Oceans. They dominate approximately 75% of the planet, 50% of species in the world, and about 17% of the Pokemon. Water pairs up with 16 of the seventeen types, and every addition to the Pokedex has discovered at least 14 more water types. Water is truly the king of the blue planet.
Of course, water does have a few issues. Current can flow rather easily through the ions, frying the life inside of it. Grass grows off of water, and has developed the attributes to ensure a supply. But to go against the tide is to face the most unstoppable force on the Earth.
Arena:
-Everyone brings 6
-Best of Three, alternating sending out first and then blind send out - 2v2 Doubles + 2v2 Doubles + 1v1 Singles (If necessary)
-All Pokemon on each side must share a type in each battle, and can't be used in more than one battle
Leader Athenodoros:
Lapras (M), "Typhon"
Nature:
Quiet - Adds * to Special Attack. A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type:
Ice - Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Abilities:
Water Absorb - (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.
Shell Armour - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Hydration (DW) - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
HP: 120
Atk: ***
Def: ***
SpA: **** (+)
SpD: ***
Spe: 51 (-)
Size Class: 5
Weight Class: 6
Base Rank Total: 19
EC: Doesn't Evolve
MC: Full Movepool
DC: Unlocked
Moves: 89
-AncientPower
-Aqua Tail
-Attract
-Aurora Beam
-Avalanche
-Bide
-Bite
-Blizzard
-Block
-Body Slam
-Brine
-Bubblebeam
-Bulldoze
-Captivate
-Confuse Ray
-Curse
-Dive
-Double Edge
-Double Team
-Dragon Dance
-Dragon Pulse
-Dragon Rage
-Dragons Breath
-Dream Eater
-Echoed Voice
-Endure
-Facade
-Fissure
-Foresight
-Frost Breath
-Frustration
-Future Sight
-Giga Impact
-Growl
-Hail
-Headbutt
-Heal Bell
-Hidden Power Fighting (7)
-Horn Drill
-Hydro Pump
-Hyper Beam
-Ice Beam
-Ice Shard
-Icy Wind
-Iron Head
-Iron Tail
-Mimic
-Mist
-Natural Gift
-Nightmare
-Outrage
-Perish Song
-Protect
-Psychic
-Psywave
-Rage
-Rain Dance
-Reflect
-Refresh
-Rest
-Return
-Roar
-Rock Smash
-Round
-Safeguard
-Secret Power
-Sheer Cold
-Shock Wave
-Signal Beam
-Sing
-Skull Bash
-Sleep Talk
-Snore
-Solarbeam
-Strength
-Substitute
-Surf
-Swagger
-Take Down
-Thunder
-Thunderbolt
-Tickle
-Toxic
-Water Gun
-Water Pulse
-Waterfall
-Whirlpool
-Zap Cannon
-Zen Headbutt
Male Swampert (*), "Poseidon"
Nature:
Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks. Adds * to Attack.
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Ground - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings
Abilities:
Torrent - (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (DW) - (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
HP: 110
Atk: ***** (+)
Def: ***
SpA: ***
SpD: ***
Spe: 52 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 3
DC: Unlocked
Attacks (35):
-Avalanche (*)
-Bide (*)
-Blizzard
-Brick Break
-Bulldoze
-Counter (*)
-Curse
-Defence Curl
-Dig
-Dive
-Double Team
-Earthquake
-Earth Power
-Endeavour
-Endure
-Focus Blast
-Focus Punch
-Foresight (*)
-Giga Impact
-Growl (*)
-Hammer Arm
-Hydro Cannon
-Ice Ball
-Ice Beam
-Ice Punch
-Icy Wind
-Iron Tail
-Low Kick
-Mirror Coat (*)
-Mud Sport (*)
-Mud-slap (*)
-Muddy Water
-Outrage
-Protect
-Rain Dance (*)
-Rest
-Rock Slide
-Rock Tomb
-Rollout
-Scald
-Sleep Talk
-Sludge
-Sludge Wave
-Stealth Rock
-Stone Edge
-Substitute
-Superpower
-Swagger
-Surf (*)
-Tackle (*)
-Toxic
-Water Gun (*)
-Waterfall (*)
-Whirlpool
-Wide Guard
-Yawn
Starmie, "Astraea"
Nature:
Modest - Attack decreased by *, Speed increased by 15%, Accuracy Boost
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
Illuminate - (Can be Activated) 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 - (Can be enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
HP: 90
Atk: ** (-)
Def: ***
SpA: ****
SpD: ***
Spe: 133
Accuracy Boost: 20.1%
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: Full Movepool
DC: Unlocked
Attacks (85):
-Attract
-Aurora Beam
-Avalanche
-Barrier
-Bide
-Blizzard
-Brine
-Bubblebeam
-Camouflage
-Confuse Ray
-Cosmic Power
-Curse
-Dive
-Double Team
-Double-Edge
-Dream Eater
-Endure
-Facade
-Flash
-Flash Cannon
-Frustration
-Giga Impact
-Grass Knot
