
Hidden Power Rock 6
Sludge Bomb
Energy Ball
Grass Knot
Substitute
Protect
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#21
I would like to challenge the Battle Arcade!

Mode: Singles

Thread: N/A

Chosen Pokemon with Abilities:
Sigilyph: Magic Guard
Krilowatt: Magic Guard
Camerupt: Solid Rock



Sigilyph (F) Falsefalcon
Nature: Modest (-1 rank in attack, +1 rank in special 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 attacks regardless of weight difference. 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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Ability 1: Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Ability 2: Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Ability 3: Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Stats: 72/58-/80/103+/80/97

HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 97
Size Class: 3
Weight Class: 2
Base Rank Total: 19

MC: 1
DC: 5/5-DW unlocked!

Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Reflect
Air Slash
Psychic
Mirror Move
Gravity
Cosmic Power

Roost
Stored Power
Psycho Shift
AncientPower

Ice Beam
Shadow Ball
Calm Mind
Energy Ball
Protect
Hidden Power (Ground, base 7)
Smack Down
Trick Room
Substitute
Toxic
Psyshock
Flash Cannon
Thunder Wave
Safeguard
Telekinesis
Charge Beam
Psych Up
Double Team
Rest

Total Moves: 38



Krillowatt [Float] Female
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats: 151/84+/73-/83/74/105

HP: 125
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5- DW unlocked!

Abilities:
Ability 1: Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Ability 2: Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Ability 3: Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:

Bubble (*)
Charge (*)
Tackle (*)
ThunderShock (*)
Detect (*)
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Aqua Jet
Counter
Thunder
Hydro Pump
Copycat
Heart Swap
Zap Cannon
Volt Switch
Guillotine
Discharge
BubbleBeam

Muddy Water (*)
Whirlpool (*)
Signal Beam (*)
Follow Me
Sheer Cold
Metronome

Wild Charge (*)
Scald (*)
Ice Beam (*)
Hone Claws
Earthquake
Substitute
Hidden Power (base 7, Grass)
Toxic
Protect
Thunder Wave
Torment
Dive
Payback
Rain Dance
Waterfall
Blizzard
Double Team
Rest

Natural Gift
Endure

Low Kick

Total Moves: 47


Camerupt (Flare) (F)
Nature: Quiet (+1 Rank in special attack; A 15% decrease in Base Speed [truncated] and a +10% flat increase in accuracy (e.g. 85 Accuracy becomes 95) on an opponent's attacks.)
Type: Fire/Ground
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground:
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Magma Armor: (innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Ability 2: 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).
Ability 3: Anger Point: 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).

Stats: 70/100/70/105+/75/40-

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5- DW unlocked!

Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Amnesia
Flame Burst
Earth Power
Flamethrower
Eruption

Heat Wave
Yawn
Stockpile

Flame Charge
Earthquake
Rock Slide
Will O' Wisp
Protect
Fire Blast
SolarBeam
Toxic
Stone Edge
Sunny Day

Endure

Total Moves: 25
Objection would like to challenge the Battle Arcade!

Mode: Singles

Thread: N/A

Chosen Pokemon with Abilities:
Hades the Charizard: Solar Power
Maleficent the Hydreigon: Levitate
Cruella de Vil the Roserade: Technician


Charizard [Hades] (M)
Nature: Lonely (+Attack, -Defence)

Type: Fire/Flying
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Moves: 42

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW UNLOCKED): (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).

Attacks:
Heat Wave
Dragon Claw
Air Slash
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Rage
Flamethrower

Flare Blitz
Rock Slide
Swords Dance
AncientPower
Counter
Crunch

Dig
Brick Break
Will-o-Wisp
Shadow Claw
Sunny Day
Roost
Hone Claws
Reflect
Fire Blast
Fly
Dragon Tail
SolarBeam
Sky Drop
Protect
Earthquake
Aerial Ace
Substitute
Hidden Power Ice 7
Endure
Flame Charge

ThunderPunch
Blast Burn


Hydreigon [Maleficent] (F)
Nature: Hasty (+Speed, -Defence)

