Alright maggots, listen up! Only Mowtom, The Royal Guard and The Wanderer should be posting in this thread! Failure to comply will result in things happening. Terrible things. Things that will make you piss yourself when you listen to Talking Heads. You have been warned.
Good evening, ladies and gentlemen.
February 10th, 201X. That was the day the salesmen invaded.
Even a year later, I still don't know how it happened. I suspected a certain employee of mine had something to do with it; I don't have any evidence to support this claim, but experience has taught me that whenever something bad happens to me, it's his fault twelve times out of ten. Nevertheless, we only barely fought them off - as it turns out, Japanese pop music of all things makes them explode.
I didn't think too much of the incident following those days; none of us did. Surreal crap happens to my arena all the goddamn time, like the time aliens landed, or when that glitchy thing terrorized us, or the satanic ritual...ugh, that one was just PEACHY. In any case, when the salesmen were defeated, I took it the same way I always did; Pick up something nice and heavy (lethally so, preferably), chuck it at the aforementioned employee, and called it a day, satisfied it would never happen again.
Well, I was wrong about this one. Good God, was I wrong.
Even a year later, I still don't know how it happened. I suspected a certain employee of mine had something to do with it; I don't have any evidence to support this claim, but experience has taught me that whenever something bad happens to me, it's his fault twelve times out of ten. Nevertheless, we only barely fought them off - as it turns out, Japanese pop music of all things makes them explode.
I didn't think too much of the incident following those days; none of us did. Surreal crap happens to my arena all the goddamn time, like the time aliens landed, or when that glitchy thing terrorized us, or the satanic ritual...ugh, that one was just PEACHY. In any case, when the salesmen were defeated, I took it the same way I always did; Pick up something nice and heavy (lethally so, preferably), chuck it at the aforementioned employee, and called it a day, satisfied it would never happen again.
Well, I was wrong about this one. Good God, was I wrong.
Da Rules said:6v6 FE doubles
2 subs
1 mega
2 day DQ
2 recoveries/5 chills
Items: OK
Switch: OK
Abilities: All
ASB Arena
Tonight's warriors are:
Mowtom:

Reuniclus [Bubble] (F)
Mowtom found Bubble while traveling in the Unova region. Her mother belonged to Catlin of the Elite Four, but Bubble wanted to see the world. She did inherit one thing from her mother's trainer, however. Bubble enjoys battling, but she can have trouble staying awake, even during a battle.
Type: Psychic
- Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Overcoat / Magic Guard / Regenerator (Unlocked)
- This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. The Pokemon is also immune to "Powder" moves. (Full List: Cotton Spore, Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.) If the Pokemon is already immune to at least one (1) kind of weather, or powder attacks by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
- 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, Burn, and Partial Trapping moves. It can still attack itself in confusion, and will still take 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 negated.
- 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: 110
Atk: 3
Def: 3
SpA: 6 (+)
SpD: 3
Spe: 26 (-) (-10% Evasion)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC: 9/9
MC: 0
AC: 5/5
Attacks (49/80):
Physical
Dizzy Punch
Endeavor
Explosion
Fire Punch
Focus Punch
Gyro Ball
Ice Punch
Knock Off
Rock Slide
Rollout
Secret Power
Special
Energy Ball
Flash Cannon
Focus Blast
Hidden Power (Fire)
Infestation
Night Shade
Psychic
Psyshock
Psywave
Signal Beam
Shadow Ball
Shock Wave
Snore
Thunder
Status
Acid Armor
After You
Charm
Confuse Ray
Double Team
Embargo
Flash
Future Sight
Gravity
Heal Block
Helping Hand
Imprison
Light Screen
Magic Coat
Pain Split
Protect
Recover
Reflect
Skill Swap
Snatch
Substitute
Telekinesis
Thunder Wave
Trick
Trick Room
Wonder Room

