Registration Tower (Retrieve Teams only, do not post or update profiles)

Ma Hoes

I'll Give this a go


Trainer Name: pimpgangster
Pokemon: Krillowatt*, Taillow*, Hippowdon*, Fidgit, Tomohawk, Collosoil, Privatyke, Embirch, Voodoll, Bidoof, Octillery, Monohm, Scraggy, Zubat, Cupra
W/L/T: 12/13/3
Currency Counters: 6
Backpack:

Item Pocket:
2 Oran,
2 Leppa,
2 Cheri,
2 Chesto,
2 Pecha,
2 Rawst,
2 Aspear
1 Dark Gem
1 Normal Gem
1 Water Gem
1 Flame Orb
1 Damp Rock
1 Smooth Rock
1 Exp. Share

Token Pocket:
Ref Tokens:
0 RC
Business Tokens:
9 BP
0 BT

Tournament Link
Battle Hall (None ATM)
Battle Subway (None ATM)

Gym Link





Krillowatt(*) [Pilfer] (Female)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Electric / Water
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats: 151 / 84 / 73 / 83 / 74 / 105

HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21

EC: 6/6
MC: 2
DC: 5/5

Attacks:
Ice Shard
Bubble (*)
Charge (*)
Tackle (*)
Thundershock (*)
Detect (*)
Confuse Ray
Imprison
Mirror Coat
Counter
Aqua Jet
Dishcarge
Copycat

Muddy Water (*)
Shock Wave (*)
Signal Beam (*)
Earth Power

Ice Beam (*)
Thunderbolt (*)
Scald (*)
Hidden Power Fire 7
Substitute
Torment
Thunder Wave


Taillow [Spretzal] (Male)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Scrappy (DW): (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 85

EC: 3/6
MC: 1
DC: 3/5

Attacks:
Peck (*)
Growl (*)
Focus Energy (*)
Quick Attack (*)
Wing Attack (*)
Double Team (*)
Endeavour
Air Slash
Agility

Roost (*)
Steel Wing (*)
Brave Bird (*)

Protect
U-Turn (*)
Aerial Ace (*)
Protect (*)
Facade



Hippowdon[noBINGO] (Female)
Nature: Careful (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Special Attack)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats:
HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 4 (+)
Spe: 47


EC: 6/6
MC: 0
DC: 5/5


Attacks:
Thunder Fang
Fire Fang
Ice Fang
Tackle (*)
Sand Attack (*)
Bite (*)
Yawn (*)
Take Down (*)
Dig (*)
Sand Tomb (*)
Earthquake
Crunch

Curse
Revenge

Slack Off (*)
Body Slam (*)
Stockpile (*)
Superpower


Earthquake (*)
Roar (*)
Toxic (*)
Rock Slide


Fidgit [Supakupa] (Female)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Poison/Ground
Poison: 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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Gust
Comet Punch
Magic Room
Wonder Room
Rapid Spin
Sand Attack
Helping Hand
Sand-Attack
Tailwind
Encore
Knock Off
Copycat
Heal Pulse
Whirlwind
Razor Wind
Entrainment
Sludge Bomb
Heal Block
Gravity
Circle Throw
Wide Guard
Clear Smog

Me First
Wish
Gastro Acid
Earth Power
Follow Me

Protect
Toxic
Venoshock
Shadow Ball


Scratchet [Lesale] (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters

Abilities:
Intimidate: (Can be Activated) 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 thier 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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW): (Innate) 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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 4/5

Attacks:
Sunny Day
Aura Sphere
Whirlwind
Aerial Ace
Morning Sun
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Work Up
Hyper Voice
Rain Dance
Hurricane
Heat Wave

Roost
Yawn
Stealth Rock

Protect
Taunt
Toxic
Grass Knot
Facade


Collosoil [Myrna] (F)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Dark/Ground
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 82 (95/1.15 rounded Down)
Size Class: 5
Weight Class: 10
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Leer
Horn attack
Bite
Body slam
Peck
Magnitude
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Crunch
Dark Pulse
Stockpile
Megahorn

Aqua Tail
Fake Out
Sucker Punch
Dive
Encore

Protect
Payback
Earthquake
U-turn
Smack Down
Brick Break


Privatyke [Barbossa] (M)
Nature: Sassy (Adds One (1) Rank to Special Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Unaware: (Innate) 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 (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

Stats: 90 / 70 / 75 / 30 / 50 / 35

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 30 (35/1.15 rounded down)

EC: 3/6
MC: 0
DC: 3/5

Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Brine
Chip Away
Hydro Pump
Mach Punch
Waterfall
Taunt

Recover
Drain Punch
Ice Punch

Poison Jab
Rock Slide
Earthquake
Quash


Flarelm [Kardel] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.)
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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.
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 47 (55/1.15 -)
Size Class: 3
Weight Class: 4
Base Rank Total: 16

EC: 4/9
MC: 0
DC: 3/5

Leaf Blade
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Lava Plume
Flash Cannon

Earth Power
Psybeam
Dragonbreath

Sunny Day
Overheat
Energy Ball
Flame Charge
Swords Dance
Brick Break


Voodoom [Polonski] (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Fighting / Dark
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Motor Drive (DW): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 127 (16% acc +)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Night Slash
Revenge
Wrap
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Dark Pulse
Acupressure
Substitute
Beat Up
Aura Sphere
Close Combat

Shock Wave
Snatch
Mach Punch
Perish Song

Psychic
Return
Rock Slide
Taunt
Torment
Work Up
Protect


Bidoof [Teenager] (M)

Nature: Brave Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Simple: (Innate) This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Unaware: (Innate) 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 (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 27 (31/1.15) (-)

EC: 5/6
MC: 2
DC: 5/5

Tackle
Growl
Defense Curl
Rollout
Headbutt
Hyper Fang
Yawn

Skull Bash
Quick Attack
Aqua Tail

Taunt
Substitute
Thunder Wave
Facade


Octillery [Henry] (Male)
Nature: Quiet: (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 39 (45/1.15 -)


EC: 6/6
MC: 0
DC: 5/5

Gunk Shot
Rock Blast
Constrict
Octazooka
Water Gun
Lock-On
Psybeam
Aurora Beam
Bubblebeam
Focus Energy
Bullet Seed

Acid Spray
Thunder Wave
Water Spout

Charge Beam
Ice Beam
Protect


Monohm [Trinity] (Female)
Nature: Quiet: (+1 SpA, -15% Speed, -10% Evasion)
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:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).


HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 52 (60/1.15 -)

EC: 4/9
MC: 0
DC: 5/5

Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Hurricane
Slack Off
Dragon Pulse
Weather Ball

Hydro Pump
Shock Wave
Dragon Dance
Magnet Rise

Protect
Fire Blast
Thunder
Light Screen
Toxic


Scraggy [Pants] (Male)
Nature: Brave: (+1 Atk, -15% Speed, -10% Evasion)
Type: Dark/Fighting
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters

Abilities:
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Shed Skin: (Innate) 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.
Intimidate (DW): (Can be Activated) 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 thier 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.

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 41 (48/1.15 -)

EC: 3/6
MC: 0
DC: 3/5

Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
High Jump Kick
Head Smash
Crunch
Facade
Rock Climb

Drain Punch
Dragon Dance
Ice Punch
Counter

Taunt
Low Sweep
Stone Edge


Zubat [Stevie] (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type: Flying/Poison
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Poison: 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:
Inner Focus: (Innate) 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.
Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 90
Atk: Rank 1 -
Def: Rank 2
SpA: Rank 3 +
SpD: Rank 2
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 1/9
MC: 0
DC: 1/5

Attacks:
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Swift
Air Cutter
Air Slash

Giga Drain
Nasty Plot
Hypnosis

Venoshock
Double Team
Sludge Bomb
Toxic
Shadow Ball


Cupra [Marimo] (M)
Nature: Naughty ( +1 SpA, -1 Def)
Type: Bug/Psychic
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).
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.

Abilities

Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Keen Eye: (Innate) 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.
Illusion (DW): (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats:
HP: 90
Atk: 2
Def: 1 -
SpA: 4 +
SpD: 2
Spe: 44
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 1/9
MC: 0
DC: 1/5

Attacks:
Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Will-o-Wisp

Bug Buzz
Safeguard
Close Combat
Helping Hand

Protect
Psychic
Reflect


Nil

 
Registration

Trainer Name: Lyris
Pokemon: Zoroark, Samurott, Lucario, Serperior, Fraxure, Cubchoo, Zebstrika, Eevee, Salamence, Tomohawk, Cyndaquil
W/L/T: 1-16-0 (1 not sure)
Trainer Counter: 5

Backpack:

Berry Pocket:
1 Oran Berry
1 Leppa Berry
2 Cheri Berry
1 Chesto Berry
1 Pecha Berry
1 Rawst Berry
2 Aspear Berry
1 Persim Berry
3 Yache Berry

Other Items (held items):
1 White Herb
4 Power Herb
1 Light Clay

Token Pocket:
Ref Tokens: 0
Business Tokens:

Ongoing Roleplays:
None.
Completed Roleplays:
Arcanite's Contest Hall: Contest #1
Ongoing Battles:
None. :/
Completed Battles:
Me VS Dogfish44 (http://www.smogon.com/forums/showthread.php?p=3679112)
Me VS Doran Dragon (http://www.smogon.com/forums/showthread.php?t=3452431)
Me VS TravelLog (http://www.smogon.com/forums/showthread.php?p=3695581)
Me VS Flamestrike VS Tortferngatr (http://www.smogon.com/forums/showthread.php?t=3451422)
Me VS rewindman (http://www.smogon.com/forums/showthread.php?p=3687552)
Me + Lord Jesseus VS Its_A_Random + Temperantia (http://www.smogon.com/forums/showthread.php?t=3450605)
Me VS elDino (http://www.smogon.com/forums/showthread.php?p=3626837)
Me VS lupusater (http://www.smogon.com/forums/showthread.php?t=3450358)
Me + PinkCaptainFalcon + Texas Cloverleaf VS Temperantia (http://www.smogon.com/forums/showthread.php?t=3449517)
Me VS dragonboy52 (http://www.smogon.com/forums/showthread.php?t=3450147) (Wowser!)
Me VS Maxim (http://www.smogon.com/forums/showthread.php?t=3450039)
Me VS Albinoloon (http://www.smogon.com/forums/showthread.php?t=3449747)
Me VS DarkSlay (http://www.smogon.com/forums/showthread.php?t=3449305) (HS Untaunted!)
Me VS deadfox081 (http://www.smogon.com/forums/showthread.php?p=3585458) (not so depressing of a loss!)
Me + Steampowered VS Glacier Knight + Pikapwnd (http://www.smogon.com/forums/showthread.php?t=3448960)
Me VS Terrador14 (http://www.smogon.com/forums/showthread.php?t=3448260)
Me VS Master Bane Rematch (http://www.smogon.com/forums/showthread.php?p=3552757)
Me VS TheWolfe (http://www.smogon.com/forums/showthread.php?p=3548743)
Me VS Master Bane (http://www.smogon.com/forums/showthread.php?t=3448123) (Loss, but not so depressing, actually!)
Currently Reffing:
Finished reffing:
Lady Salamence VS lupusater (http://www.smogon.com/forums/showthread.php?p=3723544)
rewindman VS The Shiny Umbreon (http://www.smogon.com/forums/showthread.php?p=3675462)
Venser VS Dummy007 (http://www.smogon.com/forums/showthread.php?t=3449559)
LightWolf VS Venser (http://www.smogon.com/forums/showthread.php?p=3671461)
Son_of_Shadoo VS Gerard (http://www.smogon.com/forums/showthread.php?t=3451906)
Rangarokalex VS TheWolfe (http://www.smogon.com/forums/showthread.php?t=3450902)
Louis VS Paradoxus (http://www.smogon.com/forums/showthread.php?p=3683810)
Darthvader317 VS Metal Bagon (http://www.smogon.com/forums/showthread.php?t=3449441)
Woodchuck VS premboy95 (tie from accuracy issues)(http://www.smogon.com/forums/showthread.php?t=3450883)
QuantumDerp VS pimpgangster (http://www.smogon.com/forums/showthread.php?p=3621828)
Metal Bagon VS Tea Demon (http://www.smogon.com/forums/showthread.php?t=3449349)
FlamingFighter VS Master Bane (http://www.smogon.com/forums /showthread.php?t=3448476)
Dark Pulse VS pimpgangster (http://www.smogon.com/forums/showthread.php?t=3447983) (Despite DQ, I still got something!)
rewindman VS Korski (http://www.smogon.com/forums/showthread.php?p=3546672) (DQ, but I still got something! See prize claim thread for more, mods!)
Pokemon Team:

Zoroark (*) Zorroaaku (F)
Nature: Naive (+15% Speed, +17% Accuracy, -1 SpD)
Type: Dark
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction

Abilities:
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion.