Type: Dark/Dragon
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: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+) (Accuracy boost: 15% (14.677011494252873563218390804598% unrounded))
Size Class: 4
Weight Class: 5
Base Rank Total: 22
Moves: 36

EC: 9/9
MC: 0

Abilities:
Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Double Hit
Dragon Pulse
Outrage
Tri Attack
Dragon Rush
Scary Face

Dark Pulse
Earth Power
Ice Fang
Thunder Fang
Head Smash

Taunt
Protect
Thunder Wave
Fire Blast
Rock Slide
Acrobatics
U-Turn
Hidden Power Grass 7
Earthquake
Reflect
Torment
Focus Blast
Surf
Dragon Tail
Substitute
Fly

Draco Meteor


Roserade [Cruella de Vil] (F)
Nature: Bold (+Defence, -Attack)

Typing: 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.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 20
Moves: 33

EC: 9/9
MC: 0
DC: 5/5

Abilities:
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.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Technician (DW UNLOCKED): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) 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.

Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Magical Leaf
GrassWhistle
Weather Ball
Poison Sting
Sweet Scent
Leech Seed
Toxic Spikes
Ingrain
Aromatherapy
Petal Dance

Extrasensory
Giga Drain
Sleep Powder
Synthesis
Spikes
Cotton Spore

Toxic
Venoshock
Shadow Ball
Sunny Day
Solarbeam
Hidden Power Rock 6
Sludge Bomb
Energy Ball
Grass Knot
Substitute
Protect
I guess I'll take you two as well. Thread will be up only tomorrow however(most likely case).
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#22
Let's see how badly we fuck up at this...Challenging the Battle Arcade!

Mode: Singles
Thread: N/A

Pokemon and Abilities:
Simipour: Torrent
Hitmontop: Technician
Cofagrigus: Mummy


Simipour [Blind] (M)
NATURE: Hasty (+16% Accuracy)

TYPE

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

ABILITIES
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Torrent (DW Unlocked): (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

STATS
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 117 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5

ATTACKS (61/61)

PHYSICAL
Acrobatics
Aqua Tail
Astonish
Bite
Brick Break
Covet
Crunch
Cut
Dig
Dive
Facade
Fling
Frustration
Fury Swipes
Giga Impact
Lick
Low Kick
Low Sweep
Natural Gift
Payback
Return
Rock Slide
Rock Smash
Rock Tomb
Scratch
Shadow Claw
Thief
Waterfall

SPECIAL
Blizzard
Brine
Focus Blast
Grass Knot
Hidden Power (Electric 7)
Hydro Pump
Hyper Beam
Ice Beam
Round
Scald
Surf
Water Gun

OTHER

Aqua Ring
Attract
Double Team
Hail
Hone Claws
Leer
Mud Sport
Nasty Plot
Protect
Rain Dance
Recycle
Rest
Role Play
Substitute
Swagger
Taunt
Tickle
Torment
Toxic
Water Sport
Work Up

Hitmontop [Beyblade] (M)
NATURE: Impish

TYPE
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.

ABILITIES
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.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) 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.
Steadfast (DW Unlocked): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

STATS

HP: 90
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 6/6
MC: 0
DC: 5/5

ATTACKS (19)
PHYSICAL
Bullet Punch
Close Combat
Counter
Dig
Fake Out
Hi Jump Kick
Pursuit
Quick Attack
Rapid Spin
Revenge
Rolling Kick
Tackle
Triple Kick

SPECIAL
None

OTHER

Focus Energy
Foresight
Helping Hand
Protect
Substitute
Wide Guard

Cofagrigus [Spiroffin] (M)
NATURE: Sassy (-10% Evasion)

TYPE
Ghost
: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

ABILITIES
Mummy
: (Innate) This Pokemon's skin has a lasting curse on it. When struck by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

STATS
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 3
SpD: Rank 5 (+)
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: N/A

ATTACKS (23)
PHYSICAL
Astonish

SPECIAL
Energy Ball
Hex
Hidden Power (Fighting 7)
Night Shade
Ominous Wind
Psychic
Shadow Ball

OTHER

Curse
Destiny Bond
Disable
Double Team
Endure
Guard Split
Haze
Heal Block
Imprison
Mean Look
Nasty Plot
Power Split
Protect
Toxic
Will-O-Wisp


Let's do this!
 
