Frosty
=_=
rules said:B7P4v4 Singles
2 Subs per Pokemon
3 Day DQ (it's long, but this means i am actually going to be strict about it. Johns suck)
Items ON
5 Chills / 2 recovers
All Abilities
Blind simultaneous Switch after every round and before the first; PM the ref; you can switch both Pokemon
challenger orders first round 1
Welcome to Pwnemon's Nature Emporium!
...What, are you surprised that I'm leading you indoors? You say a Nature Emporium should be out in nature? You know I'm always in pursuit of the best: Nature wasn't natural enough for me, so I made an arena that was supernatural! No, wait, that word's been taken... HYPERNATURAL! Pwnemon's Hypernatural Emporium. I like it.
Anyway, what do we do in here? We stimulate the senses of grass-type Pokemon by rapidly cycling between all the common natural types of weather—sun, rain, and sandstorms (no, you're not the first person to point out that sandstorms aren't common, shut up and battle me). Such stimulation drives these Pokemon into overdrive, unleashing their full natural talent. Unfortunately, it also causes them to produce bucketloads of sap—even the ones not based on trees shut up—which is a bug that will be fixed at a later date but until then grants them all the ability Sticky Hold! So yeah, aside from the endangered animal pet store in the back of questionable legality, that's basically all we do here. Now let's battle!
Summary: (if youre really too lazy to read my minimal flavor smh)
...What, are you surprised that I'm leading you indoors? You say a Nature Emporium should be out in nature? You know I'm always in pursuit of the best: Nature wasn't natural enough for me, so I made an arena that was supernatural! No, wait, that word's been taken... HYPERNATURAL! Pwnemon's Hypernatural Emporium. I like it.
Anyway, what do we do in here? We stimulate the senses of grass-type Pokemon by rapidly cycling between all the common natural types of weather—sun, rain, and sandstorms (no, you're not the first person to point out that sandstorms aren't common, shut up and battle me). Such stimulation drives these Pokemon into overdrive, unleashing their full natural talent. Unfortunately, it also causes them to produce bucketloads of sap—even the ones not based on trees shut up—which is a bug that will be fixed at a later date but until then grants them all the ability Sticky Hold! So yeah, aside from the endangered animal pet store in the back of questionable legality, that's basically all we do here. Now let's battle!
Summary: (if youre really too lazy to read my minimal flavor smh)
- Cycles between Rain, Sand, and Sun every round
- Grass-types all have Sticky Hold
Hello folks!
We are now here and this god-forsaken arena to get a massive COLD! and a good battle of course.
c'mon, all this weather changing must do wonders to your health
anyway
Our challenger today is Mr. MK Ultra. MK is man with a fuckton of pokemon. A fuckton. MK is a player that is always there, even though he isn't always battling actively. But he is still a veteran and still got o the finals of our first tourney, so don't take him lightly.
Pay special attention to Vulcan the Emboar. Vulcan is the closest thing to a signature pokemon for MK Ultra. He was there on the first ASB tourney and always perfomed pretty well (and was what led me to get me an Emboar too). Emboar hits most mons supereffectively is very bulky and is capable of facing Pyroak 1-on-1 with stronger offenses and lovely rock moves. Ludicolo might give it some problems, but eh, 5.5 out of 7 isn't all that bad.
The Gym Leader Pwnemon is one that needs little introduction. Having opened his gym a short while ago, Pwnemon was already challenged four times, with one very convincing victory and one unfortunate defeat. If you watched both matches you will probably agree with me: the Grass Gym, despite the poor typing and an unbiased arena, has the potential, once his team is completed to his liking, to join the roster of the hardest gyms (together with Electric, Poison and Ground for example) to face. Gyms where a terrific strategy isn't enough to get a chance. Trust me on this.
Pay special attention to Emma the Ludicolo. Once the rain falls, be sure that it will come and will wreak lovely havoc. 2 out of 4 outright lose and 1 is on a disadvantage. And the last one is simple to get rid of. One wrong prediction on the switch out and out goes it.
This will a very interesting match. Haha, very interesting.
Team Gym Leader
(Pyroak) Ambrose (M)
Nature: Brave (+1 atk, -8 spe, -10% flat evasion)
Types: Grass / Fire
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.
