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S0L1D G0LD: Not Approved. You need to include battle rules when you ref if it is not obvious. Approvers should not need to scour the Battle Tower thread to find the battle you agreed to ref to find the rules to determine proper payout.
You are trying to claim counters on an unfinished battle. Until the battle is complete, all claims you attempt to make concerning the battle in question will be DENIED.
Sassy Nature (+1 SpD, -15% Speed, -10% Evasion) Type: Rock
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Egg Group: Undiscovered Abilities: Sturdy (Passive): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Rock Head (Passive): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Rattled (Passive): These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Stats: HP: 100 Atk: Rank 4 Def: Rank 4 SpA: Rank 2 SpD: Rank 4 (+) Spe: 26 (-) Size Class: 3 Weight Class: 3 Base Rank Total: 18
EC: 6/6 MC: 0 DC: 5/5
Attacks (30/77) Level Up
Block
Copycat
Double-Edge
Faint Attack
Fake Tears
Flail
Low Kick
Mimic
Rock Slide
Rock Throw
Rock Tomb
Slam
Sucker Punch Egg
Defense Curl
Endure
Rollout
Sand Tomb
Stealth Rock Tutor
Helping Hand
Role Play TM/HM
Attract
Brick Break
Dig
Explosion
Frustration
Protect
Return
Rock Polish
Smack Down
Substitute
Swagger
Toxic
It learns Wood Hammer as a pre-26 move. Spending the 4 MC to purchase Counter (Level Up), Stone Edge (Level Up), and ThunderPunch (BW Tutor).
Larvitar receives 1 EC and 1 DC, increasing its EC from 7/9 to 8/9 and its DC from 3/5 to 4/5. It also gets 3 MC and 1 KOC (to be spent as MC).
8/9 EC? You know what that means!
Pupitar [Tommy] [M]
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Type: Rock/Ground
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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. Egg Group: Monster Abilities: Guts (Passive): 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. Sand Veil (Passive) (Locked): 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. Stats: HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 3 Spe: 44 (-) Size Class: 3 Weight Class: 5 Base Rank Total: 17
EC: 8/9 MC: 0 DC: 4/5
Attacks: (25/113) Level Up
Bite
Chip Away
Earthquake
Hyper Beam
Leer
Payback
Rock Slide
Sandstorm
Scary Face
Screech
Thrash Egg
Assurance
Dragon Dance
Focus Energy
Iron Defense
Iron Head Tutor
Dark Pulse
Iron Tail
Outrage
Snore
Superpower TM/HM
Brick Break
Bulldoze
Protect
Rest
Rock Polish
Rock Tomb
Snarl
Taunt
Torment
Toxic
Spending the 4 MC to purchase Crunch (Level Up), Stone Edge (Level Up), and Dig (BW TM/HM).
Scratchet stockpiles 1 MC and 2 KOC, and spends 1 MC to learn Hyper Voice (BW Level-Up).
Ralts:
EC: 0/9 > 1/9
MC: 0 > 2 > 0
DC: 0/5 > 1/5
Ralts spends 2 MC to purchase Torment (BW TM).
Now, I'll spend 2 CC to purchase a Togepi. (CC: 4 > 2)
Togepi [Vol] (F) Nature: Bold (+1 Def, -1 Atk) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Hustle: (Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. Serene Grace: (Passive) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Super Luck (DW): (Passive) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Modest Nature (+1 SpA, -1 Atk) Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Egg Group: Water 3 Abilities: Illuminate (Toggle): No default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack. Natural Cure (Passive): 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 (Passive) (Locked): If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 4 (+) SpD: Rank 2 Spe: 85 Size Class: 2 Weight Class: 3 Base Rank Total: 14
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
BubbleBeam
Minimize Egg
Aurora Beam
Barrier
Supersonic TM/HM
Blizzard
Protect
Substitute
Thunder Wave
Toxic
Skitty [Inoffensif] [F]
Naughty Nature (+1 Atk, -1 SpD) Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Egg Group: Field/Fairy Abilities: Cute Charm (Passive): This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move. Normalize (Toggle): This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. The Pokemon's Normal-type attacks will have four (4) more Base Attack Power. Its other attacks will change their typing to Normal, retain status-inducing and other properties, and not receive the Base Attack Power boost from this ability. When toggled, there is no effect. Wonder Skin (Passive) (Locked): The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers. Moves used by a Pokemon with Mold Breaker bypass this. Stats: HP: 90 Atk: Rank 3 (+) Def: Rank 2 SpA: Rank 2 SpD: Rank 1 (-) Spe: 50 Size Class: 1 Weight Class: 2 Base Rank Total: 12
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Fake Out
Growl
Tail Whip
Tackle
Foresight
Attract
Sing
Copycat
DoubleSlap
Assist
Charm
Faint Attack Egg
Mud Bomb
Sucker Punch
Uproar
Wish
Zen Headbutt TM/HM
Charge Beam
Frustration
Protect
Return
Toxic
Woobat [Woo Woo Swoon] [M]
Modest Nature (+1 SPA, -1 ATK) Type: Psychic/Flying
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
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. Egg Group: Flying/Field Abilities: Unaware (Passive): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Klutz (Toggle): The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks is increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off. When toggled, there is no effect. Simple (Passive) (Locked): This Pokemon Passively exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 2 Spe: 72 Size Class: 1 Weight Class: 1 Base Rank Total: 13
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Confusion
Odor Sleuth
Gust
Assurance
Heart Stamp
Imprison
Air Cutter
Attract Egg
Charm
Fake Tears
Stored Power
Supersonic
Synchronoise TM/HM
Light Screen
Protect
Reflect
Thunder Wave
Toxic
Bidoof [Lasek] [M]
Quirky [Stupid] Nature (No effect on stats) Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Simple (Passive): This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages. Unaware (Passive): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Moody (Passive) (Locked): This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths. Stats: HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 31 Size Class: 1 Weight Class: 2 Base Rank Total: 12
Naughty Nature (+1 Atk, -1 SpD) Types: Poison/Dark
Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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. Egg Group: Field Abilities: Stench (Passive): This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move. Aftermath (Passive): If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute. Keen Eye (Passive) (Locked): This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 2 SpD: Rank 1 (-) Spe: 74 Size Class: 1 Weight Class: 2 Base Rank Total: 15
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Scratch
Focus Energy
Poison Gas
Screech
Fury Swipes
SmokeScreen
Toxic
Feint
Slash Egg
Flame Burst
Foul Play
Haze
Pursuit
Smog TM/HM
Dig
Protect
Snarl
Substitute
Venoshock
Ducklett [It's A Random] [M]
Hasty Nature (+15% Speed, +9% Accuracy, -1 Def) Types: Water/Flying
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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. Egg Group: Water 1/Flying Abilities: Keen Eye (Passive): This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy. Big Pecks (Passive): This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds. Hydration (Passive) (Locked): This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon. Stats: HP: 100 Atk: Rank 2 Def: Rank 1 (-) SpA: Rank 2 SpD: Rank 2 Spe: 64 (+) [+9 ACC] Size Class: 1 Weight Class: 1 Base Rank Total: 13
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Water Gun
Water Sport
Defog
Wing Attack
Water Pulse
Aerial Ace
BubbleBeam
Feather Dance
Aqua Ring Egg
Brine
Gust
Me First
Mirror Move
Steel Wing TM/HM
Dive
Fly
Protect
Substitute
Surf
Deerling [M] [Minnesota]
Jolly Nature (+15% Speed, +17% Accuracy, -1 SpA) Types: Grass/Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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. Egg Group: Field Abilities: Chlorophyll (Passive): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Sap Sipper (Passive): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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. Serene Grace (Passive) (Locked): This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Stats: HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 87 (+) [+17 ACC] Size Class: 1 Weight Class: 2 Base Rank Total: 13
Sassy Nature (+1 SpD, -15% Speed, -10% Evasion) 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. Egg Group: Mineral/Amorphous Ability: Mummy (Passive): This Pokemon's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions. Stats: HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 4 (+) Spe: 26 (-) Size Class: 1 Weight Class: 1 Base Rank Total: 14
EC: 0/6 MC: 0
Attacks: Level Up
Astonish
Protect
Disable
Haze
Night Shade
Hex
Will-O-Wisp
Ominous Wind Egg
Endure
Fake Tears
Heal Block
Imprison
Nightmare TM/HM
Energy Ball
Protect
Psychic
Substitute
Toxic
Pineco [Grenade] [M]
Careful Nature (+1 SpD, -1 SpA) Type: Bug
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Egg Group: Bug Abilities: Sturdy (Passive): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Overcoat (Passive) (Locked): 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). Stats: HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 3 (+) Spe: 15 Size Class: 1 Weight Class: 1 Base Rank Total: 13
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Tackle
Protect
Selfdestruct
Bug Bite
Take Down
Rapid Spin
Bide
Natural Gift
Spikes Egg
Counter
Endure
Pin Missile
Sand Tomb
Swift TM/HM
Earthquake
Protect
Struggle Bug
Substitute
Venoshock
Beldum [Turing] [-]
Careful Nature (+1 SpD, -1 SpA) Types: Steel/Psychic
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Egg Group: Mineral Abilities: Clear Body (Passive): This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Light Metal (Passive) (Locked): The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.) Stats: HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 3 (+) Spe: 30 Size Class: 1 Weight Class: 4 [3 Light Metal] Base Rank Total: 13
EC: 0/9 MC: 0 DC: 0/5
Attacks: Level Up
Take Down Tutor
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Frillish [Man O'War] [F]
Modest Nature (+1 SpA, -1 Atk) Type: Water/Ghost
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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. Egg Group: Amorphous Abilities: Water Absorb (Passive): 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. Cursed Body (Passive): When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. A Pokemon with an attack disabled by Cursed Body cannot have another one disabled by Disable, and vice versa. Damp (Passive) (Locked): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 4 (+) SpD: Rank 3 Spe: 40 Size Class: 2 Weight Class: 3 Base Rank Total: 14
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse Egg
Acid Armor
Confuse Ray
Mist
Pain Split
Recover TM/HM
Dive
Protect
Substitute
Toxic
Will-O-Wisp
Drifloon [DOA] [F]
Type: Ghost/Flying
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.
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. Egg Group: Amorphous Abilities: Aftermath (Passive): If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute. Unburden (Passive): This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item. Flare Boost (Passive) (Locked): This Pokemon's body can harness the heat from a burn into internal energy, fuelling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power. Stats: HP: 100 Atk: Rank 3 (+) Def: Rank 2 SpA: Rank 2 SpD: Rank 1 (-) Spe: 70 Size Class: 1 Weight Class: 1 Base Rank Total: 14
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Astonish
Constrict
Focus Energy
Gust
Hex
Minimize
Ominous Wind
Payback
Stockpile Egg
Body Slam
Clear Smog
Defog
Haze
Weather Ball TM/HM
Protect
Substitute
Thunder Wave
Toxic
Will-O-Wisp
Sewaddle [Levana] [F]
Jolly Nature (+15% Speed, +8% Accuracy, -1 SpA) Type: Bug/Grass
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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. Egg Group: Bug Abilities: Swarm (Passive): 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) Chlorophyll (Passive): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Overcoat (Passive) (Locked): 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). Stats: HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 2 Spe: 49 (+) [+8 ACC] Size Class: 1 Weight Class: 1 Base Rank Total: 13
EC: 0/9 MC: 0 DC: 0/5
Attacks: Level Up
Tackle
String Shot
Bug Bite
Razor Leaf
Struggle Bug Egg
Air Slash
Camouflage
Me First
Razor Wind
Silver Wind TM/HM
Flash
Light Screen
Substitute
Sunny Day
Toxic
Oddish [Rafflesia] [F]
Hardy Nature (No effect on stats) Types: Grass/Poison
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.
Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Egg Group: Grass Abilities: Chlorophyll (Passive): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Run Away (Passive) (Locked): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Stats: HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 14
EC: 0/9 MC: 0 DC: 0/5
Attacks: Level Up
Absorb
Sweet Scent
Acid
PoisonPowder
Stun Spore
Sleep Powder
Acid
Mega Drain
Lucky Chant Egg
After You
Flail
Ingrain
Razor Leaf
Synthesis TM/HM
Flash
Grass Knot
Protect
Substitute
Toxic
Cherubi [Cherry] [F]
Timid Nature (+15% Speed, +5% Accuracy, -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. Egg Group: Fairy/Grass Ability: Chlorophyll (Passive): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 41 (+) [+5 ACC] Size Class: 1 Weight Class: 1 Base Rank Total: 13
EC: 0/6 MC: 0
Attacks: Level Up
Morning Sun
Tackle
Growth
Leech Seed
Helping Hand
Magical Leaf
Sunny Day Egg
Aromatherapy
Heal Pulse
Razor Leaf
Sweet Scent
Weather Ball TM/HM
Protect
Safeguard
Substitute
Swagger
Toxic
Necturine [Rottieta] [F]
Bashful Nature (No effect on stats) Types: Grass / Ghost
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 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. Egg Group: Grass/Field Abilities: Anticipation (Passive): This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). Telepathy (Passive) (Locked): 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. Stats: HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 51 Size Class: 1 Weight Class: 1 Base Rank Total: 13
Sassy Nature (+1 SpD, -15% Speed, -10% Evasion) Types: Grass/Poison
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.
Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Egg Group: Grass Abilities: Effect Spore (Toggle): By default, this Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When toggled, the Pokemon is more adept at using Powder attacks, resulting in their accuracy being increased by 10%. Regenerator (Passive) (Locked): When this Pokemon is switched out during a switch battle, 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. Stats: HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 (+) Spe: 13 (-) Size Class: 1 Weight Class: 1 Base Rank Total: 12
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Absorb
Growth
Astonish
Bide
Mega Drain
Ingrain
Faint Attack
Sweet Scent Egg
Body Slam
Defense Curl
Endure
Gastro Acid
Rollout TM/HM
Flash
Protect
Substitute
Toxic
Venoshock
Paras [Tochukaso] [F]
Sassy Nature (+1 SpD, -15% Speed, -10% Evasion) Types: Bug/Grass
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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. Egg Group: Bug/Grass Abilities: Effect Spore (Toggle): By default, this Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When toggled, the Pokemon is more adept at using Powder attacks, resulting in their accuracy being increased by 10%. Dry Skin (Passive): This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. Damp (Passive) (Locked): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Stats: HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 (+) Spe: 21 (-) Size Class: 1 Weight Class: 1 Base Rank Total: 12
Whoops Chimchar overdid it +2 CC
Chimchar gets 1+1 (Egg) EC (up to 4), 1+1 (KOC) DC (up to 5, unlocking DW) and 2+1 MC (up to 6). Evolves into Monferno! Automatically gains Mach Punch, and I use his 6 MC for Close Combat, Acrobatics, Flare Blitz, Slack Off (LU), and ThunderPunch (Gen V Tutor), going back down to 0.
Monferno [Red] (Male)
Desperation Theme: Ape Escape 3 - Monkey Red Face-Off (1) Evolution changed nothing about Red himself psychologically - though he seems to catch the attention of many female fans.
Nature: Hasty (+Speed, +16% Accuracy, -Defense) Type: Fire/Fighting Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities: Blaze: (Passive) 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: (Passive) (DW) (Unlocked) The Base Attack Power of this Pokemon's "Punch" attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)
Attacks: Level Up:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Mach Punch
Acrobatics
Slack Off
Flare Blitz
Close Combat
Egg:
Blaze Kick
Quick Guard
Fake Out
Counter
Encore
Tutor:
ThunderPunch
TM:
Fire Blast
Grass Knot
U-Turn
Protect
Substitute
Brick Break
Pyroak gains 1 DC (unlocking Chlorophyll) and 4 MC. He spends that MC on Bulldoze and Earthquake (Gen V TM). Arcanine gains 3 MC, spent on Outrage (Growlithe LU) and Bulldoze (Gen V TM).
Protowatt (M) Nature: Naive (Speed increased by 15%, Accuracy +30% ;Special Defense decreased by *) 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. Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Trace (Type: Trigger)
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard (Type: Passive)
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.
Shed Skin (Type: Passive; DW Locked)
(Passive) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Nicholson Slowpoke (M) Nature: Quiet (Special Attack increased by * ; Speed decreased by 1%, -10 Evasion) Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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 (Type: Passive)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo - (Type: Passive)
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.