#23
Us too!

Mode: Singles

Thread: N/A

Chosen Pokemon with Abilities:
Ninetales: Drought
Togekiss: Serene Grace
Revenankh: Shed Skin


Ninetales(*) [Kyukon] (F)
Nature: Timid (+15% Speed, +15% Accuracy, -1 Atk)
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 brushfire areas.

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Drought (DW): (Innate) When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 115 (100 *1.15) (+) (15% Accuracy boost)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
Total Moves: 44

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Confuse Ray(*)
Ember(*)
Fire Spin(*)
Flame Burst(*)
Flamethrower(*)
Imprison(*)
Quick Attack(*)
Roar(*)
Safeguard(*)
Tail Whip(*)
Will-O-Wisp(*)
Extrasensory
Fire Blast
Grudge
Inferno
Nasty Plot

Disable(*)
Heat Wave(*)
Hypnosis(*)
Hex
Power Swap
Spite
Tail Slap

Energy Ball(*)
Hidden Power (Rock, 7)(*)
Substitute(*)
Bide
Dark Pulse
Dig
Double Team
Dream Eater
Flame Charge
Incinerate
Overheat
Protect
Psyshock
Reflect
SolarBeam
Swift
Toxic

Endure
Magic Coat
Mimic
Pain Split

Togekiss [Togekissu] (F)
Nature: Modest (+1 SpA, -1 Atk)
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.

Abilities:
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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (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.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 57

EC: 9/9
MC: 0
DC: 5/5

Attacks:
After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Charm
Encore
ExtremeSpeed
Follow Me
Growl
Magical Leaf
Metronome
Safeguard
Sky Attack
Sweet Kiss
Yawn

Extrasensory
Foresight
Future Sight
Mirror Move
Morning Sun
Nasty Plot
Psycho Shift

Detect
Endure
Flamethrower
Fly
Hyper Beam
Light Screen
Mud-Slap
Protect
Psychic
Psyshock
Reflect
Shadow Ball
Silver Wind
SolarBeam
Sunny Day
Swagger
Telekinesis
Thunder Wave
Toxic
Water Pulse
Zap Cannon

Air Cutter
Body Slam
Counter
Heal Bell
Magic Coat
Mimic
Ominous Wind
Signal Beam
Softboiled
Tailwind
Tri Attack
Uproar

Revenankh [] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Ghost/Fighting
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.
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.

Abilities:
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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW): (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.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 46

MC: 0
DC: 5/5

Attacks:
Arm Thrust
Bide
Glare
Hammer Arm
Mean Look
Moonlight
Power Whip
Revenge
Rock Tomb
Sand Tomb
Shadow Punch
Superpower
Vital Throw
Wrap
Wring Out

Counter
Curse
Drain Punch
Mach Punch
Shadow Sneak
Submission
Wide Guard

Brick Break
Bulk Up
Double Team
Earthquake
Embargo
Endure
Focus Punch
Low Sweep
Payback
Poison Jab
Protect
Rest
Rock Slide
Rock Smash
Safeguard
Substitute
Swagger
Taunt
Telekinesis
Torment
Toxic

Mud-Slap
Ice Punch
Pain Split
 
#24
Okay, a week has passed and I'm back from Seattle, so now it's time to start prepping for my first TLR! And to start with...

Format: Singles
Thread: Right here.
Pokemon #1: Tomohawk (Prankster)
Pokemon #2: Cyclohm (Static)
Pokemon #3: Lucario (Inner Focus)


Tomohawk [Elaine] (Female)
"<Of course I knew that was going to happen, I foresaw it!...What do you mean I should have told you that?!>"
A shiny Tomohawk the wanderer caught along with Karamazov the Cyclohm. A wise but incredibly haughty pokemon, Elaine's tendency to look down on just about everyone (including her "mon-keigh" trainer) gets her into trouble more often than not. She claims that she can see the future, but that claim is dubious at best.

Nature: Modest (+1 SpA, -1 Atk)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities: Intimidate, Prankster, Justified (DW)
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 thier 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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW, Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase 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.