Infernape [George] (M)
Mowtom found George after the latter had fallen out of a Tropius in an attempt to steal some bananas. He rushed him to the Pokemon Center, which happened to have a supply of both bananas and bandages for George. George was so thankful to Mowtom that he agreed to travel with him.
Types: Fire / Fighting
- Fire STAB; immune to burn status. Brighten Command.
- Brighten Command: For the next six (6) actions, all this Pokemon's attacks will have their accuracy increased by one stage.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
- Brighten Command: For the next six (6) actions, all this Pokemon's attacks will have their accuracy increased by one stage.
- Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Blaze / Iron Fist (Unlocked)
- 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)
- The Base Attack Power of this Pokemon's "Punch" attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamic Punch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunder Punch, Power-Up Punch)
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 4
SpD: 2 (-)
Spe: 125 (+) (+18% Accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 0
AC: 5/5
Attacks (49/102):
Physical
Acrobatics
Aerial Ace
Blaze Kick
Brick Break
Close Combat
Counter
Dig
Dual Chop
Earthquake
Facade
Fake Out
Feint
Fire Punch
Flame Wheel
Flare Blitz
Focus Punch
Fury Swipes
Low Kick
Mach Punch
Power-Up Punch
Punishment
Scratch
Thunder Punch
U-turn
Special
Ember
Fire Blast
Fire Spin
Flamethrower
Focus Blast
Grass Knot
Hidden Power (Ice)
Solar Beam
Status
Double Team
Encore
Endure
Focus Energy
Helping Hand
Leer
Nasty Plot
Protect
Quick Guard
Roar
Slack Off
Stealth Rock
Substitute
Sunny Day
Taunt
Torment
Will-o-Wisp

Gastrodon [Sluggy Slug] (F)
Like Mowtom himself, Sluggy Slug comes from Sinnoh, but from the opposite side of Mount Coronet. She prefers to stay relaxed and cheerful, even when taking repeated hits, but cannot stand it when someone mistakes her for a West Sea Gastrodon. Apparently the two groups have a long-seated rivalry. Who knew?
Types: Water / Ground
- Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
- Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Sticky Hold / Storm Drain / Sand Force (Unlocked)
- This Pokemon's body is covered in a sticky substance that prevents item theft or swapping.
- 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.
- 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.
Stats:
HP: 110
Atk: 3
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 33 (-) (-10% Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 0
AC: 5/5
Attacks (37/74):
Physical
Body Slam
Counter
Dig
Dive
Earthquake
Waterfall
Special
Ancient Power
Brine
Clear Smog
Earth Power
Hidden Power (Fire)
Ice Beam
Infestation
Mirror Coat
Mud Bomb
Mud-Slap
Muddy Water
Scald
Sludge
Sludge Bomb
Surf
Water Pulse
Status
Acid Armor
Amnesia
Curse
Double Team
Endure
Harden
Mud Sport
Pain Split
Protect
Rain Dance
Recover
Rest
Sandstorm
Substitute
Yawn

Snorlax [Om Nom] (M)
Om Nom comes from a strange land, where creatures live in boxes and wait for candy to be delivered to their mouths. When Mowtom visited, he got very good at cutting the ropes needed to deliver candy to Om Nom, who decided to tag along with him in secret when Mowtom left. Obviously, he was a Munchlax at the time, and has since changed drastically.
Type: Normal
- Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.
Immunity / Thick Fat / Gluttony (Unlocked)
- 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.
- 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.)
- This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). It also regains three (3) HP per action when holding Leftovers.
Stats:
HP: 130
Atk: 4
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 26 (-) (-10% Evasion)
Size Class: 4
Weight Class: 9
Base Rank Total: 23
EC: 6/6
MC: 0
AC: 5/5
Attacks (41/121):
Physical
Body Slam
Chip Away
Counter
Crunch
Earthquake
Fire Punch
Fling
Frustration
Giga Impact
Headbutt
Heavy Slam
Ice Punch
Last Resort
Lick
Return
Self-Destruct
Tackle
Zen Headbutt
Special
Blizzard
Fire Blast
Hidden Power (Fairy)
Hyper Beam
Hyper Voice
Ice Beam
Thunderbolt
Surf
Status
Amnesia
Belly Drum
Defense Curl
Double Team
Endure
Metronome
Odor Sleuth
Protect
Recycle
Rest
Screech
Snatch
Substitute
Whirlwind
Yawn

