C$FP's Team: Zeus the Cyclohm (Move your mouse to reveal the content) Zeus the Cyclohm (open) Zeus the Cyclohm (close) Cyclohm [Zeus] (Male) Nature: Modest (+ to Special Attack; - from Attack) Type: Electric/Dragon 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. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Abilities: Ability 1: Shield Dust Type: 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.) Ability 2: Static Type: 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. Ability 3 (DW) [unlocked]: Overcoat Type: 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). Stats: 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: 0 DC: 5/5 Attacks: Tackle Growl Dragon Rage Charge Thundershock Rain Dance Twister Sonicboom Slack Off Hurricane Weather Ball Whirlwind Bide Tri Attack Leer Double Hit Hydro Pump Signal Beam Power Gem Draco Meteor Heal Bell Thunder Fire Blast Double Team Ice Beam Moves: 25 Necturna (Move your mouse to reveal the content) Necturna (open) Necturna (close) Necturna (Male) Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion) Type: Grass/Ghost Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Abilities: Ability 1: Forewarn Type: Innate This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy. Ability 2 (DW) [unlocked]: Telepathy Type: Innate 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: 100 Atk: Rank 5 Def: Rank 4 SpA: Rank 4 (+) SpD: Rank 5 Spe: 70 (-) Size Class: 3 Weight Class: 4 Base Rank Total: 23 EC: 6/6 MC: 1 DC: 5/5 Attacks: Leer Vine Whip Ominous Wind Shadow Sneak Toxic Spikes Will-O-Wisp Hex Horn Leech Pain Split Power Whip Thunder Fang Poison Fang Super Fang Shadow Ball Giga Drain Future Sight Leaf Blade Leaf Storm Snatch Skill Swap Synthesis Sketch Torment Shadow Claw Stone Edge Moves: 24 Rediamond's Team: Gardevoir (Move your mouse to reveal the content) Gardevoir (open) Gardevoir (close) Gardevoir* [Dreamer] (Female) Nature: Bold (+* Defense, -*Attack) Type: Psychic 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. Stats: Hp: 100 Atk-: Rank 2 Def+: Rank 4 SpAtk: Rank 5 SpDef: Rank 4 Spe: 80 Size Class: 3 Weight Class: 3 Base Rank Total: 21 EC: 9/9 MC: 0 DC: 5/5 Abilities: Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner. Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. (Dream World) Attacks: 47 Growl* Healing Wish Confusion* Double Team* Teleport* Lucky Chant* Magical Leaf* Heal Pulse* Calm Mind* Hypnosis Imprison Charm Future Sight Captivate Will-o-wisp* Shadow Sneak* Destiny Bond* Disable Dream Eater Encore Confuse Ray Pain Split Magic Coat Psycho Shock* Psychic* Thunderbolt* Hidden Power Ground (7) Substitute Focus Blast Taunt Light Screen Reflect Toxic Sunny Day Hyper Beam Shadow Ball Rain Dance Protect Torment Telekinesis Safeguard Rest Attract Thief Round Echoed Voice Ninetales (Move your mouse to reveal the content) Ninetales (open) Ninetales (close) Ninetales (F) [Sunshine] (Female) Nature: Timid (+Speed, +16% accuracy, -Att) Type: Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1). Stats: Hp: 100 Att: 2(-) Def: 3 SpAtt: 3 SpDef: 4 Spe+: 115 Size Class: 2 Weight Class: 2 Base Rank Total: 20 EC: 6/6 MC: 0 DC: 5/5 Abilities: Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Drought: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Dream World) Attacks: Ember* Tail Whip* Roar* Quick Attack* Fire Spin* Will-o-Wisp* Confuse Ray* Imprison* Flame Burst* Flamethrower* Safeguard* Nasty Plot Fire Spin Inferno Energy Ball* Extrasensory* Hypnosis* Faint Attack Pain Split Disable Hex Heat Wave Magic Coat Endure HP Ground 7 Protect* Toxic* Return* Dig SolarBeam Bide Psyshock Double Team Safegaurd Fire Blast Calm Mind Hyper Beam # of moves: 40 Rediamond orders first (I think we can skip the sending out phase since training outcomes won't impact orders).