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (25 total):
Level Up:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Work Up
Bulk Up
Retaliate
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Earth Power
Air Slash
Heat Wave
Rain Dance
Hurricane

Egg:
Roost
Yawn
Confuse Ray

TM:
Taunt
Toxic
Protect
Solarbeam

Cyclohm [Karamazov (From left head: Mitya, Alyosha and Ivan)] (Male)
*Ceaseless squabbling*
A Cyclohm the wanderer had caught shortly after his first battle hall challenge, along with Elaine the Tomohawk. Each head has a personality of their own: Mitya is brash and courageous; Ivan, calm and logical; and the youngest head, Alyosha, is somewhere in between. The only time when Karamazov's heads aren't fighting with one another is when they're fighting another pokemon.

Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities
: Shield Dust, Static, Overcoat (DW)
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW, Unlocked): (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).

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (25 total):

Level Up:
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Double Hit
Dragon Pulse
Whirlwind
Bide
Weather Ball
Tri-attack
Leer
Hurricane

Egg:
Hydro Pump
Heal Bell
Power Gem
Magnet Rise

TM:
Flamethrower
Thunderbolt
Thunder Wave
Ice Beam
Light Screen

Lucario(*) [Rico] (Male)
"See, this is one of the laws of the universe. You know, atoms make up all matter, gravity pulls things down, Rico'll tear you a new one, stuff like that."
A Lucario with a tattered scarf as red as the blood he spills. Having been in the wanderer's care as long as he can remember, Rico's fierce loyalty, hot head and even hotter blood have led to him to become something like the team's leader - and quite possibly the wanderer's mightiest pokemon.

Nature: Naughty (+1 atk, -1 SpD)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.

Abilities: Inner Focus, Steadfast, Justified (DW)
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.
Steadfast: (innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Justified (DW, unlocked): (innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (32 total):
Level Up:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Copycat
Final Gambit
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Dragon Pulse
Close Combat
Extremespeed

Egg:
Blaze Kick(*)
Vacuum Wave (*)
Iron Defense(*)
Circle Throw

TM:
Hidden Power(*) - Ice, power 7
Swords Dance(*)
Earthquake(*)
Psychic

Past Gen:
Thunderpunch
Ice Punch
Zen Headbutt
Magnet Rise
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#25
Let's see how badly we fuck up at this...Challenging the Battle Arcade!

Mode: Singles
Thread: N/A

Pokemon and Abilities:
Simipour: Torrent
Hitmontop: Technician
Cofagrigus: Mummy


Simipour [Blind] (M)
NATURE: Hasty (+16% Accuracy)

TYPE

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

ABILITIES
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Torrent (DW Unlocked): (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

STATS
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 117 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5

ATTACKS (61/61)

PHYSICAL
Acrobatics
Aqua Tail
Astonish
Bite
Brick Break
Covet
Crunch
Cut
Dig
Dive
Facade
Fling
Frustration
Fury Swipes
Giga Impact
Lick
Low Kick
Low Sweep
Natural Gift
Payback
Return
Rock Slide
Rock Smash
Rock Tomb
Scratch
Shadow Claw
Thief
Waterfall

SPECIAL
Blizzard
Brine
Focus Blast
Grass Knot
Hidden Power (Electric 7)
Hydro Pump
Hyper Beam
Ice Beam
Round
Scald
Surf
Water Gun

OTHER

Aqua Ring
Attract
Double Team
Hail
Hone Claws
Leer
Mud Sport
Nasty Plot
Protect
Rain Dance
Recycle
Rest
Role Play
Substitute
Swagger
Taunt
Tickle
Torment
Toxic
Water Sport
Work Up

Hitmontop [Beyblade] (M)
NATURE: Impish

TYPE
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.