Regenerator (Type: Passive; DW Locked)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Lapras (F) Nature: Quiet (Special Attack increased by * ;Speed decreased by 15*, Evasion -10) Type: Water Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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: Water Absorb (Type: Passive)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 Armor (Type: Passive)The Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Hydration (Type: Passive; DW Locked)This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon. Stats:
HP: 120
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 52 (-)
-10 Evasion
Size Class: 5
Weight Class: 6
Base Rank Total: 19
EC: - MC: 0 DC: 0/5
Moves (56):
Sing (*)
Water Gun (*)
Growl (*)
Mist (*)
Confuse Ray (*)
Ice Shard (*)
Water Pulse (*)
Body Slam (*)
Rain Dance (*)
Confuse Ray (*)
Perish Song (*)
Ice Beam
Brine
Safeguard
Hydro Pump
Claim time long overdue. 5 CC, and 2 CC, bringing my tally to 107.
Natsu the Fraxure gets 1 EC to evolve to Haxorus, 5 MC (Exp. Share & 2 KOC) to learn Razor Wind (Egg) and Earthquake (BW2 TM). Also, I guess I should spend 7 CC since he's a Jolly one, after all.
Charla the Staryu earns 1 EC to evolve to Starmie, 4 MC (Exp.Share & 1 KOC) to learn Psyshock (BW2 TM) and Pain Split (BW2 Tutor).
Erza the Bolderdash earns 1 EC, 4 MC (Exp.Share & 1 KOC) to learn Hone Claws and Hidden Power Ice 6 (BW2 TMs).
Elfman the Numel earns 1 EC to evolve to Camerupt, 2 MC to learn Eruption and Fissure (Level-ups).
Gajeel the Murkrow earns 1 EC, 3 MC (Exp.Share) to learn Quash (Level-up) and Sleep Talk (BW2 Tutor).
Cana the Grimer earns 1 EC to evolve to Muk, 3 MC (Exp.Share) plus 9 UC to learn Block, Dark Pulse, Fire Punch, Pain Split, Sleep Talk, ThunderPunch (6 BW2 Tutors).
Juvia the Froslass earns 5 MC (Exp.Share & 1 KOC) plus 3 UC to learn Pain Split, Signal Beam, Sleep Talk, Spite (4 BW2 Tutors).
Pantherlily the Anorith earns 1 EC to evolve to Armaldo, 2 MC plus 10 UC to learn Aqua Tail, Block, Iron Tail, Sleep Talk, Low Kick, Superpower (6 BW2 Tutors).
Finally, Mirajane the Castform earns 3 MC plus 5 UC to learn Icy Wind, Sleep Talk, Snore, Tailwind (4 BW2 Tutors).
CC: 100+7-7 = 100 UC: 333-9-3-10-5 = 306
Haxorus(*) Natsu (M)
Just like his namesake, Natsu is an orphan, having no recollection of his parents’ fate. As such, Natsu loneliness made him grew to be very independent, to the point where he will erupt in great battle fury whenever his freedom is threatened. However, he is very much attached to his trainer, Zt, looking up to him as a partner as they search the wilds for Natsu’s direct lineage. Natsu doesn’t sharpen his tusks on a regular basis – unlike some Axews, he prefers a thicker tusk, even though they break off at pretty much the same intervals due to his affinity for intense fights. Natsu is always in a fierce competition with Gray, often challenging the other into mock spars, but the rivalry comes with respect and loyalty towards each other too. Natsu fights with the ferocity that comes with every Dragon – by fang and claw, for the very survival of his world and existence.
Beaten down at every turn never shakes Natsu's confidence - to him, a loss is just another step towards being stronger. Having new members to the team suddenly wrought certain changes to his fighting spirit. Willing to forsake his own safety for that of his friends, Natsu's newfound family is his main source of strength to improve himself and keep going.
Learning to fight with a clear mind, even in the midst of battle rage, is not easy - but Natsu is now one of the few that did it. Through rigorous training, he bridged the gap between instinct and thought, acting on cues his opponent didn't even realise to counter and parry at precisely the same time they make their move. Broadening his mind's eye also allows Natsu to make use of the environment more efficiently, as well as track his opponents battle habits - something only Gajeel can match, which became a newfound reason they keep coming to blows.
Nature: Jolly (+15% Speed, -1 SpA, +14% Acc)
Type: Dragon Type: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Ability 1: Mold Breaker
Type: Passive
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Ability 2: Rivalry
Type: Passive
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Ability 3: Unnerve (DW unlocked)
Type: Passive
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Charla is Wendy's closest friend and confidante since Daycare. Witty, and quick to learn the ways of the world, Charla did not trust Zheng at first sight, naturally, and disapproves of Natsu and Gray's loud brawls every other minute they were together. Charla looks out for Wendy, not afraid to stand up to bigger, meaner Pokemons, and its that precise quality she sees in Zheng's group that warms her up to the team. Charla is very touchy, resisting most physical contacts except with Wendy, retaliating with swift hit-and-run tactics whenever approached thus.
The sudden disappearance of Wendy as soon as the monastery is founded shook Charla up. But, the resulting search finally convinced her that her best friend is no longer the helpless, naive pup of the past. She still watches over Wendy, though, and she looks forward into their shared future in the family with a bright hope - so long as her eyes don't roll at the antics of the boys.
Nature: Modest (+1 SpA, -1 Atk)
Type: Water type: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic type: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank.
Abilities:
Ability 1: Illuminate
Type: Toggle
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Multiple Illuminates do not stack. (Command: Enable/Disable Illuminate)
Ability 2: Natural Cure
Type: Passive
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.
Ability 3: Analytic (DW Unlocked)
Type: Passive
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
A swordsman wields the blade with graceful precision, just as Erza uses her attacks with dangerous beauty. She walked in on one of Gray and Natsu’s brawls, and the resulting free-for-all wore on for half a day before Zheng can subdue her with a Pokeball. Unknowingly for her, that fight left a lasting impression on the two – they’re cautious almost to the point of fearful whenever in her company since then. Wendy and Charla looks up to her as a role model, though, and it was Erza who took care of them, even though she was newer to the family.