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.
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.
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.
Stats:
HP: 120
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 3
Spe: 52 (-) (10% flat evasion drop)
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: FULL
MC: FULL
DC: FULL
Attacks:
Absorb
Amnesia
Bullet Seed
Double-Edge
Ember
Fire Spin
Flame Burst
Flame Wheel
Flare Blitz
Giga Drain
Growth
Heat Crash
Iron Defense
Lava Plume
Leech Seed
Leaf Tornado
Petal Dance
Sweet Scent
Synthesis
Wood Hammer
Zap Cannon
Aromatherapy
Blaze Kick
Counter
Dragonbreath
Earth Power
GrassWhistle
Inferno
Natural Gift
Psybeam
Revenge
Sand Tomb
Water Sport
AncientPower
Block
Headbutt
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Sleep Talk
Snore
Stealth Rock
Worry Seed
Attract
Bulldoze
Double Team
Dragon Tail
Earthquake
Endure
Energy Ball
Facade
Fire Blast
Flame Charge
Flamethrower
Flash
Flash Cannon
Frustration
Giga impact
Grass Knot
Hidden Power (Ice, 7)
Hyper Beam
Incinerate
Light Screen
Low Sweep
Overheat
Protect
Rest
Return
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
SolarBeam
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Toxic
Will-O-Wisp
LIKE JAGGER ([8:13pm] Frosty: well your pyroak has more moves, so you should fuck it first -_-'')
86 moves
(Jumpluff) Dave (M)
Nature: Naive (+17 Spe, +19% accuracy, -1 SpD)
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.
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 (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: 2
Def: 3
SpA: 2
SpD: 2 (-)
Spe: 127 (+)
SC: 1
WC: 1
BRT: 17
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Acrobatics
Bounce
Bullet Seed
Cotton Spore
Giga Drain
Leech Seed
Mega Drain
Memento
PoisonPowder
Rage Powder
Sleep Powder
Splash
Stun Spore
Synthesis
Tackle
Tail Whip
U-turn
Worry Seed
Amnesia
Aromatherapy
Confusion
Cotton Guard
Encore
Endure
Growl
Helping Hand
Pay Day
Psych Up
Defense Curl
Double-Edge
Headbutt
Mimic
Seed Bomb
Snore
Aerial Ace
Attract
Captivate
Curse
Double Team
Energy Ball
Facade
Flash
Frustration
Giga Impact
Grass Knot
Headbutt
Hidden Power (Fire, 7)
Hyper Beam
Natural Gift
Protect
Psych Up
Reflect
Rest
Return
Round
Secret Power
Silver Wind
Sleep Talk
SolarBeam
Swagger
Sweet Scent
Swords Dance
Substitute
Sunny Day
Toxic
Agility
(Abomasnow) Maylene (F)
Nature: Sassy (+SpD, -8 Spe, -10% evasion)
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.
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.
Soundproof (DW): (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.)
Stats:
HP: 100
Atk: 3
Def: 3
SpA: 3
SpD: 4 (+)
Spe: 52 (-)
SC: 4
WC: 5
BRT: 17
EC: 6/6
MC: 1
DC: 5/5
attacks:
Blizzard
GrassWhistle
Ice Punch
Ice Shard
Icy Wind
Ingrain
Leer
Mist
Powder Snow
Razor Leaf
Sheer Cold
Swagger
Wood Hammer
Avalanche
Bullet Seed
Double-Edge
Growth
Leech Seed
Magical Leaf
Natural Gift
Seed Bomb
Skull Bash
Stomp
Block
Giga Drain
Headbutt
Iron Tail
Mud-Slap
Outrage
Role Play
Sleep Talk
Snore
Synthesis
Worry Seed
Attract
Brick Break
Bulldoze
Captivate
Double Team
Earthquake
Endure
Energy Ball
Facade
Flash
Fling
Focus Blast
Focus Punch
Frost Breath
Frustration
Giga Impact
Grass Knot
Hail
Hidden Power (Fire, 7)
Hyper Beam
Ice Beam
Light Screen
Protect
Rain Dance
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
SolarBeam
Strength
Substitute
Swords Dance
Toxic
Water Pulse
(Cradily) Pete (M)
Nature: Quiet (+SpA, -6 Spe, -10% Evasion)
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.