Togekiss [Joy] (F)
Mowtom first found Joy as an Egg left in a Pokemon Center by an unknown person. He took the Egg with him at the nurse's insistence. When she hatched, Joy was given that name for two reasons: to honor the nurse who gave Mowtom the Egg, and because she is always overflowing with, well, joy.
Types: Fairy / Flying
- Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
- Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Hustle / Serene Grace / Super Luck (Unlocked)
- No default effect. When toggled, this Pokemon puts immense force and speed into 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.
- This Pokemon has a blessing which doubles the success chance of its attack's secondary effects. (eg paralysis from Thunderbolt)
- 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 50% of the time.
Stats:
HP: 100
Atk: 1 (-)
Def: 3
SpA: 5
SpD: 4
Spe: 92 (+) (+10% Accuracy)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 9/9
MC: 0
AC: 5/5
Attacks (43/120):
Physical
Endeavor
Extreme Speed
Fly
Last Resort
Sky Attack
Special
Air Slash
Ancient Power
Aura Sphere
Dazzling Gleam
Extrasensory
Fairy Wind
Fire Blast
Heat Wave
Hidden Power (Ground)
Hyper Beam
Magical Leaf
Shadow Ball
Status
After You
Baton Pass
Bestow
Charm
Defog
Double Team
Encore
Endure
Follow Me
Growl
Heal Bell
Helping Hand
Light Screen
Magic Coat
Metronome
Mirror Move
Morning Sun
Nasty Plot
Protect
Psycho Shift
Reflect
Substitute
Sweet Kiss
Tailwind
Thunder Wave
Yawn

Ampharos [Deckard] (M)
Deckard found Mowtom in a bookstore, when Mowtom tried to buy Deckard's favorite book, Do Androids Dream of Electric Sheep?. When Mowtom explained that he had always wanted to read it but was never able to, Deckard agreed to let him take it, but only if Mowtom would let Deckard travel with him so that the book would be well-looked after.
Type: Electric
- Electric STAB; immune to paralysis status.
Static / Plus (Unlocked)
- 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.
- This Pokemon possesses a positive electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Minus, this Pokemon's special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).
Stats:
HP: 100
Atk: 3
Def: 3
SpA: 4
SpD: 4 (+)
Spe: 47 (-) (-10% Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 18