Chargestone Cave is the hallowed ground for all of Erza's ancestry, yet she decides that she will withhold her instincts to evolve for the sake of her family. Small but close-knit, everyone looks up to Erza as the big sister, even though her quirks with boys sometimes astonished the girls and make the shy ones (like Juvia and Wendy) blush. After a series of long, drawn out clashes with Mirajane, both of them seemed to have settled to a cordial relationship, mutually agreeing to avoid mentioning the past conflicts, opting instead to look after the girls together and knock the boys down a peg or two when they get too loud.
Nature: Modest (+1 SpA, -1 Atk)
Type: Rock type: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Ability 1: Levitate
Type: Passive
This Pokemon naturally floats above the earth when released or easily takes flight, evading the all seismic moves. Earth Power will have 3 less BAP. Dig and Dive can still strike a Levitating Pokemon, but only if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Other Ground moves can still hit.
Ability 2: Technician
Type: Passive
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Ability 3: Mold Breaker (DW Unlocked)
Type: Passive
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Attacks:
Acupressure
AncientPower
Defense Curl
Disable
Double Team
Earth Power
Energy Ball
Fire Blast
Flamethrower
Flash Cannon
Giga Drain
Heat Wave
Hidden Power Ice 6
Hone Claws
Hyper Beam
Magnet Rise
Mud Shot
Mud-Slap
Ominous Wind
Paleo Wave
Power Gem
Protect
Rest
Rock Blast
Rock Polish
Rollout
Sandstorm
Shadow Ball
Sleep Talk
Smack Down
Snore
Stealth Rock
Substitute
Sunny Day
Swift
Tackle
Toxic
Trick
Vacuum Wave
Volt Switch
Camerupt - Elfman (M)
"Hey mon," is probably Elfman's QOTD, all day, everyday. His easy-going attitude is reflective of his species' nature - slowly pacing on with the simple pleasures of daily life. Or so it seems. Elfman is as stubborn as they come - in fact, he got into a tussle with Natsu just because they wanted to cross the same (outer) side of the ledge. It took Gray's help to wrestle him down (a fact all but Gray is unhappy about) but Zheng's capture brought him into the family. Being slow to anger doesn't mean Elfman is slow on the uptake, but it does mean that he's slow to cooldown after he gets really riled up.
Having a family to be with changes Elfman - he is becoming more and more a stolid guardian than a laid-back jock. Steadfast to the point of tactless, he will not give way if he feels that his family is threatened. He is especially protective of Mirajane, and will often go out of his way to help her in any way perceived possible.
Nature: Sassy (+ SpD, - Spe, -10% evasion)
Type: Fire type: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground type: 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.
Abilities:
Ability 1: Magma Armour
Type: Passive
Elfman has a strong, heated armor that makes it incapable of being frozen. His armor also reduces the Base Attack Power of all incoming attacks by one (1).
Ability 2: Solid Rock
Type: Passive
Elfman’s solid body and durable constitution causes the Base Attack Power of incoming super-effective attacks to be reduced by two (2).
Ability 3: Anger Point (DW Unlocked)
Type: Passive
When struck with a critical hit, Elfman becomes enraged and its Attack rises to maximum (Stage 6). However, his Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches the Pokemon's natural Attack stage. Critical hits from self-targeting moves do not activate Anger Point.
Attacks:
Amnesia
Ancient Power
Bulldoze
Dig
Double Team
Double-Edge
Earth Power
Earthquake
Ember
Endure
Eruption
Fire Blast
Fissure
Flame Burst
Flamethrower
Focus Energy
Growl
Heat Wave
Lava Plume
Magnitude
Mimic
Mud Bomb
Protect
Rock Slide
Sleep Talk
Stealth Rock
Substitute
Tackle
Take Down
Will-O-Wisp
Yawn
Murkrow – Gajeel (M)
Gajeel is rather different, compared to the rest of the lot - probably his dark instincts gave him a bit of a "lone wolf" attitude. Efficient in his ways, smart in his pose, Gajeel would have a hard time fitting in - except that the girls are incredibly forgiving, and while the guys wouldn't hesitate bringing on a throwdown (save for Elfman, who repaid his indifference with barely a shrug), they never keep past grudges. Its what drove Gajeel to approach Zheng after many days of stalking them - eating, living, fighting with the affectionate way only siblings might have had. He is no slouch either - holding his own even against Erza is no small feat in the family.
Nature: Mild (+1 SpA, -1 Def)
Type: Dark type: 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.
Flying type: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity. 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:
Ability 1: Insomnia
Type: Passive
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Ability 2: Super Luck
Type: Passive
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Ability 3: Prankster (DW Unlocked)
Type: Passive
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Cana is an alcoholic, probably one of the very few Pokemon throughout the world to actually enjoy imbibing such beverages. Her natural biological system is the prime cause for her incredible alcoholic tolerance, and also of her encounter with Zheng - she was drinking in the wine cellar under a small inn when the innkeeper caught her red-handed. Flustered, the innkeeper cannot do anything without Pokemons, and Zheng arrived to save half the cellar, while paying off the other half. Flirtatious and often half-drunk, she's quite an addition to the family - as well as quite the reason of Zheng's oft-empty purse.
Her drinking exploits have garnered quite a reputation amongst the locals, much to Zheng's chagrin. However, Cana was smart enough not to bring her habits into the monastery, and so Zheng can't really do much but rebuke her gently. When sober, she often purifies the monastery's nearby stream by absorbing all the intoxicants and harmful substances from the water - which is why some local brewers drew water from the monastery when they make their ales.