Stats:
Natue: Naive
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 5
SpD: Rank 1 (-)
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0

Attacks:
U-turn
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)
Foul Play
Night Daze
Agility
Nasty Plot
Torment
Embargo
Night Slash
Imprison

Dark Pulse (*)
Extrasensory (*)
Snatch (*)
Sucker Punch
Counter
Detect
Captivate
Memento

Hone Claws (*)
Shadow Ball (*)
Snarl (*)
Aerial Ace
Flamethrower
Sunny Day
Focus Blast

Samurott (*) Aquarai (F)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by
two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor (DW Unlocked): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:
Nature: Naughty
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 70
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Megahorn
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Aqua Jet
Encore
Aqua Tail
Retaliate
Hydro Pump

Hydro Cannon
Water Pledge

Air Slash (*)
Brine (*)
Night Slash (*)
Copycat
Detect

Ice Beam (*)
Rain Dance (*)
Scald (*)
Swords Dance
Surf
X-Scissor
Taunt
Dragon Tail
Aerial Ace

Lucario (*) Kari (F)
Nature: Naive (+15% Speed, +13% Accuracy, -1 SpD)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.

Abilities:
Stradfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Inner Focus: (Innate) 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.
Justified (DW Unlocked): (Innate) 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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
Nature: Naive
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Dark Pulse
Quick Attack (*)
Foresight (*)
Detect
Metal Claw
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Bone Rush
Metal Sound
Me First
Aura Sphere
Dragon Pulse
ExtremeSpeed
Screech (*)
Copycat
Nasty Plot
Reversal (*)
Quick Guard
Close Combat

Agility (*)
Bullet Punch (*)
Vacuum Wave (*)
Hi-Jump Kick

Magnet Rise
Magic Coat
Fury Cutter

Brick Break (*)
Work Up (*)
Swords Dance (*)
Attract
Drain Punch
Retaliate
Psychic
Calm Mind

Serperior (F)
Nature: Hasty (+15% Speed, +19% Accuracy, -1 Def)
Type: Grass
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.

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary (DW Unlocked): (Can be Enabled) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Stats:
Nature: Hasty
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 130 (+)

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Leaf Blade
Giga Drain
Gastro Acid
Leaf Storm
Wring Out

Grass Pledge
Frenzy Plant

Mirror Coat
Captivate
Sweet Scent
Iron Tail

Attract
Protect
Aerial Ace
Solarbeam
Dragon Tail
Safeguard

Haxorus (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Dragon
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:
Mold Breaker (Innate): 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.)
Rivalry (Innate): 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 in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Unnerve (DW Unlocked) (Innate): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:
Nature: Adamant
HP: 100
Atk: Rank 7 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 97
Size Class: 3
Weight Class: 5
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Taunt
Dragon Dance
Giga Impact

Counter
Iron Tail
Reversal
Night Slash

Draco Meteor

Hone Claws
Dragon Claw
Swords Dance
X-Scissor

Cubchoo Kumasyun (F)
Nature: Timid (+15% Speed, +5% Accuracy, -1 Atk)
Type: Ice
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities: Snow Cloak, Rattled
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Rattled (DW): (Innate) 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:
Nature: Timid
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 46 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 2/6
MC: 0
DC: 2/5

Attacks:
Powder Snow
Growl
Bide
Icy Wind
Fury Swipes
Brine
Endure
Blizzard
Hail

Avalanche
Encore
Ice Punch

Hone Claws
Toxic
Frost Breath
Aerial Ace

Zebstrika Zeburaika (M)
Nature: Rash (+1 SpA, -1 SpD)
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.
Abilities:
Lightning Rod: (Innate) 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.
Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sap Sipper (DW Unlocked): (Innate) 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.

Stats:
Nature: Rash
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 116
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Quick Attack
Tail Whip
Charge
Shock Wave
Thunder Wave
Flame Charge
Pursuit
Spark
Discharge
Agility

Double Kick
Me First
Shock Wave

Toxic
Light Screen
Charge Beam
Volt Switch
Double Team
Thunder
[pimg]133[/pimg]
Eevee Evolia (F)
Nature: Modest (+1 SpA, -1 Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Run Away: (Innate) 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.
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 2/6
MC: 0
DC: 2/5

Attacks:
Tackle
Tail Whip
Tackle
Helping Hand
Sand-Attack
Growl
Quick Attack
Baton Pass

Fake Tears
Synchronoise
Yawn

Heal Bell

Shadow Ball
Attract
Retaliate

Salamence (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Intimidate: (Can be Activated) 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 thier 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.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: 1/5

Attacks:
Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Bite
Leer
Headbutt
Focus Energy
Ember
Fly
Dragon Tail

Dragon Dance
Dragon Rush
Shadow Claw

Hone Claws
Dragon Claw
Toxic

Tomohawk (F)
Nature: Hasty (+15% Speed, +11% Accuracy, -1 Def)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Intimidate: (Can be Activated) 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 thier 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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW): (Innate) 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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 110
Atk: Rank 2
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 98 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 1/5

Attacks:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Hurricane
Focus Energy
Rock Smash
Roar

Confuse Ray
Stealth Rock
Yawn

Taunt
Safeguard
Brick Break

Cyndaquil Blaze (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Flash Fire (DW): 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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Tackle
Leer
SmokeScreen
Ember
Quick Attack
Flame Wheel
Defense Curl

Fire Pledge

Extrasensory
Flame Burst
Quick Attack

Flame Charge
Incinerate
Dig
 
Trainer Name: Master Bane
Pokemon: Zubat, Machop, Houndour
W/L/T: 4-1-0
Trainer Counters: 8
Referee Counters: 12

Backpack:

Berry Pocket:
2x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry

Token Pocket:
Ref Tokens:
Business Tokens:

Ongoing Battles

Completed Battles
vs. Zarator (Lost)
vs. C$FP (Won)
vs. Lyris (Won)
vs. Lyris (round 2) (won)
vs. FlamingFighter (won)

Ongoing Referring

Completed Referring
Korski vs. DFrog (DFrog won)
PCF vs. Banyru (PCF won)
Lyris vs. Wolfe (Wolfe won)
Lord Jesseus vs. Glacier Knight (Lord Jesseus won)

Pokemon Team:


Golbat(*) Zippy; inducer of seizures (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Poison/Flying
Poison: 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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.


