GemOftheDay said:
Cupra [cuivre] (F)
Nature: Adamant(+Atk, - SpA)
Type:Bug - Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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:
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.)
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.
Illusion (DW): (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 2(-)
SpD: Rank 2
Spe: 44
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Close Combat
megahorn
Hydro pump
Protect
Psychic
Safeguard
Ralts (Esponce) (M)
Nature: Adamant (+ Atk, -1 SpA)
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:
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 (DW locked): (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: 90
Atk: 2 (+)
Def: 1
SpA: 1 (-)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/9
MC: 0
DC: 0/5
moves:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Confuse ray
Will-o-Wisp
Disable
encore
shadow sneak
telekinesis
theif
facade
thunder wave
toxic
Bronzor (Coracier)
Nature: Relaxed (+ Def, -Spe, -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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss
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 (DW locked): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.
Stats:
HP: 90
Atk: Rank 1
Def: Rank 4 (+)
SpA: Rank 1
SpD: Rank 3
Spe: 20 (-)
size class: 1
weight class: 4 (5 with heavy metal)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
psywave
iron defense
faint attack
safeguard
no egg moves. these are tutor moves
ancient power
signalbeam
recycle
stealth rock
trick
Earthquake
Payback
Gyro ball
trick room
Flash cannon
Beldum [Poipic] (-)
Brave (+ Atk, -Spe, -10% evasion)
Type: Steel/Psychic
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal: (DW) (Locked) (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: 90
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 26 (-)
Size Class: 1
Weight Class: 4 [3 Light Metal]
EC:0/9
MC:0
DC:0/5
Attacks:
Take Down
headbutt
Iron Head
Iron Defense
Zen Headbutt
AOPS_Knight said:VS. Gem:
Yanma "Sonic" (F)
Nature: Hasty (+15% Speed, -Defense, +28% Accuracy)
Type: Flying/Bug
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.
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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 (DW Locked): (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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 110 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 16
+28% Accuracy
EC: 4/6
MC: 0
DC: 3/5
Attacks:
Tackle
Foresight
Quick Attack
Double Team
Sonicboom
Hypnosis
Detect
Supersonic
Air Slash
Bug Buzz
Wing Attack
U-Turn
Reversal
Whirlwind
Silver Wind
Solarbeam
Toxic
Sunny Day
Total: 18
Munchlax "Gordo" (M)
Nature: Quiet (+Special Attack, -15% Speed, -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
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.
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 (DW Locked): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Stats:
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 16
-10% Evasion
EC: 4/6
MC: 1
DC: 2/5
Attacks:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Body Slam
Swallow
Rollout
Last Resort
Natural Gift
Snatch
Fling
Counter
Whirlwind
Double-Edge
Protect
Thunderbolt
Ice Beam
Total: 23
Clamperl "Bombshell" (F)
Nature: Lonely (+Attack, -Defense)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Rattled (DW Locked): (Innate) These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. 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.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 32
Size Class: 1
Weight Class: 4
Base Rank Total: 15
EC: 2/6
MC: 1
DC: 1/5
Attacks:
Clamp
Water Gun
Whirlpool
Iron Defense
Shell Smash
Endure
Aqua Ring
Muddy Water
Toxic
Rain Dance
Surf
Total: 11
Colosshale "Triassic" (F)
Nature: Hasty (+15% Speed, +22% Accuracy, -Defense)
Type: Dark/Water
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.
Abilities:
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
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 (DW Locked): (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 have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 98 (+)
Size Class: 4
Weight Class: 9
Base Rank Total: 16
EC: 4/6
MC: 0
DC: 2/5
Attacks:
Leer
Tackle
Bubblebeam
Bite
Rapid Spin
Body Slam
Dig
Bounce
Muddy Water
Magnitude
Pursuit
Fake Out
Water Spout
Sucker Punch
Protect
Rain Dance
Sludge Wave
Total: 17
Yolo, ladies and gentlemen! Lets see how this battle will go!
Special thanks to AOPS_User for posting the link for that post on IRC. Rock on!Two open challenges:
4v4 Training Doubles (bring whatever) (x2)
Items=On
2 Day DQ
Arena=ASB Arena
2 Recs/5 Chills
Abilities=All
AOPS sends out and equips
Gem does the same and orders
AOPS orders
Yours truly ref.