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Poison type: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Ability 1: Stench
Type: Passive
Cana's sexy, boozy odor reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Ability 2: Sticky Hold
Type: Passive
Cana cradles her items much like the way she cradles her alcohol barrel, in a strong grip that prevents item theft or swapping.
Ability 3: Poison Touch (DW Unlocked)
Type: Toggle
Cana can channel her body's alcoholic resistances into a form of offense. Whenever she hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. If disabled, all of her attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Attacks:
Acid Armour
Acid Spray
Block
Dark Pulse
Disable
Fire Punch
Flamethrower
Giga Drain
Harden
Ice Punch
Imprison
Mean Look
Minimize
Mud Bomb
Mud-Slap
Pain Split
Poison Gas
Pound
Protect
Rock Slide
Shadow Ball
Shadow Punch
Shadow Sneak
Sleep Talk
Sludge
Sludge Bomb
Thunderbolt
ThunderPunch
Toxic
Venoshock
Froslass - Juvia (F)
Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and she has been tagging along ever since. There's nothing Zheng could do to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - so some of his actions towards Juvia was probably misleading, as well.
The chance to settle down gave Juvia hopes of raising a family of her own with Gray, of all things. Redoubling her efforts to spend time with Gray whenever he's not training for Halls, Juvia gets paranoid when another girl approaches Gray, to the point that her imagination runs wild of multiple-way relationships. Her affection with Gray had long been an open secret, one that she cares not about hiding. The girls secretly support her, and even the guys do nothing to impede her - or perhaps the lads just wanna see what Gray would do in such a situation. Her own training has not been set aside, though - in addition to wielding water in its coldest form, Juvia also hones her perceptive skills, something further enhanced by the Dawn Stone given by Zheng.
Nature: Timid (+15% Speed, +8% Accuracy, -1 Atk)
Type: Ice type: 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.
Ghost type: 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:
Ability 1: Snow Cloak
Type: Passive
Juvia trains her ethereal perception to suit her native snowy conditions, gaining a 20% evasion boost an immunity to Hailstone damage during Hail.
Ability 2: Cursed Body (DW Unlocked)
Type: Passive
When Juvia is struck by an opponent's attack, there is a 30% chance that she can disable it. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Gajeel was the one who found Pantherlily's Claw Fossil discarded at the entrance of a mine. Seeing the Murkrow's penchant for it, Zheng decided to go to the nearest archaeological lab and revive it. Pantherlily and Gajeel have been quite attached to each other ever since. They share the same camaraderie towards each other as Natsu and Gray, but at least they didn't have the head-splitting rivalry that the other pair always do. Often after a training session, Gajeel would take Pantherlily up for flight trips, while the latter demonstrates the pleasure of submersion in water. The rest of the family often help Pantherlily too, since he's still much less comfortable on terrestrial environment - Wendy loved piggybacking him and Charla together, while the latter doesn't mind that much.
Pantherlily's much larger size now meant that he would no longer be the protected fossiling now, but a respected fighter in his own right. Swinging his claws with the strength of a shield bash, Pantherlily trains everyday by felling trees for firewood and clearing debris around the monastery backyard. Often in the evenings, the only sounds there are the rustling of his claws as no fallen leaf ever touches the ground.
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Bug type: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Rock type: 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:
Ability 1: Battle Armour
Type: Passive
Pantherlily’s thick armor prevents him from taking critical hits.
Ability 2: Swift Swim (DW Unlocked)
Type: Passive
Pantherlily can move deceptively fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Attacks:
Aerial Ace
AncientPower
Aqua Tail
Block
Body Slam
Brick Break
Cross Poison
Crush Claw
Cut
Dig
Double Team
Double-Edge
Endure
Fury Cutter
Harden
Iron Defense
Iron Tail
Low Kick
Metal Claw
Mud Sport
Mud-Slap
Protect
Rapid Spin
Rock Blast
Rock Polish
Rock Slide
Rock Smash
Sand-Attack
Sandstorm
Scratch
Screech
Slash
Sleep Talk
Smack Down
Stealth Rock
String Shot
Struggle Bug
Substitute
Superpower
Toxic
Water Gun
Water Pulse
X-Scissor
Castform - Mirajane (F)
Mirajane is a sweet girl, always smiling at everyone, even though she sometimes do gets into fights with Erza when the latter is not busy pounding Natsu. She helped Elfman overcome his innate fear to swimming by teaching him patiently in Lake Lucid. As a result, the latter treated her as an elder sister, always protective of her while respecting her opinions on every turn. In turn, Mirajane always stays near Elfman for guidance, often perching atop his head on journeys and summoning sunny skies to invigorate the Numel. Despite her small stature, no one else in the family looks upon her as the one to be protected - Mirajane is very capable of looking after herself, usually resolving conflicts around her in a diplomatic way but more than willing to respond with force if necessary.
Nature: Modest (+1 SpA, -1 Atk)
Type (weather-dependent): Normal type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage and Thrash without losing focus. Sunny Fire type: Fire STAB; immune to burn, emit a low glow in dark places. Superior senses in volcanic or bushfire areas. Rainy Water type: Water STAB; Can breathe and have excellent mobility when underwater. Snowy Ice type: 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.
Ability:
Forecast
Type: Passive
Mirajane is adept at changing and adapting to the weather, granting her immunity to all forms of weather. Mirajane can also change the typing of Weather Ball accordingly, and take different forms during Sunlight, Rain, and Hail. The Energy Cost of Weather Ball and all weather changing moves are reduced to 6.
