Frosty
=_=
IAR said:CHALLENGING USER PWNEMON
6v6 Singles (Mons must have 30 or less moves)
2 Day DQ Time
∞ Recoveries/∞ Chills per Pokemon
2 Substitutions
Arena: ASB Tournament Arena
Pwnemon said:ding ding ding
training items
switch = ok
all abilities
Its_A_Random said:Whee...
Scizor [U-Turn] (M)
NATURE: Careful
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).
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.
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 one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Light Metal (DW): (Trait) 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: Rank 5
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 65
Size Class: 3
Weight Class: 5 [4]
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (24/83)
PHYSICAL
Brick Break
Bullet Punch
Counter
Double-Hit
False Swipe
Feint
Fury Cutter
Metal Claw
Night Slash
Pursuit
Quick Attack
Rock Smash
Slash
U-Turn
Wing Attack
X-Scissor
SPECIAL
Vacuum Wave
OTHER
Agility
Double Team
Endure
Focus Energy
Leer
Protect
Roost
Slaking [Behemoth] (M)
NATURE: Brave (-10% Evasion)
TYPE
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
ABILITIES
Truant: (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.
STATS
HP: 125
Atk: Rank 7 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 86 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 25
EC: 9/9
MC: 0
DC: N/A
ATTACKS (23/97)
PHYSICAL
Body Slam
Counter
Earthquake
Faint Attack
Focus Punch
Fury Swipes
Hammer Arm
Punishment
Reversal
Scratch
Slash
SPECIAL
Flamethrower
Ice Beam
Thunderbolt
Uproar
OTHER
Amnesia
Encore
Endure
Focus Energy
Slack Off
Sleep Talk
Substitute
Yawn
Chandelure [Glowfire] (M)
NATURE: Timid (+10% Accuracy)
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.
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 bushfire 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.
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 (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 metres of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
STATS
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
ATTACKS (21/62)
PHYSICAL
Astonish
SPECIAL
Clear Smog
Ember
Energy Ball
Fire Spin
Flame Burst
Heat Wave
Hex
Hidden Power (Ice 7)
Inferno
Night Shade
Overheat
Shadow Ball
Smog
OTHER
Confuse Ray
Endure
Imprison
Minimise
Pain Split
Protect
Will-O-Wisp
Zoroark [Surprise!] (M)
NATURE: Hasty (+17% Accuracy)
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.
ABILITIES
Illusion: (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 Zorua or Zoroark with the info on Zorua/Zoroark 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 4
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 2
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: N/A
ATTACKS (23/73)
PHYSICAL
Bounce
Counter
Dig
Faint Attack
Fury Swipes
Pursuit
Scratch
U-Turn
SPECIAL
Flamethrower
Grass Knot
Night Daze
Shadow Ball
OTHER
Agility
Detect
Embargo
Fake Tears
Hone Claws
Imprison
Leer
Scary Face
Snatch
Taunt
Torment
Porygon2 [Virus] (-)
NATURE: Quiet (-10% Evasion)
TYPE
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
ABILITIES
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.
Download: (Innate) At the beginning of the match, the Pokemon analyses the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offence that strikes an opponent’s weaker defence stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defence, and attack when facing Hypno, which has higher Special Defence. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
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
EC: 6/9
MC: 0
DC: 4/5
ATTACKS (21/76)
PHYSICAL
Last Resort
Tackle
SPECIAL
Discharge
Ice Beam
Psybeam
Signal Beam
Solarbeam
Thunderbolt
Tri Attack
OTHER
Agility
Conversion
Defence Curl
Gravity
Magic Coat
Magnet Rise
Pain Split
Protect
Recover
Recycle
Conversion 2
Sharpen
Vibrava [Hieratic] (M)
NATURE: Hasty (+11% Accuracy)
TYPE
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: (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
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 81 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 14
EC: 6/9
MC: 0
DC: 1/5
ATTACKS (18/73)
PHYSICAL
Bide
Bite
Bulldoze
Faint Attack
Rock Slide
Sand Tomb
SPECIAL
Dragonbreath
Earth Power
Gust
Mud-Slap
Signal Beam
Sonicboom
Solarbeam
OTHER
Endure
Protect
Sand-Attack
Sandstorm
Substitute
Pwnemon said:
(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: 0
DC: 5/5
Attacks:
Splash
Synthesis
Tail Whip
Tackle
PoisonPowder
Stun Spore
Sleep Powder
Bullet Seed
Leech Seed
Mega Drain
Rage Powder
Acrobatics
Giga Drain
U-turn
Bounce
Memento
Encore
Endure
Helping Hand
Aromatherapy
Protect
Reflect
Toxic
(Snover) 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: 0
DC: 5/5
attacks:
Ice Punch
Powder Snow
Leer
Razor Leaf
Icy Wind
GrassWhistle
Swagger
Mist
Wood Hammer
Blizzard
Ice Shard
Avalanche
Leech Seed
Seed Bomb
Water Pulse
Hidden Power (Fire, 7)
Shadow Ball
(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:
Astonish
Constrict
Acid
Ingrain
Confuse Ray
AncientPower
Energy Ball
Gastro Acid
Mirror Coat
Recover
Endure
Pain Split
Rock Slide
Sludge Bomb
Substitute
(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
Sketch
Gravity
Leaf Storm
Shadow Ball
Psychic
Hidden Power (Fire, 7)
(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: 0
DC: 5/5
Attacks:
Astonish
Growl
Absorb
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
Ice Beam
Toxic
Surf
Focus Punch
(Cacnea) 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 recieves 25% of the damage that attack would do to itself.
Stats:
HP: 90
Atk: 3
Def: 2
SpA: 3
SpD: 2
Spe: 35
SC: 1
WC: 4
BRT: 14
Attacks:
Poison Sting
Leer
Absorb
Growth
Leech Seed
Sand-Attack
Pin Missile
Ingrain
Disable
GrassWhistle
Switcheroo
Hidden Power (Rock, 7)
Poison Jab
Brick Break
Order of Operations:
Its_A_Random sends out pokemon with item
Pwnemon sends out pokemon with item and orders
Its_A_Random gives orders
I Ref