-Gravity
-Gyro Ball
-Hail
-Harden
-Hidden Power Fight
-Hydro Pump
-Hyper Beam
-Ice Beam
-Icy Wind
-Light Screen
-Magic Coat
-Mimic
-Minimize
-Natural Gift
-Nightmare
-Pain Split
-Protect
-Power Gem
-Psychic
-Psyshock
-Psych Up
-Psywave
-Rage
-Rain Dance
-Rapid Spin
-Recover
-Recycle
-Reflect
-Reflect Type
-Rest
-Return
-Rollout
-Round
-Scald
-Secret Power
-Signal Beam
-Skill Swap
-Skull Bash
-Sleep Talk
-Snore
-Substitute
-Supersonic
-Surf
-Swagger
-Swift
-Tackle
-Take Down
-Telekinesis
-Teleport
-Thunder
-Thunderbolt
-Thunder Wave
-Toxic
-Tri Attack
-Trick
-Trick Room
-Twister
-Waterfall
-Water Gun
-Water Pulse
-Whirlpool
-Zap Cannon
Tethys the Cloyster (F)
Nature: Lonely (+Att, -Def)
Types:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice - Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
Abilities:
Shell Armour - This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link - This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Overcoat - This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
HP: 90
Atk: **** (+)
Def: ****** (-)
SpA: ***
SpD: **
Spe: 70
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: Fully Evolved
MC: 4
DC: Unlocked
Attacks (27):
-Tackle
-Withdraw
-Supersonic
-Icicle Spear
-Protect
-Leer
-Clamp
-Aurora Beam
-Dive
-Avalanche
-Rapid Spin
-Rock Blast
-Double Team
-Explosion
-Rain Dance
-Brine
-Hydro Pump
-Shell Smash
-Razor Shell
-Bide
-Endure
-Toxic Spikes
-Spike Cannon
-Spikes
-Substitute
-Torment
-Teleport
-Ice Shard
-Whirlpool
-Ice Beam
-Barrier
-Icy Wind
-Hail
-Selfdestruct
-Avalanche
Actaea the Krillowatt (F)
Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Nature: Timid (+15% Speed, +17% Accuracy, -1 Attack)
Abilities:
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.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+)
Accuracy Boost: 17%
Size Class: 1
Weight Class: 2
Base Rank Total: 21
EC: Fully Evolved
MC: 5
DC: 3/5
Moves:
-Bubble
-Charge
-Thundershock
-Tackle
-Detect
-Sheer Cold
-Mind Reader
-Metrenome
-Rain Dance
-Thunderbolt
-Double Team
-Ice Shard
-Confuse Ray
-Imprison
-Mirror Coat
-Aqua Jet
-Counter
-Hydro Pump
-Thunder
-Discharge
-Volt Switch
-Dive
-Surf
-Blizzard
-Torment
-Substitute
-Earthquake
-Discharge
-Follow Me
Nestor the Slowking (M)
Nature:
Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
Oblivious - (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo - (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regenerator (DW) - (Innate) When this Pokemon is switched out during a switch batttle, 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.
HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: Full Movepool
DC: Unlocked
Attacks (177):
-Amnesia
-Aqua Tail
-Attract
-Avalanche
-Belly Drum
-Bide
-Blizzard
-Block
-Body Slam
-Brick Break
-Brine
-Bubblebeam
-Bulldoze
-Captivate
-Calm Mind
-Confusion
-Counter
-Curse
-Dig
-Disable
-Dive
-Double Team
-Double-Edge
-Dragon Tail
-Drain Punch
-Dream Eater
-DynamicPunch
-Earthquake
-Echoed Voice
-Endure
-Facade
-Fire Blast
-Fissure
-Flamethrower
-Flash
-Fling
-Focus Blast
-Focus Punch
-Frustration
-Fury Cutter
-Future Sight
-Giga Impact
-Grass Knot
-Growl
-Hail
-Headbutt
-Heal Pulse
-Hidden Power Electric (7)
-Hyper Beam
-Ice Beam
-Ice Punch
-Icy Wind
-Incinerate
-Iron Defense
-Iron Tail
-Light Screen
-Magic Coat
-Mega Kick
-Mega Punch
-Me First
-Mimic
-Mud Sport
-Mud-Slap
-Nasty Plot
-Natural Gift
-Nightmare
-Pay Day (wtf?)
-Power Gem
-Protect
-Psychic
-Psych Up
-Psyshock
-Psywave
-Quash
-Rage
-Rain Dance
-Recycle
-Reflect
-Rest
-Return
-Rock Smash
-Round
-Safeguard
-Scald
-Secret Power
-Seismic Toss
-Shadow Ball
-Signal Beam
-Skill Swap
-Skull Bash
-Slack Off
-Sleep Talk
-Snore
-Stomp
-Strength
-Substitute
-Sunny Day
-Surf
-Swagger
-Swift
-Tackle
-Take Down
-Telekinesis
-Teleport
-Thunder Wave
-Tri Attack
-Trick
-Trick Room
-Trump Card
-Toxic
-Water Gun
-Water Pulse
-Whirlpool
-Wonder Room
-Yawn
-Zap Cannon
-Zen Headbutt
Challenger dogfish44:
Electivire [Short Fuse] (M)
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.
Nature: Mild (+SpAtk -Def)
Abilities:
Ability 1: Motor Drive (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. 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..