Mega Ampharos [Deckard] (M)
After a very close 13v13, Mowtom was walking home with Deckard next to him. Suddenly, Deckard stopped to pick up a stone from the ground. As he did so, an incredible transformation occurred. Deckard then refused to move a muscle before he finished considering what this means for the world.
Types: Electric / Dragon
- Electric STAB; immune to paralysis status.
- Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Static / Plus / Mold Breaker
- 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.
- This Pokemon possesses a positive electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Minus, this Pokemon's special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).
- 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, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities such as Limber will remove their relevant status at the start of the victim's next action. For a full list of affected abilities, see http://pastebin.com/sMzktgbV
Stats:
HP: 100
Atk: 3
Def: 4
SpA: 7
SpD: 5 (+)
Spe: 39 (-) (-10% Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
MC: 0
AC: 5/5
Attacks (37/85):
Physical
Fire Punch
Tackle
Take Down
Thunder Punch
Special
Discharge
Dragon Pulse
Electro Ball
Focus Blast
Hyper Beam
Hidden Power (Ice)
Power Gem
Signal Beam
Thunder
Thunder Shock
Thunderbolt
Volt Switch
Zap Cannon
Status
Agility
Charge
Confuse Ray
Cotton Guard
Cotton Spore
Electric Terrain
Endure
Growl
Ion Deluge
Light Screen
Magnetic Flux
Odor Sleuth
Protect
Rain Dance
Reflect
Rest
Sand Attack
Sleep Talk
Substitute
Thunder Wave
The Royal Guard who didn't put his mons in hide tags:
*<Lucario> [Isaac] (Male)
Nature: Naive
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.
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: (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 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+) (+12% Accuracy & Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 1
DC: 5/5
Total Moves: 101
Attacks:(66)
*Counter
*Endure
*Feint
*Force Palm
*Foresight
*Quick Attack
*Reversal
*Screech
Aura Sphere
Bone Rush
Calm Mind
Close Combat
Copycat
Dark Pulse
Detect
Dragon Pulse
Extremespeed
Heal Pulse
Me First
Metal Claw
Metal Sound
Quick Guard
*Agility
*Blaze Kick
*Vacuum Wave
Bullet Punch
Cross Chop
Hi-Jump Kick
Sky Uppercut
Zen Headbutt
*Brick Break
*Earthquake
*Rock Slide
*Shadow Claw
Bulldoze
Dig
Double Team
Drain Punch
Dual Chop
Earthquake
Facade
Flash Cannon
Focus Blast
Focus Punch
Giga Impact
Helping Hand
Hone Claws
Ice Punch
Iron Defense
Iron Tail
Magic Coat
Magnet Rise
Mud Slap
Psychic
Rain Dance
Rest
Retaliate
Return
Roar
Role Play
Shadow Ball
Sleep Talk
Snore
Substitute
Thunder Punch
Toxic
<Flygon> [Gabrielle] (Female)
Nature: Naive
Type: Ground/Dragon
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.
Abilities:
Levitate:
Type: Passive
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Flygon
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2(-)
Spe: 115(+)(+15% acc)
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC:9/9
MC: 0
Attacks:(23)
Bite
Sand-Attack
Faint Attack
Sand Tomb
Mud Slap
Bide
Bulldoze
Rock Slide
Earthpower
Fissure
Sand Storm
Screech
Superpower
Endure
Signal Beam
Flail
Gust
Bug Bite
Earthquake
Protect
Stuggle Bug
Solarbeam
Toxic
Fire Punch
Kethzyal(Starmie)
Nature: Modest (+ to S.Attack, - to Attack)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Illuminate:(Activate) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
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.
Analytic:(Innate)(DW)(UNLOCKED) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
HP: 90
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC:6/6
MC:8
DC:5/5
Total Moves: 86
Moves:(16)
Camouflage
Confuse Ray
Harden
Hydro Pump
Light Screen
Power Gem
Rapid Spin
Recover
Swift
Tackle
Water Gun
Dive
Ice Beam
Pain Split
Protect
Psychic
Reflect
Thunder
Thunder Wave
Zap Cannon
<Leonard>[Luxray] [Male]
Nature: Jolly(+Speed -Special Attack)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
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).
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.
Guts: Innate
DW UNLOCKED:
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.
Luxray
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 81(+)(+7.54 Accuracy)
Size Class: 4
Weight Class: 3
Base Rank Total: 20
EC:9/9
MC:0
DC:5/5
Total Moves: 59
Moves:(30)
Bite
Charge
Crunch
Discharge
Leer
Roar
Scary Face
Spark
Swagger
Discharge
Tackle
Thunder Fang
Wild Charge
Fire Fang
Helping Hand
Howl
Ice Fang
Night Slash
Quick Attack
Double Team
Light Screen
Superpower
Endure
Protect
Roar
Snarl
Substitute
Thunder Wave
Toxic
Volt Switch
<Weavile> [Arik] (Male)
Nature: Lonely (+1 to Attack, -1 to Def)
Type: Ice/Dark
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.
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.
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.
Pickpocket:(DW)(UNLOCKED)(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.
Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 2(-)
SpA: Rank 2
SpD: Rank 3
Spe: 125
Size Class: 2
Weight Class: 3
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Total Moves: 101
Attacks:(42)
Agility
Assurance
Beat Up
Dark Pulse
Embargo
Faint Attack
Fling
Fling
Fury Swipes
Hone Claws
Ice Shard
Icy Wind
Leer
Metal Claw
Nasty Plot
Night Slash
Punishment
Quick Attack
Revenge
Scratch
Screech
Slash
Snatch
Taunt
Avalanche
Bite
Counter
Crush Claw
Double Hit
Dynamic Punch
Fake Out
Feint
Ice Punch
Dig
Focus Punch
Protect
Reflect
Shadow Claw
Sleep Talk
Snore
Torment
Hail
Endure
X-Scissor
*<Arcanine> [Edward] (Male)
Nature: Naughty
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.
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.
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.
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: 95
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: 6/6
MC: 1
DC: 5/5
Total Moves: 81
Attacks:(40)
*Bite
*Ember
*Flame Wheel
*Helping Hand
*Leer
*Odor Sleuth
*Reversal
*Roar
*Take Down
Agility
Crunch
Extremespeed
Fire Fang
Flame Burst
Flamethrower
Flare Blitz
Retaliate
Thunder Fang
*Close Combat
*Heat Wave
*Morning Sun
Double Edge
Howl
Outrage
Thrash
*Aerial Ace
*Dig
*Flame Charge
*Wild Charge
Bide
Double Team
Endure
Mimic
Protect
Safeguard
Toxic
Will-O-Wisp
Teleport
Substitute

Nature: Naive
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.
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: (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 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+) (+12% Accuracy & Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 1
DC: 5/5
Total Moves: 101
Attacks:(66)
*Counter
*Endure
*Feint
*Force Palm
*Foresight
*Quick Attack
*Reversal
*Screech
Aura Sphere
Bone Rush
Calm Mind
Close Combat
Copycat
Dark Pulse
Detect
Dragon Pulse
Extremespeed
Heal Pulse
Me First
Metal Claw
Metal Sound
Quick Guard
*Agility
*Blaze Kick
*Vacuum Wave
Bullet Punch
Cross Chop
Hi-Jump Kick
Sky Uppercut
Zen Headbutt
*Brick Break
*Earthquake
*Rock Slide
*Shadow Claw
Bulldoze
Dig
Double Team
Drain Punch
Dual Chop
Earthquake
Facade
Flash Cannon
Focus Blast
Focus Punch
Giga Impact
Helping Hand
Hone Claws
Ice Punch
Iron Defense
Iron Tail
Magic Coat
Magnet Rise
Mud Slap
Psychic
Rain Dance
Rest
Retaliate
Return
Roar
Role Play
Shadow Ball
Sleep Talk
Snore
Substitute
Thunder Punch
Toxic