Abilities:
Inner Focus: (Innate) 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.
Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 104 (90 * 1.15=103.5, rounded up)

EC: 6/9
MC: 6
DC: 3/5

Attacks:
Leech Life(*)
Supersonic(*)
Astonish(*)
Bite(*)
Wing Attack(*)
Confuse Ray(*)
Air Cutter(*)
Screech

Brave Bird(*)
Hypnosis(*)
Quick Attack(*)

Toxic(*)
Sludge Bomb(*)
Acrobatics(*)


Machop(*) Machop (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35

EC: 7/9
MC: 3
DC: 4/5

Attacks:
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Foresight(*)
Low Sweep(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)
DynamicPunch

Bullet Punch(*)
Close Combat(*)
Rock Slide(*)
Counter

Earthquake(*)
Bulk Up(*)
Payback(*)


Houndour(*) Hell Hound (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Dark/Fire
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Early Bird:
(Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
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).
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1 (-1)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65*1.15)

EC: 6/6
MC: 5
DC: 3/5

Attacks:
Leer(*)
Ember(*)
Howl(*)
Smog(*)
Roar(*)
Bite(*)
Odor Sleuth(*)
Beat Up(*)

Fire Spin(*)
Nasty Plot(*)
Sucker Punch(*)

Fire Blast(*)
Solarbeam(*)
Sunny Day(*)


Larvitar [Mount Doom] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Rock/Ground
Rock: Summary: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Summary: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.


Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sand Viel (DW): (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Stats:

HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)

EC: 4/9
MC: 3
DC: 2/5

Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash

Curse
Outrage
Iron Head

Earthquake
Stone Edge
Taunt
 
Trainer Name: auramaster
Pokemon: Riolu, Mantyke, Baltoy, Caterpie, Plicowatt
W/L/T: 2-0-0
Trainer Counter: 1

Backpack:

Berry Pocket:
2 Oran Berries
2 Leppa Berries
2 Cheri Berries
2 Chesto Berries
2 Pecha Berries
2 Rawst Berries
2 Aspear Berries


Token Pocket:
Ref Tokens:
Business Tokens:

Current battles:
3v3 Singles: vs. loudkirbyking


Finished battles:
3v3 Singles: vs. Xaqwais
2v2 Singles: vs. smashlloyd20


Pokemon Team:


Riolu(*) Aura (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Inner Focus: (Innate) 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.

Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 90
Atk: Rank 4 (+1)
Def: Rank 1 (-1)
SpA: Rank 2
SpD: Rank 2
Spe: 60

EC: 4/6
MC: 2
DC: 2/5

Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)

Blaze Kick
Crunch(*)
Detect(*)
Hi Jump Kick(*)

Earthquake(*)
Rock Slide(*)
Swords Dance(*)



Mantyke(*) Flying Fish (F)

Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type 1: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Type 2: Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a lair of water which prevents burns.

Stats:
HP: 90
Atk: Rank 0 (-1)
Def: Rank 2
SpA: Rank 3 (+1)
SpD: Rank 4
Spe: 50

EC: 4/6
MC: 0
DC: 2/5

Attacks:
Tackle(*)
Bubble(*)
Supersonic(*)
Bubblebeam(*)
Headbutt(*)
Agility(*)
Wing Attack(*)
Confuse Ray
Hydro Pump

Mirror Coat(*)
Signal Beam(*)
Twister(*)

Ice Beam(*)
Rain Dance(*)
Scald
Surf(*)



Baltoy(*) Top (Genderless)

Nature: Serious (No Effect on Stats)

Type 1: Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Type 2: 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:

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55

EC: 1/6
MC: 0

Attacks:
Confusion(*)
Harden(*)
Rapid Spin(*)
Mud-Slap(*)
Psybeam(*)
Rock Tomb(*)
Selfdestruct(*)

AncientPower(*)
Earth Power(*)
Extrasensory(*)

Charge Beam(*)
Grass Knot(*)
Ice Beam
Shadow Ball(*)



Caterpie (Bugzy) (F)
Nature: Docile (No Effect on Stats)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Run Away: (DW) (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from 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 1
SpD: Rank 1
Spe: 45

EC: 0/5
MC: 0
DC: 0/5

Attacks:
Tackle
String Shot
Bug Bite

Snore



Plicowatt (Krill) (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type 1: 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.

Type 2: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:

Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.

Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.

Shed Skin (DW): (Innate) 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.

Stats:
HP: 80
Atk: Rank 1 (-1)
Def: Rank 1
SpA: Rank 3 (+1)
SpD: Rank 1
Spe: 95

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Bubble
Charge
Tackle
Thundershock
Detect

Counter
Me First
Mirror Coat

Ice Beam
Scald
Thunderbolt
 

Trainer Name: Vance
Pokemon: Chandelure*, Fidgit*, Arghonaut, Syclant, Cyclohm, Pyroak, Tomohawk, Honchkrow, Eelektrik, Metagross, Kitsunoh, Scizor, Bisharp, Empoleon, Lucario, Ferrothorn, Lairon, Magnemite, Drilbur
W/L/T: 20-11-3
Trainer Counter(s): 16


Backpack:
Berry Pocket:
2x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry
5x Occa Berry
5x Shucca Berries
5x Enigma Berry

Item Pocket:
1x Glyph of Ice Shard
1x Glyph of Ice Beam
1x Glyph of Ancientpower
1x Glyph of Crunch
1x Heat Appliance
1x Steel Gem
1x Light Clay
1x Shell Bell
1x Expert Belt
1x Life Orb

Token Pocket:
Ref Tokens: 0
Business Tokens: 0
Battle Points: 8
Valor Counters: 6

Battles:

Ref Battles:


Tournaments:

Roleplays:


Pokemon Team

Chandelure [Danse Macabre] (Male) (*)
Nature: Modest (+SpA,-Atk)