Ability 2: Vital Spirit (DW) (Innate) - This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Stats:
Electivire
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Attract
Barrier
Bide
Body Slam
Brick Break
Bulldoze
Captivate
Charge Beam
Counter
Cross Chop
Curse
Detect
Dig
Discharge
Dizzy Punch
Double Edge
Double Team
Dual Chop
DynamicPunch
Earthquake
Electro Ball
Electroweb
Endure
Facade
Feint
Fire Punch
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Follow Me
Frustration
Giga Impact
Hammer Arm
Headbutt
Helping Hand
Hidden Power (Grass,7)
Hyper Beam
Ice Punch
Iron Tail
Karate Chop
Leer
Light Screen
Low Kick
Low Sweep
Magnet Rise
Meditate
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Natural Gift
Protect
Psychic
Psywave
Pursuit
Quick Attack
Rage
Rain Dance
Reflect
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rolling Kick
Round
Screech
Secret Power
Seismic Toss
Shock Wave
Signal Beam
Skull Bash
Sleep Talk
Snore
Strength
Submission
Substitute
Swagger
Swift
Take Down
Taunt
Teleport
Thief
Thunder
ThunderPunch
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Uproar
Volt Switch
Wild Charge
Zap Cannon
Total Moves: 98 - Movepool Complete
Rotom [Pulse] (N/A)
Nature: Modest (+Sp.Atk -Atk)
Type:
Grass/Electric: 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. 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:
Levitate (Trait): 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. 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:
Rotom-C
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 2 (1.3m)
Weight Class: 3 (25.3 kg)
Base Rank Total: 20
EC: N/A
MC: 1
DC: N/A
Attacks:
Astonish
Charge
Charge Beam
Confuse Ray
Dark Pulse
Discharge
Double Team
Dream Eater
Electro Ball
Electroweb
Endure
Facade
Flash
Frustration
Hex
Hidden Power (Grass,7)
Leaf Storm
Light Screen
Mud-Slap
Natural Gift
Ominous Wind
Pain Split
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Round
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Swift
Telekinesis
Thief
Thunder
ThunderShock
Thunder Wave
Thunderbolt
Toxic
Trick
Uproar
Volt Switch
Will-O-Wisp
Total moves: 53 - Movepool Complete
Sunflora [Sol] (F)
Nature: Modest (+1 Sp.Atk, -1 Atk)
Type:
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.
Stats:
Sunflora
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power (Innate): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Early Bird (DW) (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Attacks:
Absorb
Bullet Seed
Double-Edge
Endeavor
Giga Drain
GrassWhistle
Growth
Ingrain
Leaf Storm
Leech Seed
Mega Drain
Natural Gift
Petal Dance
Pound
Razor Leaf
Seed Bomb
Sunny Day
Synthesis
Worry Seed
Bide
Leech Seed
Nature Power
Endure
Grass Knot
Hidden Power Fire
Hyper Beam
Light Screen
Protect
Safeguard
Sludge Bomb
SolarBeam
Substitute
Toxic
Earth Power
Total Moves: 34
Krillowatt [Formula] (M)
Nature: Timid (+15% Spe, +17% Acc, -1 Atk)
Type:
Electric/Water: 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. Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
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.
Magic Guard (Innate): This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW) (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+) [17% Acc]
Size Class: 1
Weight Class: 2
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Aqua Jet
Bubble
Bubblebeam
Charge
Confuse Ray
Copycat
Detect
Discharge
Guillotine
Heart Swap
Hydro Pump
Ice Shard
Imprison
Muddy Water
Tackle
Thunder
Thundershock
Zap Cannon
Counter
Metronome
Mirror Coat
Signal Beam
Dive
Double Team
Earthquake
Endure
Hidden Power (Grass,7)
Hyper Beam
Ice Beam
Protect
Rain Dance
Safeguard
Scald
Shock Wave
Substitute
Surf
Thunder Wave
Thunderbolt
Torment
Toxic
Volt Switch
Earth Power
Icy Wind
Total Moves: 43
Cyclohm [Nimbus] (M)
Nature: Modest (+1 Sp.Atk, -1 Atk)
Type: Electric/Dragon
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. Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.)
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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Bide
Charge
Discharge
Double Hit
Dragon Pulse
Dragon Rage
Dragon Tail
Growl
Hurricane
Hyper Beam
Leer
Outrage
Rain Dance
Slack Off
Sonicboom
Tackle
Thrash
Thundershock
Tri Attack
Twister
Weather Ball
Whirlwind
Zap Cannon
Dragonbreath
Dragon Dance
Dragon Rush
Gust
Heal Bell
Hydro Pump
Magnet Rise
Mud-Slap
Power Gem
Shock Wave
Spark
Thrash
Water Pulse
Blizzard
Captivate
Charge Beam
Double Team
Earthquake
Endure
Fire Blast
Flamethrower
Flash
Hail
Hidden Power (Grass,7)
Hone Claws
Ice Beam
Incinerate
Light Screen
Natural Gift
Protect
Rest
Roar
Sandstorm
Secret Power
Sleep Talk
Substitute
Sunny Day
Surf
Thunder
Thunderbolt
Thunder Wave
Torment
Toxic
Volt Switch
Waterfall
Wild Charge
Draco Meteor
Electroweb
Headbutt
Signal Beam
Snore
Swift
Twister
Total moves: 74
Ludicolo [Tango] (F)
Nature: Modest (+1 SpA, -1 Atk)
Type: Water / Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 12
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.