Nature: Naive
Type: Ground/Dragon
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.
Abilities:
Levitate:
Type: Passive
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Flygon
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2(-)
Spe: 115(+)(+15% acc)
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC:9/9
MC: 0
Attacks:(23)
Bite
Sand-Attack
Faint Attack
Sand Tomb
Mud Slap
Bide
Bulldoze
Rock Slide
Earthpower
Fissure
Sand Storm
Screech
Superpower
Endure
Signal Beam
Flail
Gust
Bug Bite
Earthquake
Protect
Stuggle Bug
Solarbeam
Toxic
Fire Punch

Nature: Modest (+ to S.Attack, - to Attack)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Illuminate:(Activate) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
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.
Analytic:(Innate)(DW)(UNLOCKED) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
HP: 90
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC:6/6
MC:8
DC:5/5
Total Moves: 86
Moves:(16)
Camouflage
Confuse Ray
Harden
Hydro Pump
Light Screen
Power Gem
Rapid Spin
Recover
Swift
Tackle
Water Gun
Dive
Ice Beam
Pain Split
Protect
Psychic
Reflect
Thunder
Thunder Wave
Zap Cannon

Nature: Jolly(+Speed -Special Attack)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
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).
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.
Guts: Innate
DW UNLOCKED:
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.
Luxray
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 81(+)(+7.54 Accuracy)
Size Class: 4
Weight Class: 3
Base Rank Total: 20
EC:9/9
MC:0
DC:5/5
Total Moves: 59
Moves:(30)
Bite
Charge
Crunch
Discharge
Leer
Roar
Scary Face
Spark
Swagger
Discharge
Tackle
Thunder Fang
Wild Charge
Fire Fang
Helping Hand
Howl
Ice Fang
Night Slash
Quick Attack
Double Team
Light Screen
Superpower
Endure
Protect
Roar
Snarl
Substitute
Thunder Wave
Toxic
Volt Switch

Nature: Lonely (+1 to Attack, -1 to Def)
Type: Ice/Dark
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.
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.
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.
Pickpocket:(DW)(UNLOCKED)(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.
Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 2(-)
SpA: Rank 2
SpD: Rank 3
Spe: 125
Size Class: 2
Weight Class: 3
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Total Moves: 101
Attacks:(42)
Agility
Assurance
Beat Up
Dark Pulse
Embargo
Faint Attack
Fling
Fling
Fury Swipes
Hone Claws
Ice Shard
Icy Wind
Leer
Metal Claw
Nasty Plot
Night Slash
Punishment
Quick Attack
Revenge
Scratch
Screech
Slash
Snatch
Taunt
Avalanche
Bite
Counter
Crush Claw
Double Hit
Dynamic Punch
Fake Out
Feint
Ice Punch
Dig
Focus Punch
Protect
Reflect
Shadow Claw
Sleep Talk
Snore
Torment
Hail
Endure
X-Scissor

Nature: Naughty
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.
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.
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.
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: 95
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: 6/6
MC: 1
DC: 5/5
Total Moves: 81
Attacks:(40)
*Bite
*Ember
*Flame Wheel
*Helping Hand
*Leer
*Odor Sleuth
*Reversal
*Roar
*Take Down
Agility
Crunch
Extremespeed
Fire Fang
Flame Burst
Flamethrower
Flare Blitz
Retaliate
Thunder Fang
*Close Combat
*Heat Wave
*Morning Sun
Double Edge
Howl
Outrage
Thrash
*Aerial Ace
*Dig
*Flame Charge
*Wild Charge
Bide
Double Team
Endure
Mimic
Protect
Safeguard
Toxic
Will-O-Wisp
Teleport
Substitute
And since this fight was started by the ref, a Bronzor will be flipped to determine who goes first, heads going to Mowtom:
It's tails! Royal Guard sends his mons out first!

It's tails! Royal Guard sends his mons out first!
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