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:
Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
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.
Stats:
HP: 100
Atk: 3
Def: 4
SpA: 4 (+)
SpD: 4
Spe: 37 (-)
SC: 3
WC: 4
BRT: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Acid
Amnesia
AncientPower
Astonish
Confuse Ray
Constrict
Energy Ball
Gastro Acid
Ingrain
Spit Up
Stockpile
Swallow
Wring Out
Barrier
Curse
Endure
Mega Drain
Mirror Coat
Recover
Tickle
Bind
Block
Body Slam
Double-Edge
Earth Power
Giga Drain
Headbutt
Mimic
Mud-Slap
Pain Split
Psych Up
Seed Bomb
Sleep Talk
Snore
Stealth Rock
String Shot
Synthesis
Worry Seed
Attract
Bulldoze
Bullet Seed
Captivate
Double Team
Earthquake
Facade
Flash
Frustration
Giga Impact
Grass Knot
Hidden Power [FIRE, 7]
Hyper Beam
Natural Gift
Protect
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Secret Power
Sludge Bomb
Sludge Wave
Smack Down
SolarBeam
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Toxic
(Necturna) Penny (F)
Nature: Quiet (+SpA, -Spe, -10% eva)
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.
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:
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
HP: 100
Atk: 5
Def: 4
SpA: 4 (+)
SpD: 5
Spe: 70 (-)
SC: 3
WC: 4
BRT: 23
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Thunder Fang
Poison Fang
Super Fang
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Horn Leech
Pain Split
Shadow Ball
Power Whip
Soak
Gravity
Leaf Storm
Leaf Blade
Giga Drain
Nightmare
Bind
Worry Seed
Super Fang
Skill Swap
Knock Off
Snatch
Sleep Talk
Shadow Claw
Psychic
Hidden Power (Fire, 7)
Toxic
Hyper Beam
Stone Edge
Will-O-Wisp
Torment
Double Team
Payback
Grass Knot
Rest
SolarBeam
Protect
Substitute
(Ludicolo) Emma (F)
Nature: Quiet (+SpA, -Spe, -10% Evasion)
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.
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.
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (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: 3
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 60 (-)
SC: 3
WC: 4
BRT: 19
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Astonish
Growl
Absorb
Fury Swipes
Mist
Fake Out
Water Sport
Nature Power
Natural Gift
Mega Drain
BubbleBeam
Rain Dance
Energy Ball
Zen Headbutt
Thief
Hydro Pump
Uproar
Counter
Leech Seed
Flail
Teeter Dance
Water Gun
Razor Leaf
Drain Punch
Fire Punch
Icy Wind
ThunderPunch
Sleep Talk
Ice Beam
Blizzard
Hyper Beam
Hidden Power (Elec, 7)
Brick Break
Protect
Substitute
Double Team
SolarBeam
Scald
Whirlpool
Grass Knot
Rest
Toxic
Surf
Endure
Dive
Focus Punch
(Cacturne) Alec (M)
Nature: Quirky (none)
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: 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:
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.
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 receives 25% of the damage that attack would do to itself.
EC: FULL
MC: 0
DC: FULL
Stats:
HP: 100
Atk: 4
Def: 2
SpA: 4
SpD: 2
Spe: 55
SC: 3
WC: 4
BRT: 17
Attacks:
Revenge
Cotton Spore
Needle Arm
Poison Sting
Spikes
Destiny Bond
Sucker Punch
Leer
Absorb
Growth
Leech Seed
Sand-Attack
Pin Missile
Ingrain
Disable
GrassWhistle
Switcheroo
Counter
Magical Leaf
Teeter Dance
Role Play
Block
Low Kick
Worry Seed
Dark Pulse
ThunderPunch
Drain Punch
Seed Bomb
Payback
Endure
Substitute
Double Team
Rest
Sleep Talk
Spite
Focus Punch
Toxic
Hyper Beam
SolarBeam
Energy Ball
Focus Blast
Embargo
Grass Knot
Hidden Power (Rock, 7)
Protect
Poison Jab
Brick Break
Encore
Team Challenger
Emboar(*) Vulcan (F)
Nature: Lonely (Attack increased by *; Defense decreased by *)
Type: Fire/Fighting
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. Solarbeam has Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
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)
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.