Type: Ghost/Fire
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Levitate: (Command) The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 7 (+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Level up:
Ember*
Astonish*
Minimize*
Smog*
Fire Spin*
Confuse Ray*
Night Shade*
Will-O-Wisp*
Flame Burst*
Imprison*
Inferno
Curse
Shadow Ball
Pain Split
Overheat
Hex

Acid Armor*
Clear Smog*
Endure
Heat Wave*

Calm Mind*
Double Team
Flamethrower
Energy Ball
Incinerate
Protect
Psychic
Safeguard
Substitute
Sunny Day
Taunt*
Toxic*
Trick Room

Moves: 33


Fidgit [Zephyr] (M) (*)
Nature: Modest (+SpA, -Atk)

Type: Poison/Ground
Poison: 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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Gust(*)
Sand-Attack(*)
Tailwind(*)
Encore(*)
Knock Off(*)
Copycat(*)
Heal Pulse(*)
Whirlwind(*)
Razor Wind(*)
Entrainment(*)
Magic Room
Wonder Room
Rapid Spin
Helping Hand
Comet Punch
Air Slash
Acrobatics
Toxic Spikes
Heal Block
Gravity
Me First
Sludge Bomb
Wide Guard

Disable(*)
Earth Power(*)
Wish(*)

Energy Ball (*)
Light Screen
Toxic(*)
Taunt(*)
Reflect
Shadow Ball
Stone Edge

Moves: 33


Arghonaut[Newgate](M)
Nature: Adamant (+Atk, -SpA)

Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Unaware: (Innate) 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.
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Stats:

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 75
Size Class: 3
Weight Class: 5
Base Rank Total: 21

EC:6/6
MC: 2
DC:5/5 (Unlocked)

Attacks:
Bubble
Smokescreen
Yawn
Wrap
Constrict
Arm Thrust
Slash
Aqua Jet
Hydro Pump
Revenge
Punishment
Taunt
Thief
Mach Punch
Focus Punch
Wring Out

Bulk Up
Cross Chop
Drain Punch
Ice Punch
Recover

Brick Break
Bulldoze
Dive
Endure
Facade
Poison Jab
Protect
Rain Dance
Rock Slide
Smack Down
Stone Edge
Substitute
Torment
Toxic

Moves: 35


Syclant [Loki] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)

Type: Ice/Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW): (Innate) 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. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 6/6
MC: 1
DC: 5/5 (Unlocked)

Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Bug Buzz
Ice Punch
Sheer Cold
X-Scissor

Counter
Earth Power
Tail Glow
Water Pulse

Acrobatics
Blizzard
Double Team
Earthquake
Focus Blast
Protect
Taunt
Stone Edge
Substitute

Moves: 24


Cyclohm [Cid] (M)
Nature: Calm (+1 SpD, -1 Atk)

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:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 4 (+)
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Tackle
Growl
Leer
Whirlwind
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Double Hit
Discharge
Hurricane
Slack Off
Bide
Dragon Pulse
Hyper Beam
Zap Cannon
Weather Ball

Dragon Rush
Heal Bell
Hydro Pump
Magnet Rise
Power Gem
Signal Beam
Water Pulse

Dragon Tail
Earthquake
Flamethrower
Ice Beam
Protect
Thunderbolt
Torment

Moves: 33



Pyroak [Shemhazi] (F)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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.

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:

HP: 120
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 53 (-)(60/1.15)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 2
DC: 5/5 (Unlocked)

Attacks:
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Absorb
Flame Wheel
Giga Drain
Fire Spin
Incinerate
Energy Ball
Synthesis
Flash Cannon
Heat Wave
Wood Hammer
Flare Blitz

Aromatherapy
Earth Power
Seed Bomb

Flamethrower
Hidden Power (Ice, 7)
Light Screen
Substitute
Sunny Day

Moves: 24


Tomohawk [Shaman] (M)
Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)

Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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:
Intimidate: (Can be Activated) 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 thier 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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW): (Innate) 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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 98 (+) (10% accuracy boost)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 2/5

Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Sunny Day
Rain Dance
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Heat Wave
Hurricane

Confuse Ray
Roost
Yawn

Focus Blast
Taunt
Toxic

Moves: 19


Honchkrow [Don Krow] (M)
Nature: Rash (+SpA, -SpD)

Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Mean Look
Faint Attack
Taunt
Torment
Sucker Punch
Foul Play

Confuse Ray
Roost
Sky Attack

Double Team
Fly
Hidden Power (Fighting, 7)
Shadow Ball

Moves: 20


Eelektrik [Gungnir] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)

Typing: 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.

Abilities:
Levitate: (Trait)
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 35 (40/1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 17

EC: 4/9
MC: 0
DC: N/A

Attacks:
Tackle
Thunder Wave
Spark
Charge Beam
Bind
Acid
Discharge
Crunch
Thunderbolt
Acid Spray
Coil
Wild Charge
Thrash

Acrobatics
Protect
Volt Switch

Moves: 15


Gym Team

Metagross [Hephaestus] (Genderless)
Nature: Careful (+1 SpD, -1 SpA)

Type: Steel/Psychic
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.
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.

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) 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.)

Levitate: (Command) The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 4 (+)
Spe: 70
Size Class: 4
Weight Class: 9
Base Rank Total: 22

EC: 9/9
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Pursuit
Bullet Punch
Iron Defense
Agility
Psychic
Zen Headbutt
Hammer Arm
Meteor Mash
Hyper Beam

DynamicPunch
Endure
Gravity
Iron Head
Ice Punch
ThunderPunch

Refresh (Event Move)

Aerial Ace
Earthquake
Grass Knot
Hone Claws
Light Screen
Protect
Rain Dance
Reflect
Rest
Rock Slide
Sandstorm
Shadow Ball
Sleep Talk
Sludge Bomb
Stealth Rock
Substitute
Swagger
Telekinesis

Moves: 39


Kitsunoh [Nox] (M)
Nature: Jolly (+15% Spe, +19% Accuracy (127*127/870=18.54), -1 Sp)

Type: Steel/Ghost
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.
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:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks
Tackle
Leer
Scratch
Tail Whip
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Ice Fang
Thunder Fang
Curse
ShadowStrike
Metal Burst
Fake Out
Revenge
Perish Song

Magic Coat
Meteor Mash
Pain Split
Psycho Shift
Super Fang
Yawn

Aerial Ace
Brick Break
Dig
Earthquake
Protect
Rock Slide
Taunt
Will-o-Wisp

Moves: 31


Scizor [Jecht] (M)
Nature: Adamant, (+Atk, -SpA)

Type: Bug/Steel
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Technician: (Innate) 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. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Light Metal (DW): (Innate) 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.)