Frosty: 4 CC Actually 8CC due to Necturna being maxed
Dusknoir: 3 MC / 2 KOC
Chandelure: 3 MC / 1 KOC
Necturna: 3 MC Actually 0, as it is maxed
Sableye: 3 MC / 1 KOC
Getting:
BWTM (4MC): Psych Up, Sunny Day
BWTutor (6MC): Role Play, Spite, Wonder Room
Lapras:
Unlocks Shell Armor!
MC: 23->0
Getting:
Egg (3): Dragon Dance
Past Gen TM (6): Endure, Bide
BWTutor (2): Heal Bell
BWTM (12): Roar, Hail, Hyperbeam, Dive, Frost Breath, Rest
Vaporeon:
MC: 13->0
Getting:
Pre 25 (0MC): Covet, Take Down
LU (6MC): Bite, Mist, Last Resort, Baton Pass, Double-Edge, Trump Card
Egg (3MC): Detect
Tutor (2MC): Hyper Voice
TM (2MC): Roar
Dusknoir:
MC: 32->0
Getting:
Past Gen TM (3MC): Natural Gift,
Past Gen Tutor from Dusclops (27MC): Double-Edge, Body Slam, Dream Eater, Headbutt, Mega Kick, Mega Punch, Mimic, Nightmare, Seismic Toss
BWTM (2MC): Rock Smash
Fidgit:
Getting Haze (Egg) for 3MC (3->0)
Tangrowth:
Getting Headbutt (Past Gen Tutor - 3MC) and Cut (BWTM - 2MC) for 5MC (5->0)
Maxim: Approved.
Canis_Majoris: Approved. PM does not equal VM, though.
Box: Approved. You do realize you don't need to repost your mon's profiles when you are claiming EC, MC, DC, or purchasing moves.
ZT: Approved.
Frosty: Approved. However, Emboar still has 3 MC remaining as you purchase Magnitude twice in a row.
P2X7: Not Approved. You are still missing vital information that you can find in the DAT.
Geodude6: Approved.
+0.9 (Claiming ZT and Frosty's as 0.2 each) AUC
Buying 1 EXP. Share with 6UC
7-6 -> 1
Spending my last UC to bring my tynamo up to 4/9 EC, and evolve him into a Eelektrik.
Eelektrik (Armstrong) (M) Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion) Type: Electric 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.
Ability:
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.
Spent his 15MC on: Discharge (lvl up), Thunderbolt (lvl up), Gastro Acid (lvl up), Signal Beam (BW2 Tutor), Giga Drain (BW2 Tutor), Protect (TM), Toxic (TM), Flash Cannon (TM), and Double Team (TM).
15MC-15MC ->0MC
1UC-1UC ->0UC
That is all.
Zam's and Queen's KOC shall become MC, where I shall stockpile everything.
=========
Now, I have a LOT of freshmons that need updating due to this "Old Freshmon announcement" that I missed in my absence:
First up is Shieldon:
Type: Steel/Rock Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. 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:
Sturdy:
Type: Passive
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Soundproof (DW-Locked):
Passive
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.)
Moves:
1). Tackle
2). Protect
3). Taunt
4). Metal Sound
5). Take Down
6). Iron Defence
7). Swagger
8). Focus Energy
9). Stealth Rock
10). Rock Blast
11). Ice Beam
12). Thunderbolt
13). Flamethrower
It gets adds the two TM/HM moves, Protect and Substitute. It gets the two Egg moves, Earth Power and Magnet Rise.
Type: Steel/Rock Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. 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:
Sturdy:
Type: Passive
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Soundproof (DW-Locked):
Passive
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.)
Moves:
1). Tackle
2). Protect
3). Taunt
4). Metal Sound
5). Take Down
6). Iron Defence
7). Swagger
8). Focus Energy
9). Stealth Rock
10). Rock Blast
11). Ice Beam
12). Thunderbolt
13). Flamethrower
14). Protect
15). Substitute
16). Earth Power
17). Magnet Rise
Second is: Slowpoke:
Steven Hawkings (Slowpoke) [Male]
Nature: Relaxed (+Def, -Speed)
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Oblivious: (Passive)This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Own Tempo: (Passive)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. Regenerator: (DW - LOCKED)(Passive)When this Pokemon is switched out during a switch battle, 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.
It gets the two Egg moves: Zen Headbutt and Future Sight. It gets the two TM/HM moves: Toxic and Protect.
Steven Hawkings (Slowpoke) [Male]
Nature: Relaxed (+Def, -Speed)
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Oblivious: (Passive)This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Own Tempo: (Passive)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. Regenerator: (DW - LOCKED)(Passive)When this Pokemon is switched out during a switch battle, 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.
Type: Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas. 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.
Abilities:
Oblivious: (Passive)This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Simple: (Passive)This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.
Own Tempo: (DW-Locked)(Passive)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: 1/6
DC: 1/5
MC: 2
KOC: 0
Moves:
1). Growl
2). Tackle
3). Ember
4). Magnitude
5). Focus Energy
6). Take Down
7). Flame Burst
8). Amnesia
9). Lava Plume
10). Yawn
11). Endure
12). Heat Wave
13). Protect
14). Sunny Day
15). Will-o-Wisp
It gets the two Egg moves: Iron Head and Stockpile. It gets the two TM/HM moves: Toxic and Overheat.
Type: Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas. 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.
Abilities:
Oblivious: (Passive)This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Simple: (Passive)This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.