ABILITIES
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.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) 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.
Steadfast (DW Unlocked): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

STATS

HP: 90
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 6/6
MC: 0
DC: 5/5

ATTACKS (19)
PHYSICAL
Bullet Punch
Close Combat
Counter
Dig
Fake Out
Hi Jump Kick
Pursuit
Quick Attack
Rapid Spin
Revenge
Rolling Kick
Tackle
Triple Kick

SPECIAL
None

OTHER

Focus Energy
Foresight
Helping Hand
Protect
Substitute
Wide Guard

Cofagrigus [Spiroffin] (M)
NATURE: Sassy (-10% Evasion)

TYPE
Ghost
: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

ABILITIES
Mummy
: (Innate) This Pokemon's skin has a lasting curse on it. When struck by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

STATS
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 3
SpD: Rank 5 (+)
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: N/A

ATTACKS (23)
PHYSICAL
Astonish

SPECIAL
Energy Ball
Hex
Hidden Power (Fighting 7)
Night Shade
Ominous Wind
Psychic
Shadow Ball

OTHER

Curse
Destiny Bond
Disable
Double Team
Endure
Guard Split
Haze
Heal Block
Imprison
Mean Look
Nasty Plot
Power Split
Protect
Toxic
Will-O-Wisp


Let's do this!
Us too!

Mode: Singles

Thread: N/A

Chosen Pokemon with Abilities:
Ninetales: Drought
Togekiss: Serene Grace
Revenankh: Shed Skin


Ninetales(*) [Kyukon] (F)
Nature: Timid (+15% Speed, +15% Accuracy, -1 Atk)
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 brushfire areas.

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Drought (DW): (Innate) When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 115 (100 *1.15) (+) (15% Accuracy boost)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
Total Moves: 44

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Confuse Ray(*)
Ember(*)
Fire Spin(*)
Flame Burst(*)
Flamethrower(*)
Imprison(*)
Quick Attack(*)
Roar(*)
Safeguard(*)
Tail Whip(*)
Will-O-Wisp(*)
Extrasensory
Fire Blast
Grudge
Inferno
Nasty Plot

Disable(*)
Heat Wave(*)
Hypnosis(*)
Hex
Power Swap
Spite
Tail Slap

Energy Ball(*)
Hidden Power (Rock, 7)(*)
Substitute(*)
Bide
Dark Pulse
Dig
Double Team
Dream Eater
Flame Charge
Incinerate
Overheat
Protect
Psyshock
Reflect
SolarBeam
Swift
Toxic

Endure
Magic Coat
Mimic
Pain Split

Togekiss [Togekissu] (F)
Nature: Modest (+1 SpA, -1 Atk)
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.

Abilities:
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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (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.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 57

EC: 9/9
MC: 0
DC: 5/5

Attacks:
After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Charm
Encore
ExtremeSpeed
Follow Me
Growl
Magical Leaf
Metronome
Safeguard
Sky Attack
Sweet Kiss
Yawn

Extrasensory
Foresight
Future Sight
Mirror Move
Morning Sun
Nasty Plot
Psycho Shift

Detect
Endure
Flamethrower
Fly
Hyper Beam
Light Screen
Mud-Slap
Protect
Psychic
Psyshock
Reflect
Shadow Ball
Silver Wind
SolarBeam
Sunny Day
Swagger
Telekinesis
Thunder Wave
Toxic
Water Pulse
Zap Cannon

Air Cutter
Body Slam
Counter
Heal Bell
Magic Coat
Mimic
Ominous Wind
Signal Beam
Softboiled
Tailwind
Tri Attack
Uproar

Revenankh [] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Ghost/Fighting
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.
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.

Abilities:
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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW): (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.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 46

MC: 0
DC: 5/5

Attacks:
Arm Thrust
Bide
Glare
Hammer Arm
Mean Look
Moonlight
Power Whip
Revenge
Rock Tomb
Sand Tomb
Shadow Punch
Superpower
Vital Throw
Wrap
Wring Out

Counter
Curse
Drain Punch
Mach Punch
Shadow Sneak
Submission
Wide Guard

Brick Break
Bulk Up
Double Team
Earthquake
Embargo
Endure
Focus Punch
Low Sweep
Payback
Poison Jab
Protect
Rest
Rock Slide
Rock Smash
Safeguard
Substitute
Swagger
Taunt
Telekinesis
Torment
Toxic

Mud-Slap
Ice Punch
Pain Split
Taking these 2 folks.
 
Status
Not open for further replies.