Dogfish44's Team: [a]Emolga[/a] Emolga (F) (*) (Move your mouse to reveal the content) Emolga (F) (*) (open) Emolga (F) (*) (close) Emolga [Boltair] (Female) (*) Nature: Mild (+1 Sp.Atk ; -1 Def) 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. 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: 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. Motor Drive (DW) (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. This boost is maintained at the end of each round. Stats: Emolga HP: 90 Atk: Rank 3 Def: Rank 1 (-) SpA: Rank 4 (+) SpD: Rank 2 Spe: 103 Size Class: 1 Weight Class: 1 Base Rank Total: 16 EC: N/A MC: 0 DC: 5/5 Attacks: Acrobatics (*) Aerial Ace Agility Air Slash (*) Astonish Attract Baton Pass Charge (*) Charge Beam Charm Covet Cut Discharge Double Team (*) Electro Ball Encore Facade Flash Fling Frustration Hidden Power (Grass,7) Iron Tail (*) Light Screen Protect Pursuit (*) Quick Attack (*) Rain Dance Rest Return Roost (*) Round Shock Wave (*) Spark (*) Substitute Swagger Tail Whip (*) Taunt Thunder ThunderShock Thunder Wave Thunderbolt Tickle Toxic U-Turn Volt Switch Wild Charge Total Moves: 46 - Movepool Complete [a]Seaking[/a] Seaking (F) (Move your mouse to reveal the content) Seaking (F) (open) Seaking (F) (close) Seaking [Dahlia] (Female) Nature: Modest (+1 SpA ; -1 Atk) Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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. LightningRod (DW) (Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate. Stats: HP: 100 Atk: Rank 2 (-) Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 3 Spe: 68 Size Class: 3 Weight Class: 3 EC: 6/6 MC: 0 DC: 5/5 Attacks: Agility Aqua Ring Flail Fury Attack Horn Attack Horn Drill Megahorn Peck Poison Jab Soak Supersonic Tail Whip Water Pulse Water Sport Waterfall Hydro Pump Mud Shot Signal Beam Hidden Power [Electric, 7] Ice Beam Protect Substitute Surf Total moves: 23 [a]Lanturn[/a] Lanturn (F) (Move your mouse to reveal the content) Lanturn (F) (open) Lanturn (F) (close) Lanturn [Lumos Maxima] (F) Nature: Modest (+1 SpA, -1 Atk) Type: Water / Electric Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Electric: 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. HP: 120 Atk: 1 (-) Def: 2 SpA: 4 (+) SpD: 3 Spe: 67 Size Class: 2 Weight Class: 2 Abilities: 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. 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) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released. Water Absorb (DW) (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. EC: 6/6 MC: 1 DC: 5/5 Aqua Ring Bubble BubbleBeam Charge Confuse Ray Discharge Electro Ball Flail Hydro Pump Signal Beam Spark Spit Up Stockpile Supersonic Swallow Take Down Thunder Wave Water Gun Agility Psybeam Whirlpool Blizzard Dive Ice Beam Protect Substitute Surf Toxic Volt Switch Endure Icy Wind Total Moves: 31 Orcinus Duo's Team: Marge (Move your mouse to reveal the content) Marge (open) Marge (close) Ludicolo - Marge (F) KOC: 4 Nature: Naughty Type: Water/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. Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 3 SpD: Rank 3 (-) Spe: 70 Size Class: 3 Weight Class: 4 EC: 9/9 MC: 0 DC: 5/5 Attacks: (35) Astonish Growl Absorb Nature Power Mist Natural Gift Mega Drain Bubblebeam Fake Out Fury Swipes Counter Giga Drain Flail Surf Rain Dance Double Team Endure Ice Beam Synthesis Energy Ball Zen Headbutt Protect Substitute Toxic Seed Bomb Solarbeam Thunder Punch Ice Punch Drain Punch Fire Punch Dive Hydro Pump Brick Break Waterfall Hyper Beam Mind (Move your mouse to reveal the content) Mind (open) Mind (close) Mr. Mime - Mind (F) KOC: 10 Nature: Timid 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. 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. Filter: (Innate) This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2). 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. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 4 SpD: Rank 5 Spe: 104 (+) Acc: +12% Size Class: 3 Weight Class: 4 EC: 6/6 MC: 1 DC: 5/5 Attacks (67): Tickle Barrier Confusion Copycat Meditate Encore DoubleSlap Mimic Light Screen Reflect Psybeam Fake Out Confuse Ray Icy Wind Psyshock Protect Toxic Psychic Double Team Hypnosis Endure Magic coat Thunder Wave Thunder Taunt Shadow Ball Nasty Plot Signal Beam Safeguard Snatch Attract Substitute Sunny Day Solarbeam Magical Leaf Quick Guard Wide Guard Power Swap Guard Swap Recycle Counter Teleport Hyper Beam Mud-Slap Trick Room Bide Rest Sleep Talk Future Sight Dream Eater Zap Cannon Charge Beam Thunderbolt Attract Foul Play Rain Dance Zen Headbutt Focus Blast Brick Break Drain Punch Round Grass Knot Hidden Power Fire 6 Focus Punch Metronome Psyche Up Simion (Move your mouse to reveal the content) Simion (open) Simion (close) Infernape-Simion (M) KOC: 3 Nature: Naughty 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: 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: Trait The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch) Stats: HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 4 SpD: Rank 2 Spe: 108 Size Class: 3 Weight Class: 4 EC: 9/9 MC: 1 DC: 5/5 Attacks: (68) Mach Punch Flame Wheel Feint Punishment Close Combat Fire Spin Calm Mind Flare Blitz Facade Scratch Leer Ember Taunt Fury Swipes Flame Wheel Nasty Plot Torment Focus Punch Fake Out Encore Endeavor Counter Blast Burn Covet Dual Chop Gunk Shot Heat Wave Helping Hand Iron Tail Low Kick Role Play Sleep Talk Stealth Rock Thunderpunch Flamethrower Brick Break Acrobatics U-Turn Roar Toxic Hyper Beam Protect Solarbeam Earthquake Dig Double Team Rock Tomb Aerial Ace Flame Charge Rest Low Sweep Focus Blast Incinerate Shadow Claw Retaliate Stone Edge Bulldoze Rock Slide Grass Knot Swagger Substitute Rock Smash Hidden Power Ground (7) Endure Quick Guard Slack Off Will-o-Wisp Fire Blast DF sends out with items. The Orc orders. GOOD LUCK TRAINERS!