EC: 9/9
MC: 0
DC: 5/5
Absorb
Astonish
Bubblebeam
Energy Ball
Fake Out
Fury Swipes
Growl
Hydro Pump
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Thief
Uproar
Water Sport
Zen Headbutt
Counter
Giga Drain
Leech Seed
Synthesis
Brick Break
Endure
Grass Knot
Hidden Power (Ground, 7)
Hyper Beam
Ice Beam
Protect
Scald
Solarbeam
Substitute
Toxic
Icy Wind
Seed Bomb
ThunderPunch
Total Moves: 35
Coinflip to send out first in the first round:
1=Athenodoros
2=dogfish44
2
dogfish44 sends out two Pokemon of the same typing, Leader Athenodoros sends out two Pokemon and orders, dogfish44 orders
Of course, water does have a few issues. Current can flow rather easily through the ions, frying the life inside of it. Grass grows off of water, and has developed the attributes to ensure a supply. But to go against the tide is to face the most unstoppable force on the Earth.
Arena:
The first thing you notice about the Water Gym is the size. It is a giant dome of ice, completely out of place in the warm Pumello Island, which looks almost like a snow globe because of the fog inside, near the top of the roof, and the rim of completely opaque ice around the bottom 10 metres, which stops you seeing in. You walk around a bit and discover a large entrance which burrows in to the ice, angled downwards in the the ice, as if you will end up some distance below ground when you get to wherever the path actually leads. The path is the shape of a semi-circle, roughly 10 metres across, with rough ice and snow on the bottom clearly to enable trainers to walk with all of their Pokemon beside them, so you release yours out of their Pokeballs and travel down to whatever depths the path will take you.
After some time, the originally opaque tunnel starts to clear out, and you suddenly realise that you are underwater, protected from the sea above you by the completely transparent ice of the semicircular path, which nonetheless allows you to see out in to the sea. It is full of strange plants, rising hills and falling crevasses, but even more importantly it is full of water-type Pokemon of every description - you see a school of Goldeen swim overhead, barely noticing you and all of your Pokemon, before a large Dewgong distracts your attention by swimming in the other way. You even see what appears to be a Phione, one of the famous legendary Pokemon, as you come up to what you now realise is the surface of the water. You had been following the water-type Pokemon so closely you hadn't noticed the small incline that you had started to ascend with the path. Eventually, you rise out of the water onto a large area of ice to hear a sudden increase of noise, which surprises you after the silence of the tunnel. However, you keep moving along the path, which now rises a foot above the ice partially covering the pool you were just in, away from the edge of the plateau and towards the center of the area, whatever might lie there. It takes some time, but eventually the noise of the sea creatures dies down as you walk away and you suddenly notice a large increase in temperature created by geysers rising out of the ice on either side of the path, which you and your Pokemon welcome after walking through the cold for so long. It keeps you walking, and finally you think you see something different ahead, which clearly signals the end of the road; perhaps because of the great grandeur of the area, compared to the small path through bleak landscape you have been walking through most recently. Anyway, as it comes in to view you see that it is a waterfall covered completely in mist and very concentrated rain, coming off the back of a giant cliff, dozens of metres high. In front of the cliff, near the base of the waterfall, there is a small pool of water, seemingly too small to contain the colossal amounts of water falling in from the Waterfall draining through a short river in to it, with two groups of three small pedestals of ice sticking out of the water, facing each other. Around the pool, with the exception of a clear area behind each group of three, are more geysers, spouting hot water many metres in to the air, where it formed steam and kept rising. It is near this pool that the path ends, falling back down the ground level, so you walk down over the end and stand in the clear section opposite the waterfall, looking around for a gym leader. You are just worrying that the long, but admittedly nicely scenic, route in here might have been for naught when the waterfall suddenly parts and an old man rides out from beneath it on a Lapras.
Welcome, says the trainer. I am Athenodoros, leader of the Water Gym of Pumello Island. He rides out further and then jumps down on to the clear area on the other side, which is a small island in the middle of the pool, next to where the short river from the waterfall empties in to it. In this gym we pay homage to the diversity and power of water and Water-type Pokemon. You see, in this little arena alone we have steam, water and ice interacting and coming together to create a working arena, as it does all over the gym. Here, the rain is created by the steam from the geysers you can see around us rising up and being cooled by the ice which forms the roof, and the Pokemon created and maintain all of this. In this gym, you will be challenged to show the diversity and strength of Water-type Pokemon, using only the materials which you would find in such an arid environment as ice can create, and against all the powers of the water type Pokemon I have at my disposal. We will battle three times: twice in doubles matches and once in a singles match, in the case of a tiebreaker being needed. However, the way in which you will show diversity and variety is that for each battle you must select a type, and any Pokemon you use in that battle must share that type. But now, I have spoken enough. Nominate your first type, and we shall begin our first battle!
After such a long walk with your Pokemon, you are ready for this battle. You have prepared for a long time, and even with the rules imposed by the gym you feel ready. Send out your first Pokemon!