Stats:
HP: 110
Atk: ******(+)
Def: **(-)
SpA: ****
SpD: ***
Spe: 65
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Tackle(*)
Tail Whip(*)
Ember(*)
Odor Sleuth(*)
Defense Curl(*)
Flame Charge(*)
Smog(*)
Rollout(*)
Take Down(*)
Yawn(*)
Superpower(*)
Thrash(*)
Overheat(*)
Will-O-Wisp(*)
Wild Charge(*)
Flare Blitz
Head Smash
Arm Thrust
Hammer Arm
Fire Blast
Stone Edge
Solarbeam
Focus Blast
Earthquake
Scald
Sunny Day
Smack Down
Brick Break
Heat Crash
Taunt
Roar
Hidden Power Ice 7
Protect
Substitute
Bulldoze
Grass Knot
Flamethrower
Sleep Talk
Endeavour
Blast Burn
Double Team
Rock Slide
Rest
Low Sweep
Assurance
Giga Impact
Poison Jab
Body Slam
Covet
Bulk Up
Take Down
Curse
Magnitude
Fire Pledge
Hyper Beam
Frustration
Return
Rock Tomb
Work Up
Swagger
Echoed Voice
Facade
Attract
Round
Fling
Incinerate
Gyro Ball
Infernape [Chimera] (M)
Nature: Lonely (+Atk, -Def)
Type: Fire/Fighting
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:
HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 108
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).
Iron Fist (DW Unlocked): (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).
Moves:
Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Counter
ThunderPunch
Encore
Will-O-Wisp
Shadow Claw
Fire Blast
Close Combat
Flare Blitz
Acrobatics
Flamethrower
Hone Claws
Slack Off
Fake Out
Calm Mind
Earthquake
Rock Slide
U-Turn
Protect
Stealth Rock
SolarBeam
Magic Coat
Focus Punch
Double Team
Substitute
Brick Break
Assist
Quick Guard
Blast Burn
Roar
Hidden Power Ice 7
Hyper Beam
Sunny Day
Dig
Helping Hand
Stone Edge
Heat Wave
Endure
Fire Spin
Heracross [Achilles] (M)
Nature: Adamant (+Atk, -SAtk)
Type: Bug/Fighting
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 85
MC: 0
DC: 5/5
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)
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.
Moxie (DW Unlocked): (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.
Moves:
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Bide
Focus Punch
Pursuit
Earthquake
Shadow Claw
Stone Edge
Close Combat
Megahorn
Smack Down
Toxic
Vacuum Wave
Protect
Dig
Substitute
Swagger
Detect
Body Slam
Mimic
Rest
Sleep Talk
Double Team
Feint
Giga Impact
Take Down
Reversal
Double Edge
Revenge
Seismic Toss
Frustration
Return
False Swipe
Flail
Harden
Bug Bite
Fury Cutter
Headbutt
Helping Hand
Iron Defense
Knock Off
Low Kick
Bulk Up
Venoshock
Rock Slide
Swords Dance
Hidden Power Ice 7
Hyper Beam
Curse
Snore
Rock Smash
Hydreigon [Orion] (F)
Nature: Naughty (+Atk, -SDef)
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 Hyper Beam and Giga Impact without losing focus.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 98
Size Class: 4
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 0
Abilities:
Levitate: (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.
Moves:
Tri Attack
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Fire Fang
Ice Fang
Thunder Fang
Taunt
Thunder Wave
Toxic
Dragon Pulse
Outrage
Dark Pulse
Earth Power
Protect
Substitute
Focus Blast
Fly
U-Turn
Draco Meteor
Stone Edge
Hyper Voice
Scary Face
Head Smash
Heat Wave
Roost
Signal Beam
Tailwind
Superpower
Hidden Power Flying 7
Double Team
Reflect
Torment
Flamethrower
Fire Blast
Focus Blast
Rest
Stone Edge
Rock Slide
Emboar(*) Vulcan (F)
Nature: Lonely (Attack increased by *; Defense decreased by *)
Type: Fire/Fighting
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. Solarbeam has Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
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)
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.