Own Tempo: (DW-Locked)(Passive)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: 1/6
DC: 1/5
MC: 2
KOC: 0
Moves:
1). Growl
2). Tackle
3). Ember
4). Magnitude
5). Focus Energy
6). Take Down
7). Flame Burst
8). Amnesia
9). Lava Plume
10). Yawn
11). Endure
12). Heat Wave
13). Protect
14). Sunny Day
15). Will-o-Wisp
16). Iron Head
17). Stockpile
18). Toxic
19). Overheat
Fourth is Scratchet:
Tobias (Scratchet) [Male]
Modest (-Atk, -Sp.Atk)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Scrappy: (Passive) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Vital Spirit (DW-Locked): (Passive) 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.
It gets the two Egg moves: Haze and Rapid Spin. It gets the two TM/HM moves: Toxic and Protect.
Tobias (Scratchet) [Male]
Modest (-Atk, -Sp.Atk)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Scrappy: (Passive) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Vital Spirit (DW-Locked): (Passive) 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.
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.
Static: (Passive)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. Lightningrod: (Passive)These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate. Minus: (DW-Locked)(Passive)This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).
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.
Static: (Passive)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. Lightningrod: (Passive)These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate. Minus: (DW-Locked)(Passive)This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).
Marco (Darumaka) [Male]
Jolly (-Sp.Atk, +15% Speed, +8%acc)
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Hustle: (Toggle)This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. Inner Focus: (DW-Locked)(Passive)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Moves:
1). Tackle
2). Rollout
3). Incenerate
4). Rage
5). Fire Fang
6). Headbutt
7). Uproar
8). Facade
9). Fire Punch
10). Work Up
11). Encore
12). Yawn
13). Hammer Arm
14). Protect
15). Substitute
16). Will-O-Wisp
It gets the two Egg moves: Focus Punch and Sleep Talk. It gets the two TM/HM moves: Toxic and Dig.
Marco (Darumaka) [Male]
Jolly (-Sp.Atk, +15% Speed, +8%acc)
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Hustle: (Toggle)This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. Inner Focus: (DW-Locked)(Passive)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Pickup: (Passive)This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas. Quick Feet: (Passive)This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop. Honey Gather: (DW-Locked)(Passive)This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
Moves:
1). Covet
2). Scratch
3). Leer
4). Lick
5). Fake Tears
6). Fury Swipes
7). Faint Attack
8). Close Combat
9). Cross Chop
10). Night Slash
11). Earthquake
12). Rock Slide
13). Protect
It gets the two Egg moves: Crunch and Belly Drum. It gets the two TM/HM moves: Toxic and Shadow Claw. Also, as I seemed to have missed the fact that it learns Sweet Scent at Lv22, I am adding that to its movepool as well.
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Pickup: (Passive)This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas. Quick Feet: (Passive)This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop. Honey Gather: (DW-Locked)(Passive)This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Intimidate: (Toggle)When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. Flash Fire: (Passive)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. Justified: (DW-Locked)(Passive)This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts
Moves:
1). Bite
2). Roar
3). Ember
4). Leer
5). Odor Sleuth
6). Helping Hand
7). Flame Wheel
8). Reversal
9). Fire Fang
10). Take Down
11). Close Combat
12). Morning Sun
13). Safeguard
14). Fire Blast
15). Overheat
16). Wild Charge
It gets the two Egg moves: Crunch and Double-Edge. It gets the two TM/HM moves: Toxic and Protect.
Jake (Growlith) [Male]
Hardy (No Changes)
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Intimidate: (Toggle)When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. Flash Fire: (Passive)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. Justified: (DW-Locked)(Passive)This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. 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.
Chlorophyll: (Passive)During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Sap Sipper: (Passive)This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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. Serene Grace: (DW-Locked)(Passive)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. 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.
Chlorophyll: (Passive)During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Sap Sipper: (Passive)This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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. Serene Grace: (DW-Locked)(Passive)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Graboid (Onix) [Male]
Adamant (-Sp.Atk, +Atk)
Type: 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. 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.
Rock Head: (Passive)This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Sturdy: (Passive)This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Weak Armor: (DW - Locked)(Toggle)The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Moves:
1). Mud Sport
2). Tackle
3). Harden
4). Bind
5). Curse
6). Screech
7). Rock Throw
8). Rage
9). Rock Tomb
10). Stealth Rock
11). Rock Polish
12). Smack Down
13). Dragonbreath
14). Sandstorm
15). Block
16). Heavy Slam
17). Explosion
18). Bulldoze
19). Protect
20). Substitute
I missed that it learns the move, Slam, at level 25, so I am adding that to its movepool. It gets the two Egg moves: Rock Climb and Stealth Rock. It gets the two TM/HM moves: Toxic and Earthquake.
Graboid (Onix) [Male]
Adamant (-Sp.Atk, +Atk)
Type: 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. 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.
Rock Head: (Passive)This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Sturdy: (Passive)This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Weak Armor: (DW - Locked)(Toggle)The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Moves:
1). Mud Sport
2). Tackle
3). Harden
4). Bind
5). Curse
6). Screech
7). Rock Throw
8). Rage
9). Rock Tomb
10). Stealth Rock
11). Rock Polish
12). Smack Down
13). Dragonbreath
14). Sandstorm
15). Block
16). Heavy Slam
17). Explosion
18). Bulldoze
19). Protect
20). Substitute
21). Slam
22). Rock Climb
23). Stealth Rock
24). Toxic
25). Earthquake
=========
Now, I have a Middlemon whose moveset has NOT been altered since I bought it. It retaines the exact same moves since the day I acquired it because I was stockpiling MC. As such, I will update its movepool as if I were updating Gible instead of Gabite:
First is Gabite:
Type: Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. 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.
Abilities: Sand Veil: (Passive)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. Rough Skin: (DW - Locked)(Passive)When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Type: Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. 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.
Abilities: Sand Veil: (Passive)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. Rough Skin: (DW - Locked)(Passive)When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.