-Everyone brings 6
-Default weather is Rain (i.e. Sunny Day and friends are fine, but after 5 rounds it goes back to rain)
-Best of Three, alternating sending out first and then blind send out - 2v2 Doubles + 2v2 Doubles + 1v1 Singles (If necessary)
-All Pokemon on each side must share a type in each battle, and can't be used in more than one battle
Battle Conditions: This gym requires its challengers to show the variety and strategy of the water-type. This means there will be three battles: two 2v2 doubles and a tiebreaker singles match if need be. However, there is a catch: in each battle, the Pokemon on each side must share one type, chosen by the trainer. All three of these battles will take place in the central gym area, and as the ultimate test for the diversity of a trainer's skills there will be no limits to the battle aside from those dictated by the arena.
After some time, the originally opaque tunnel starts to clear out, and you suddenly realise that you are underwater, protected from the sea above you by the completely transparent ice of the semicircular path, which nonetheless allows you to see out in to the sea. It is full of strange plants, rising hills and falling crevasses, but even more importantly it is full of water-type Pokemon of every description - you see a school of Goldeen swim overhead, barely noticing you and all of your Pokemon, before a large Dewgong distracts your attention by swimming in the other way. You even see what appears to be a Phione, one of the famous legendary Pokemon, as you come up to what you now realise is the surface of the water. You had been following the water-type Pokemon so closely you hadn't noticed the small incline that you had started to ascend with the path. Eventually, you rise out of the water onto a large area of ice to hear a sudden increase of noise, which surprises you after the silence of the tunnel. However, you keep moving along the path, which now rises a foot above the ice partially covering the pool you were just in, away from the edge of the plateau and towards the center of the area, whatever might lie there. It takes some time, but eventually the noise of the sea creatures dies down as you walk away and you suddenly notice a large increase in temperature created by geysers rising out of the ice on either side of the path, which you and your Pokemon welcome after walking through the cold for so long. It keeps you walking, and finally you think you see something different ahead, which clearly signals the end of the road; perhaps because of the great grandeur of the area, compared to the small path through bleak landscape you have been walking through most recently. Anyway, as it comes in to view you see that it is a waterfall covered completely in mist and very concentrated rain, coming off the back of a giant cliff, dozens of metres high. In front of the cliff, near the base of the waterfall, there is a small pool of water, seemingly too small to contain the colossal amounts of water falling in from the Waterfall draining through a short river in to it, with two groups of three small pedestals of ice sticking out of the water, facing each other. Around the pool, with the exception of a clear area behind each group of three, are more geysers, spouting hot water many metres in to the air, where it formed steam and kept rising. It is near this pool that the path ends, falling back down the ground level, so you walk down over the end and stand in the clear section opposite the waterfall, looking around for a gym leader. You are just worrying that the long, but admittedly nicely scenic, route in here might have been for naught when the waterfall suddenly parts and an old man rides out from beneath it on a Lapras.
Welcome, says the trainer. I am Athenodoros, leader of the Water Gym of Pumello Island. He rides out further and then jumps down on to the clear area on the other side, which is a small island in the middle of the pool, next to where the short river from the waterfall empties in to it. In this gym we pay homage to the diversity and power of water and Water-type Pokemon. You see, in this little arena alone we have steam, water and ice interacting and coming together to create a working arena, as it does all over the gym. Here, the rain is created by the steam from the geysers you can see around us rising up and being cooled by the ice which forms the roof, and the Pokemon created and maintain all of this. In this gym, you will be challenged to show the diversity and strength of Water-type Pokemon, using only the materials which you would find in such an arid environment as ice can create, and against all the powers of the water type Pokemon I have at my disposal. We will battle three times: twice in doubles matches and once in a singles match, in the case of a tiebreaker being needed. However, the way in which you will show diversity and variety is that for each battle you must select a type, and any Pokemon you use in that battle must share that type. But now, I have spoken enough. Nominate your first type, and we shall begin our first battle!
After such a long walk with your Pokemon, you are ready for this battle. You have prepared for a long time, and even with the rules imposed by the gym you feel ready. Send out your first Pokemon!
-Everyone brings 6
-Default weather is Rain (i.e. Sunny Day and friends are fine, but after 5 rounds it goes back to rain)
-Best of Three, alternating sending out first and then blind send out - 2v2 Doubles + 2v2 Doubles + 1v1 Singles (If necessary)
-All Pokemon on each side must share a type in each battle, and can't be used in more than one battle
Battle Conditions: This gym requires its challengers to show the variety and strategy of the water-type. This means there will be three battles: two 2v2 doubles and a tiebreaker singles match if need be. However, there is a catch: in each battle, the Pokemon on each side must share one type, chosen by the trainer. All three of these battles will take place in the central gym area, and as the ultimate test for the diversity of a trainer's skills there will be no limits to the battle aside from those dictated by the arena.
-Everyone brings 6
-Best of Three, alternating sending out first and then blind send out - 2v2 Doubles + 2v2 Doubles + 1v1 Singles (If necessary)
-All Pokemon on each side must share a type in each battle, and can't be used in more than one battle
Leader Athenodoros:
Lapras (M), "Typhon"
Nature:
Quiet - Adds * to Special Attack. A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type:
Ice - Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Abilities:
Water Absorb - (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.