Levitate: (Command) The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.

Stats:
HP:100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 65
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Double Team
X-Scissor
Night Slash
Air Slash
Feint
Metal Claw
Bullet Punch

Counter
Defog
Steel Wing

Bide
Brick Break
Detect
Light Screen
Protect
Roost
Safeguard
Skull Bash
Substitute

Moves: 28


Bisharp [Muramasa] (M)
Nature: Careful (+SpD, -SpA)

Type: Dark/Steel
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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.

Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
Inner Focus: (Innate) 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.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Iron Head
Night Slash
Metal Burst
Embargo

Psycho Cut
Revenge
Sucker Punch

Aerial Ace
Dig
Protect
Rock Tomb
Snarl
Stone Edge
Substitute
Taunt
Thunder Wave
X-Scissor

Moves: 24


Empoleon [Pengwin] (M)
Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type: Water
Water: Water STAB; Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Defiant (DW): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 53 (-) (60/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Pound
Growl
Bide
Bubble
Water Sport
Peck
Bubblebeam
Fury Attack
Metal Claw
Swagger
Drill Peck
Mist
Whirlpool
Aqua Jet
Hydro Pump

FeatherDance
Flail
Mud-Slap
Mud Sport
Yawn

Signal Beam
Water Pledge

Brick Break
Dig
Dive
Grass Knot
Ice Beam
Pluck
Protect
Rain Dance
Rest
Scald
Sleep Talk
Substitute

Moves: 34


Lucario [Vercingetorix] (F)
Nature: Naughty (+Atk, -SpD)

Type: Fighting/Steel
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.
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.

Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Inner Focus: (Innate) 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.
Justified (DW): (Innate) 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 will be maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Copycat
Nasty Plot
Swords Dance
Final Gambit
Dark Pulse
Detect
Metal Claw
Metal Sound
Bone Rush
Me First
Quick Guard
Heal Pulse
Dragon Pulse
Aura Sphere
Extremespeed

Agility
Blaze Kick
Circle Throw
Crunch
Hi Jump Kick
Vacuum Wave

Ice Punch
Magic Coat
Magnet Rise
ThunderPunch

Attract
Dig
Drain Punch
Earthquake
Facade
Hidden Power (Ice 7)
Protect
Psychic
Shadow Claw
Stone Edge
Substitute
Swagger
Water Pulse
Work Up

Moves: 47


Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Type: Grass/Steel
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.
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.

Abilities:
Iron Barbs: (Innate)
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 4
Spe: 18 (20/1.15) (-)
Size Class: 2
Weight Class: 5
Base Rank Total: 18

EC: 6/6
MC: 0

Attacks:
Tackle
Rock Climb
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Iron Head
Payback
Ingrain
Explosion
Power Whip

Leech Seed
Seed Bomb
Spikes
Stealth Rock
Worry Seed

Bulldoze
Thunderbolt
Toxic

Moves: 21


Lairon [Kadaj] (F)
Nature: Adamant (+Atk, -SpA)

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; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Sturdy: (Innate) 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: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 5
Base Rank Total: 16

EC: 8/9
MC: 3
DC: 4/5

Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Iron Head
Protect
Metal Burst
Autotomize
Heavy Slam

Head Smash
Stealth Rock
Superpower

Endure
Magnet Rise

Aerial Ace
Dig
Earthquake
Shadow Claw
Substitute

Moves: 23


Magnemite [Raiden] (N)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)

Type: Electric/Steel
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.
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.

Abilities:
Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. [Command: Magnet Pull (Attract) or Magnet Pull (Repulse)]
Sturdy: (Innate)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.
Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 80
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3(+)
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Metal Sound
Tackle
ThunderShock
Supersonic
SonicBoom
Thunder Wave
Spark
Lock-On
Discharge
Magnet Rise

Flash Cannon
Rain Dance
Thunder

Moves: 13


Drilbur [Gilgamesh] (M)
Nature: Jolly (Increases base speed by 15% rounded up and accuracy by 15% (79^2/435 rounded up), subtracts one (1) rank from special attack)

Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Mold Breaker (DW): (Innate) 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.)

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SAtk: Rank 1 (-)
SDef: Rank 2
Speed: 79 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 4/6
MC: 0
DC: 4/5

Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Slash
Rock Slide
Sandstorm
Drill Run
Earthquake

Crush Claw
Rapid Spin
Skull Bash

Aerial Ace
Brick Break
Double Team
Shadow Claw
X-Scissor

Moves: 21
 
pimpgangster: Approved

Lyris: Zorua should have its special defense lowered by one rank, as it has a naive nature. Also, Riolu can't have Iron tail, as its a fourth gen TM move only. Fix these two things please. Not Approved.

MasterBane: Please get smaller images for starters. The giant ones are very annoying. On Zubat, Roost is a fourth gen TM move, and therefore you can not have it as a starting move. Also, Zubat's defense needs to be lowered due to your Hasty nature. Fix these things please. Not Approved.

TravelLog: Pokemon are supposed to use ranks instead of star stats, so fix this on you gible and breezi please. Also, breezi does not get energy ball. However, these changes are minor, so you are still approved.

This nets me another AC.

0
 
Fixed the ranks, sorry about the energy ball, I had seen that according to this, Breezi qualifies for Gen 5 TM 53: Energy Ball. Also, where can I find the comprehensive list of sprite values?
 
sorry about that, the fourth gen TMs don't list energy ball, but fifth gen does... Approved.

Lyris has also made the correct changes, so she is approved.

Masterbane has also made the changes, so he is approved.