Stats:
HP: 110
Atk: ******(+)
Def: **(-)
SpA: ****
SpD: ***
Spe: 65
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Tackle(*)
Tail Whip(*)
Ember(*)
Odor Sleuth(*)
Defense Curl(*)
Flame Charge(*)
Smog(*)
Rollout(*)
Take Down(*)
Yawn(*)
Superpower(*)
Thrash(*)
Overheat(*)
Will-O-Wisp(*)
Wild Charge(*)
Flare Blitz
Head Smash
Arm Thrust
Hammer Arm
Fire Blast
Stone Edge
Solarbeam
Focus Blast
Earthquake
Scald
Sunny Day
Smack Down
Brick Break
Heat Crash
Taunt
Roar
Hidden Power Ice 7
Protect
Substitute
Bulldoze
Grass Knot
Flamethrower
Sleep Talk
Endeavour
Blast Burn
Double Team
Rock Slide
Rest
Low Sweep
Assurance
Giga Impact
Poison Jab
Body Slam
Covet
Bulk Up
Take Down
Curse
Magnitude
Fire Pledge
Hyper Beam
Frustration
Return
Rock Tomb
Work Up
Swagger
Echoed Voice
Facade
Attract
Round
Fling
Incinerate
Gyro Ball
Infernape [Chimera] (M)
Nature: Lonely (+Atk, -Def)
Type: Fire/Fighting
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:
HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 108
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).
Iron Fist (DW Unlocked): (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).
Moves:
Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Counter
ThunderPunch
Encore
Will-O-Wisp
Shadow Claw
Fire Blast
Close Combat
Flare Blitz
Acrobatics
Flamethrower
Hone Claws
Slack Off
Fake Out
Calm Mind
Earthquake
Rock Slide
U-Turn
Protect
Stealth Rock
SolarBeam
Magic Coat
Focus Punch
Double Team
Substitute
Brick Break
Assist
Quick Guard
Blast Burn
Roar
Hidden Power Ice 7
Hyper Beam
Sunny Day
Dig
Helping Hand
Stone Edge
Heat Wave
Endure
Fire Spin
Heracross [Achilles] (M)
Nature: Adamant (+Atk, -SAtk)
Type: Bug/Fighting
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 85
MC: 0
DC: 5/5
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)
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.
Moxie (DW Unlocked): (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.
Moves:
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Bide
Focus Punch
Pursuit
Earthquake
Shadow Claw
Stone Edge
Close Combat
Megahorn
Smack Down
Toxic
Vacuum Wave
Protect
Dig
Substitute
Swagger
Detect
Body Slam
Mimic
Rest
Sleep Talk
Double Team
Feint
Giga Impact
Take Down
Reversal
Double Edge
Revenge
Seismic Toss
Frustration
Return
False Swipe
Flail
Harden
Bug Bite
Fury Cutter
Headbutt
Helping Hand
Iron Defense
Knock Off
Low Kick
Bulk Up
Venoshock
Rock Slide
Swords Dance
Hidden Power Ice 7
Hyper Beam
Curse
Snore
Rock Smash
Hydreigon [Orion] (F)
Nature: Naughty (+Atk, -SDef)
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 Hyper Beam and Giga Impact without losing focus.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 98
Size Class: 4
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 0
Abilities:
Levitate: (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.
Moves:
Tri Attack
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Fire Fang
Ice Fang
Thunder Fang
Taunt
Thunder Wave
Toxic
Dragon Pulse
Outrage
Dark Pulse
Earth Power
Protect
Substitute
Focus Blast
Fly
U-Turn
Draco Meteor
Stone Edge
Hyper Voice
Scary Face
Head Smash
Heat Wave
Roost
Signal Beam
Tailwind
Superpower
Hidden Power Flying 7
Double Team
Reflect
Torment
Flamethrower
Fire Blast
Focus Blast
Rest
Stone Edge
Rock Slide
Order of Operations:
Send me your mons and I will do the coinflip.
As for the weather:
1=Sun
2=Rain
3=Sand
1/3 (Sun).
Sun is shining harshly!