Shell Armour - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Hydration (DW) - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
HP: 120
Atk: ***
Def: ***
SpA: **** (+)
SpD: ***
Spe: 51 (-)
Size Class: 5
Weight Class: 6
Base Rank Total: 19
EC: Doesn't Evolve
MC: Full Movepool
DC: Unlocked
Moves: 89
-AncientPower
-Aqua Tail
-Attract
-Aurora Beam
-Avalanche
-Bide
-Bite
-Blizzard
-Block
-Body Slam
-Brine
-Bubblebeam
-Bulldoze
-Captivate
-Confuse Ray
-Curse
-Dive
-Double Edge
-Double Team
-Dragon Dance
-Dragon Pulse
-Dragon Rage
-Dragons Breath
-Dream Eater
-Echoed Voice
-Endure
-Facade
-Fissure
-Foresight
-Frost Breath
-Frustration
-Future Sight
-Giga Impact
-Growl
-Hail
-Headbutt
-Heal Bell
-Hidden Power Fighting (7)
-Horn Drill
-Hydro Pump
-Hyper Beam
-Ice Beam
-Ice Shard
-Icy Wind
-Iron Head
-Iron Tail
-Mimic
-Mist
-Natural Gift
-Nightmare
-Outrage
-Perish Song
-Protect
-Psychic
-Psywave
-Rage
-Rain Dance
-Reflect
-Refresh
-Rest
-Return
-Roar
-Rock Smash
-Round
-Safeguard
-Secret Power
-Sheer Cold
-Shock Wave
-Signal Beam
-Sing
-Skull Bash
-Sleep Talk
-Snore
-Solarbeam
-Strength
-Substitute
-Surf
-Swagger
-Take Down
-Thunder
-Thunderbolt
-Tickle
-Toxic
-Water Gun
-Water Pulse
-Waterfall
-Whirlpool
-Zap Cannon
-Zen Headbutt
Male Swampert (*), "Poseidon"
Nature:
Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks. Adds * to Attack.
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Ground - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings
Abilities:
Torrent - (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (DW) - (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
HP: 110
Atk: ***** (+)
Def: ***
SpA: ***
SpD: ***
Spe: 52 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 3
DC: Unlocked
Attacks (35):
-Avalanche (*)
-Bide (*)
-Blizzard
-Brick Break
-Bulldoze
-Counter (*)
-Curse
-Defence Curl
-Dig
-Dive
-Double Team
-Earthquake
-Earth Power
-Endeavour
-Endure
-Focus Blast
-Focus Punch
-Foresight (*)
-Giga Impact
-Growl (*)
-Hammer Arm
-Hydro Cannon
-Ice Ball
-Ice Beam
-Ice Punch
-Icy Wind
-Iron Tail
-Low Kick
-Mirror Coat (*)
-Mud Sport (*)
-Mud-slap (*)
-Muddy Water
-Outrage
-Protect
-Rain Dance (*)
-Rest
-Rock Slide
-Rock Tomb
-Rollout
-Scald
-Sleep Talk
-Sludge
-Sludge Wave
-Stealth Rock
-Stone Edge
-Substitute
-Superpower
-Swagger
-Surf (*)
-Tackle (*)
-Toxic
-Water Gun (*)
-Waterfall (*)
-Whirlpool
-Wide Guard
-Yawn
Starmie, "Astraea"
Nature:
Modest - Attack decreased by *, Speed increased by 15%, Accuracy Boost
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
Illuminate - (Can be Activated) 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 - (Can be enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
HP: 90
Atk: ** (-)
Def: ***
SpA: ****
SpD: ***
Spe: 133
Accuracy Boost: 20.1%
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: Full Movepool
DC: Unlocked
Attacks (85):
-Attract
-Aurora Beam
-Avalanche
-Barrier
-Bide
-Blizzard
-Brine
-Bubblebeam
-Camouflage
-Confuse Ray
-Cosmic Power
-Curse
-Dive
-Double Team
-Double-Edge
-Dream Eater
-Endure
-Facade
-Flash
-Flash Cannon
-Frustration
-Giga Impact
-Grass Knot
-Gravity
-Gyro Ball
-Hail
-Harden
-Hidden Power Fight
-Hydro Pump
-Hyper Beam
-Ice Beam
-Icy Wind
-Light Screen
-Magic Coat
-Mimic
-Minimize
-Natural Gift
-Nightmare
-Pain Split
-Protect
-Power Gem
-Psychic
-Psyshock
-Psych Up
-Psywave
-Rage
-Rain Dance
-Rapid Spin
-Recover
-Recycle
-Reflect
-Reflect Type
-Rest
-Return
-Rollout
-Round
-Scald
-Secret Power
-Signal Beam
-Skill Swap
-Skull Bash
-Sleep Talk
-Snore
-Substitute
-Supersonic
-Surf
-Swagger
-Swift
-Tackle
-Take Down
-Telekinesis
-Teleport
-Thunder
-Thunderbolt
-Thunder Wave
-Toxic
-Tri Attack
-Trick
-Trick Room
-Twister
-Waterfall
-Water Gun
-Water Pulse
-Whirlpool
-Zap Cannon
Tethys the Cloyster (F)
Nature: Lonely (+Att, -Def)
Types:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice - Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
Abilities:
Shell Armour - This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link - This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Overcoat - This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
HP: 90
Atk: **** (+)
Def: ****** (-)
SpA: ***
SpD: **
Spe: 70
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: Fully Evolved
MC: 4
DC: Unlocked
Attacks (27):
-Tackle
-Withdraw
-Supersonic
-Icicle Spear
-Protect
-Leer
-Clamp
-Aurora Beam
-Dive
-Avalanche
-Rapid Spin
-Rock Blast
-Double Team
-Explosion
-Rain Dance
-Brine
-Hydro Pump
-Shell Smash
-Razor Shell
-Bide
-Endure
-Toxic Spikes
-Spike Cannon
-Spikes
-Substitute
-Torment
-Teleport
-Ice Shard
-Whirlpool
-Ice Beam
-Barrier
-Icy Wind
-Hail
-Selfdestruct
-Avalanche
Actaea the Krillowatt (F)
Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Nature: Timid (+15% Speed, +17% Accuracy, -1 Attack)
Abilities:
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.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+)
Accuracy Boost: 17%
Size Class: 1
Weight Class: 2
Base Rank Total: 21
EC: Fully Evolved
MC: 5
DC: 3/5
Moves:
-Bubble
-Charge
-Thundershock
-Tackle
-Detect
-Sheer Cold
-Mind Reader
-Metrenome
-Rain Dance
-Thunderbolt
-Double Team
-Ice Shard
-Confuse Ray
-Imprison
-Mirror Coat
-Aqua Jet
-Counter
-Hydro Pump
-Thunder
-Discharge
-Volt Switch
-Dive
-Surf
-Blizzard
-Torment
-Substitute
-Earthquake
-Discharge
-Follow Me
Nestor the Slowking (M)
Nature:
Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
Oblivious - (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo - (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regenerator (DW) - (Innate) When this Pokemon is switched out during a switch batttle, 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.
HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: Full Movepool
DC: Unlocked
Attacks (177):
-Amnesia
-Aqua Tail
-Attract
-Avalanche
-Belly Drum
-Bide
-Blizzard
-Block
-Body Slam
-Brick Break
-Brine
-Bubblebeam
-Bulldoze
-Captivate
-Calm Mind
-Confusion
-Counter
-Curse
-Dig
-Disable
-Dive
-Double Team
-Double-Edge
-Dragon Tail
-Drain Punch
-Dream Eater
-DynamicPunch
-Earthquake
-Echoed Voice
-Endure
-Facade
-Fire Blast
-Fissure
-Flamethrower
-Flash
-Fling
-Focus Blast
-Focus Punch
-Frustration
-Fury Cutter
-Future Sight
-Giga Impact
-Grass Knot
-Growl
-Hail
-Headbutt
-Heal Pulse
-Hidden Power Electric (7)
-Hyper Beam
-Ice Beam
-Ice Punch
-Icy Wind
-Incinerate
-Iron Defense
-Iron Tail
-Light Screen
-Magic Coat
-Mega Kick
-Mega Punch
-Me First
-Mimic
-Mud Sport
-Mud-Slap
-Nasty Plot
-Natural Gift
-Nightmare
-Pay Day (wtf?)
-Power Gem
-Protect
-Psychic
-Psych Up
-Psyshock
-Psywave
-Quash
-Rage
-Rain Dance
-Recycle
-Reflect
-Rest
-Return
-Rock Smash
-Round
-Safeguard
-Scald
-Secret Power
-Seismic Toss
-Shadow Ball
-Signal Beam
-Skill Swap
-Skull Bash
-Slack Off
-Sleep Talk
-Snore
-Stomp
-Strength
-Substitute
-Sunny Day
-Surf
-Swagger
-Swift
-Tackle
-Take Down
-Telekinesis
-Teleport
-Thunder Wave
-Tri Attack
-Trick
-Trick Room
-Trump Card
-Toxic
-Water Gun
-Water Pulse
-Whirlpool
-Wonder Room
-Yawn
-Zap Cannon
-Zen Headbutt
Challenger dogfish44:
Electivire [Short Fuse] (M)
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.
Nature: Mild (+SpAtk -Def)
Abilities:
Ability 1: Motor Drive (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. 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..
Ability 2: Vital Spirit (DW) (Innate) - This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Stats:
Electivire
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Attract
Barrier
Bide
Body Slam
Brick Break
Bulldoze
Captivate
Charge Beam
Counter
Cross Chop
Curse
Detect
Dig
Discharge
Dizzy Punch
Double Edge
Double Team
Dual Chop
DynamicPunch
Earthquake
Electro Ball
Electroweb
Endure
Facade
Feint
Fire Punch
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Follow Me
Frustration
Giga Impact
Hammer Arm
Headbutt
Helping Hand
Hidden Power (Grass,7)
Hyper Beam
Ice Punch
Iron Tail
Karate Chop
Leer
Light Screen
Low Kick
Low Sweep
Magnet Rise
Meditate
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Natural Gift
Protect
Psychic
Psywave
Pursuit
Quick Attack
Rage
Rain Dance
Reflect
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rolling Kick
Round
Screech
Secret Power
Seismic Toss
Shock Wave
Signal Beam
Skull Bash
Sleep Talk
Snore
Strength
Submission
Substitute
Swagger
Swift
Take Down
Taunt
Teleport
Thief
Thunder
ThunderPunch
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Uproar
Volt Switch
Wild Charge
Zap Cannon
Total Moves: 98 - Movepool Complete
Rotom [Pulse] (N/A)
Nature: Modest (+Sp.Atk -Atk)
Type:
Grass/Electric: 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. 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:
Levitate (Trait): 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. 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:
Rotom-C
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 2 (1.3m)
Weight Class: 3 (25.3 kg)
Base Rank Total: 20
EC: N/A
MC: 1
DC: N/A
Attacks:
Astonish
Charge
Charge Beam
Confuse Ray
Dark Pulse
Discharge
Double Team
Dream Eater
Electro Ball
Electroweb
Endure
Facade
Flash
Frustration
Hex
Hidden Power (Grass,7)
Leaf Storm
Light Screen
Mud-Slap
Natural Gift
Ominous Wind
Pain Split
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Round
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Swift
Telekinesis
Thief
Thunder
ThunderShock
Thunder Wave
Thunderbolt
Toxic
Trick
Uproar
Volt Switch
Will-O-Wisp
Total moves: 53 - Movepool Complete
Sunflora [Sol] (F)
Nature: Modest (+1 Sp.Atk, -1 Atk)
Type:
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.
Stats:
Sunflora
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power (Innate): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Early Bird (DW) (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Attacks:
Absorb
Bullet Seed
Double-Edge
Endeavor
Giga Drain
GrassWhistle
Growth
Ingrain
Leaf Storm
Leech Seed
Mega Drain
Natural Gift
Petal Dance
Pound
Razor Leaf
Seed Bomb
Sunny Day
Synthesis
Worry Seed
Bide
Leech Seed
Nature Power
Endure
Grass Knot
Hidden Power Fire
Hyper Beam
Light Screen
Protect
Safeguard
Sludge Bomb
SolarBeam
Substitute
Toxic
Earth Power
Total Moves: 34
Krillowatt [Formula] (M)
Nature: Timid (+15% Spe, +17% Acc, -1 Atk)
Type:
Electric/Water: 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. Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
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.
Magic Guard (Innate): This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW) (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+) [17% Acc]
Size Class: 1
Weight Class: 2
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Aqua Jet
Bubble
Bubblebeam
Charge
Confuse Ray
Copycat
Detect
Discharge
Guillotine
Heart Swap
Hydro Pump
Ice Shard
Imprison
Muddy Water
Tackle
Thunder
Thundershock
Zap Cannon
Counter
Metronome
Mirror Coat
Signal Beam
Dive
Double Team
Earthquake
Endure
Hidden Power (Grass,7)
Hyper Beam
Ice Beam
Protect
Rain Dance
Safeguard
Scald
Shock Wave
Substitute
Surf
Thunder Wave
Thunderbolt
Torment
Toxic
Volt Switch
Earth Power
Icy Wind
Total Moves: 43
Cyclohm [Nimbus] (M)
Nature: Modest (+1 Sp.Atk, -1 Atk)
Type: Electric/Dragon
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. Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.)
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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Bide
Charge
Discharge
Double Hit
Dragon Pulse
Dragon Rage
Dragon Tail
Growl
Hurricane
Hyper Beam
Leer
Outrage
Rain Dance
Slack Off
Sonicboom
Tackle
Thrash
Thundershock
Tri Attack
Twister
Weather Ball
Whirlwind
Zap Cannon
Dragonbreath
Dragon Dance
Dragon Rush
Gust
Heal Bell
Hydro Pump
Magnet Rise
Mud-Slap
Power Gem
Shock Wave
Spark
Thrash
Water Pulse
Blizzard
Captivate
Charge Beam
Double Team
Earthquake
Endure
Fire Blast
Flamethrower
Flash
Hail
Hidden Power (Grass,7)
Hone Claws
Ice Beam
Incinerate
Light Screen
Natural Gift
Protect
Rest
Roar
Sandstorm
Secret Power
Sleep Talk
Substitute
Sunny Day
Surf
Thunder
Thunderbolt
Thunder Wave
Torment
Toxic
Volt Switch
Waterfall
Wild Charge
Draco Meteor
Electroweb
Headbutt
Signal Beam
Snore
Swift
Twister
Total moves: 74
Ludicolo [Tango] (F)
Nature: Modest (+1 SpA, -1 Atk)
Type: Water / Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 12
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.
EC: 9/9
MC: 0
DC: 5/5
Absorb
Astonish
Bubblebeam
Energy Ball
Fake Out
Fury Swipes
Growl
Hydro Pump
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Thief
Uproar
Water Sport
Zen Headbutt
Counter
Giga Drain
Leech Seed
Synthesis
Brick Break
Endure
Grass Knot
Hidden Power (Ground, 7)
Hyper Beam
Ice Beam
Protect
Scald
Solarbeam
Substitute
Toxic
Icy Wind
Seed Bomb
ThunderPunch
Total Moves: 35
Coinflip to send out first in the first round:
1=Athenodoros
2=dogfish44
2
dogfish44 sends out two Pokemon of the same typing, Leader Athenodoros sends out two Pokemon and orders, dogfish44 orders