2
 
/


Trainer Name: Shadow
Pokemon: Scrafty, Croconaw, Espeon, Cyclcohm, Pyroak, Fidgit, Electivire, Machamp, Kitsunoh, Arghonaut, Colossoil, Empoleon, Tomohawk, Voodoom, Lucario, Weavile, Onix, Pawniard, Duosion, Necturna, Conkeldurr, Camerupt, Zorua, Dragonair, Revenanhk, Murkrow, Sableye, Kirlia, Breloom, Infernape, Eevee, Tirtouga, Heracross, Croagunk, Mienfoo, Drilbur, Snivy, Tynamo
Currency Counters: 18
Universal Counters: 8
W (21) /L (18) /T/​

Battle Subway INACTIVE
Battle Hall INACTIVE
Battle Pike INACTIVE
Battle Arcade INACTIVE

-



My Backback
Berry Pocket:
2x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry
Amulet Coin

Lucky Egg

Exp. Share

Black Belt

Link Cable

Soothe Bell

Expert Belt

Rare Candy

Everstone



Scrafty* [Frank] M

Nature: Brave
+1 Atk, -15% Spe, -10% Evasion
Type: Dark/Fight
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 50 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18


Abilities:

Shed Skin (innate):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.

Moxie (innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Intimidate (can be activated):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 thier 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.

EC: 6/6
DW: 5/5

MC: 0

Moves: (40)
#Level Up#
Leer
Low Kick
Sand Attack
Faint Attack
Swagger
Headbutt
Brick Break
Payback
Crunch
Hi Jump Kick
Head Smash
Focus Punch
Facade
Rock Climb
Scary Face
Chip Away

#Egg#
Drain Punch
Dragon Dance
Detect
Ice Punch
Fake Out
Thunder Punch
Fire Punch
Zen Headbutt
Counter

#TM/HM#
Dig
Double Team
Focus Blast
Taunt
Stone Edge
Dragon Tail
Dragon Claw
Roar
Smack Down
Low Sweep

#Tutor#
Sleep Talk
Foul Play
Super Fang
Snatch
Knock Off

Croconaw* [Steve] M

Nature: Naughty
+1 Atk, -1SpDef
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP:100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 58
Size Class: 2
Weight Class: 2
Base Rank Total: 16


Abilities:
Torrent (innate): When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Sheer Force (can be enabled): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

EC: 8/9
DW: 5/5
MC: 0


Moves: (20)
#Level Up#
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Aqua Tail
Super Power

#Egg#
Crunch
Aqua Jet
Hydro Pump

#TM/HM#
Dig
Protect
Ice Beam
Rock Slide
Brick Break
Waterfall
Dive

#Tutor#
Low Kick


Espeon* [Angel] F

Nature: Hasty
-1Def, +15% Spe, +18% Accuracy
Type: 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 3
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 20


Abilities:

Syncronise (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.

Magic Bounce (Innate): This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

EC: 6/6
DW: 5/5
MC: 0


Moves: (20)
#Level Up#
Tail whip
Tackle
Helping hand
Sand-attack
Growl
Quick Attack
Confusion
Swift
Psybeam
Future Sight
Psychic

#Egg#
Curse
Detect
Yawn
#TM/HM#
Return
Dig
Rain Dance
Shadow Ball
Psyshock

#Tutor#
Signal Beam


Cyclohm [Gale] F

Nature:Modest
+1SpAtk, -1Atk
Type: Electric/Dragon
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus
.
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


Abilities:

Shield Dust (Innate): This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Static (Innate): This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.

Overcoat (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).

EC: 9/9
DW: 5/5
MC: 1


Moves: (27)
#Level Up#
Weather Ball
Bide
Whirlwind
Double Hit
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Slack Off
Hurricane
Discharge

#Egg#
Hydro Pump
Dragon Breath
Magnet Rise
Heal Bell

#TM/HM#
Flamethrower
Thunderbolt
Thunder wave
Dragon Pulse
Ice Beam
Thunder

#Tutor#
Draco Meteor

Pyroak [Gary] M

Nature: Brave
+1Atk, -15% Spe, -10% Evasion
Type: Fire/Grass
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flammes are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.


Stats
HP: 120
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20


Abilities:

Rock Head (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Battle Armor (Innate): This Pokemon’s thick armor prevents it from taking critical hits.

Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

EC: 9/9
DW: 5/5
MC: 0


Moves: (28)
#Level Up#
Flare Blitz
Wood Hammer
Absorb
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Heat Crash
Leaf Tornado
Flame Burst

#Egg#
Dragon Breath
Earth Power
Aromatherapy
Psywave

#TM/HM#
Energy Ball
Fire Blast
Reflect
Brick Break
Substitute
Sunny Day
Dragon Tail
Will-o-Wisp

#Tutor#
Low Kick
Seed Bomb

Buster [Fidgit] M

Nature: Bold
+1Def, -1Atk
Type: Poison/Ground
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.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20


Abilities:

Persistent (Innate): This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.

Vital Spirit (Innate): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Prankster (Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

EC: 6/6
DW: 5/5
MC: 0


Moves: (30)
#Level Up#
Wonder Room
Magic Room
Wide Guard
Circle Throw
Comet Punch
Clear Smog
Helping Hand
Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Copycat
Whirlwind
Razor Wind
Entrainment
Air Slash

#Egg#
Heal Pulse
Disable
Earth Power

#TM/HM#
Energy Ball
Toxic
Shadow Ball
Venoshock
Protect
Sludge Wave
Light Screen
Reflect

#Tutor#
Gastro Acid​

Electivire [Zeke] M

Nature: Naive
-1SpDef, +15% Spe, +14% Accuracy
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.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+)
Size Class: 3
Weight Class: 5
Base Rank Total: 20


Abilities:

Static (Innate): This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralysing opponents that use contact moves on this Pokemon.

Vital Spirit (Innate): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

EC: 9/9
MC: 0
DW: 5/5


Moves: (24)
#Level Up#
Light Screen
Fire Punch
Thunder Punch
Quick Attack
Leer
Thunder Shock
Low Kick
Swift
Shock Wave
Screech
Thunder Bolt
Thunder
Discharge
Electroball
Giga Impact

#Egg#
Hammer Arm
Ice Punch
Meditate

#TM/HM#
Substitute
Psychic
Thunder Wave
Wild Charge
Hidden Power Grass 7
Earthquake​

Machamp [Blue] M

Nature: Quiet
+1SpAtk, -15% Spe, -10% Evasion
Type: Fight
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 19


Abilities:

Guts (Innate): This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

No Guard (Innate):This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

Steadfast (Innate): If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round

EC: 9/9
MC: 0
DW: 5/5


Moves: (22)
#Level Up#
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismic Toss
Revenge
Dynamic Punch
Cross Chop
Close Combat
Wide Guard

#Egg#
Ice Punch
Encore
Counter
Thunder Punch
Bullet Punch

#TM/HM#
Fire Blast
Stone Edge
Substitute
Light Screen
Bide

Kitsunoh [Desmond] M

Nature: Adamant
+1Atk, -1SpAtk
Type: Ghost/Steel
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.
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.


Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 19

Abilities:

Frisk (Innate):The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Limber (Innate): This Pokemon’s body is well trained and immune to paralysis.

Cursed Body (Innate): When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

EC: 6/6
MC: 0
DW: 5/5


Moves: (29)
#Level Up#
Ice Fang
Thunder Fang
Tail Whip
Scratch
Tackle
Iron Defence
Lick
Leer
Faint Attack
Shadow Sneak
Curse
Iron Head
Shadow Strike
Fake Out
Revenge
Perish Song
Shadow Claw

#Egg#
Feather Dance
Meteor Mash
Yawn
Psycho Shift

#TM/HM#
Will-o-Wisp
Taunt
Rock Slide
U-turn
Protect

#Tutor#
Low Kick
Ice Punch
Superpower​

Arghonaut [Gladius] M

Nature: Adamant
+1Atk, -1SpAtk
Type: Water/Fighting
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 75
Size Class: 3
Weight Class: 5
Base Rank Total: 21


Abilities:

Unaware (Innate): 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.

Iron Fist (Innate): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

EC: 6/6
MC: 0
DW: 5/5


Moves: (23)
Bubble
Night Slash
Constrict
Chip Away
Smokescreen
Yawn
Wrap
Arm Thrust
Aqua Jet
Mach Punch
Revenge

#Egg#
Cross Chop
Recover
Ice Punch

#TM/HM#
Earthquake
Waterfall
Taunt
Toxic
Rock Slide
Dive

#Tutor#
Drain Punch
Foul Play
Thunder Punch


Colossoil [Diablo] M

Nature: Rash
+1SpAtk, -1SpDef
Type: Dark/Ground
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.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22


Abilities:

Rebound (Can Be Activated): When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.

Guts (Innate): This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Pressure (Innate): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

EC: 6/6
MC: 0
DC: 5/5


Moves: (26)
#Level Up#
Leer
Tackle
Peck
Horn Attack
Drill Run
Mud Shot
Bubblebeam
Body Slam
Rapid Spin
Pursuit
Crunch
Muddy Water
Dig
Bounce
Stockpile
Mega Horn

#Egg#
Water Spout
Thunder Fang
Mud Bomb

#TM/HM#
Earthquake
Hidden Power Ice (7)
Taunt
U-Turn

#Tutor#
Earth Power
Superpower
Aqua Tail


Tomohawk [Grace] F

Nature: Modest
+1SpAtk, -1Atk
Type: Flying/Fighting
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19


Abilities:

Intimidate (Can be Activated): 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 thier 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.

Prankster (Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Justified (Innate): 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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

EC: 6/6
MC: 0
DC: 5/5


Moves: (33)
#Level Up#
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Whirlwind
Aerial Ace
Morning Sun
Hyper Voice
Heat Wave
Hurricane
Sky Drop
Rain Dance
Air Slash
Rest

#Egg#
Yawn
Confuse Ray
Roost
Rapid Spin
Baton Pass

#TM/HM#
Hidden Power Ice 7
Taunt
Toxic
Safeguard
Grass Knot
Protect
Focus Blast
Solarbeam

#Tutor#
Earth Power
Stealth Rock
Sleep Talk​

Voodoom [Daddy] M

Nature: Naughty
+1Atk, -1SpDef
Type: Fighting/Dark
Fighting STAB; Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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.


Stats
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 110
Size Class: 4
Weight Class: 4
Base Rank Total: 20


Abilities

Volt Absorb (Innate): TThis Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.

Lightning Rod (Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round

Motor Drive (Innate): This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.


EC: 6/6
MC: 0
DC: 5/5


Moves (27)
#Level Up#
Wrap
Revenge
Night Slash
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Shock Wave
Aura Sphere
Close Combat
Substitute
Faint Attack

#Egg#
Mach Punch
Counter
Focus Punch

#TM/HM#
Taunt
Toxic
Torment
Hidden Power Rock (7)
Psychic

#Tutor#
Ice Punch
Dark Pulse​

Empoleon [Mariner] M

(OT: MrcRanger97 > AOPSUser)
Nature: Serious
Nothing
Type: Water/Steel
Water STAB; Can breathe and have excellent mobility underwater, are less capable on land unless they are entirely amphibious.
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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 60
Size Class: 3
Weight Class: 4
Base Rank Total: 19


Abilities:

Torrent (Innate): When this pokemon's HP is below 33% the Base Attack Power of any water attack is increased by two.

Defiant (Innate): The pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's attack or ability, its Attack is increased by two. Attack boosts gained this way are not subject to deterioration at the end of a round.

EC: 9/9
MC: 0
DC: 5/5


Moves (27)
#Level Up#
Pound
Growl
Bubble
Water Sport
Peck
Bide
Bubblebeam
Fury Attack
Tackle
Metal Claw
Drill Peck
Brine
Tackle
Swagger
Fury Attack
Swords Dance
Aqua Jet
Mist

#Egg#
Supersonic
Aqua Ring
Hydro Pump

#TM/HM#
Dig
Rain Dance
Protect
Surf
Whirlpool

#Tutor#

Lucario [Lucy] F

Nature: Naughty
+1Atk, -1SpDef
Type: Fighting/Steel
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.


Stats
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20


Abilities:

Inner Focus (Innate): 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.

Steadfast (Innate): If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Justified (Innate): 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.

EC: 6/6
MC: 0
DC: 5/5


Moves: (30)
#Level Up#
Bone Rush
Metal Claw
Dark Pulse
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Dragon Pulse
Close Combat
Extreme Speed
Aura Sphere
Me First
Metal Sound
Quick Guard
Heal Pulse

#Egg#
Hi Jump Kick
Crunch
Agility
Detect
Bullet Punch

#TM/HM#
Earthquake
Rock Slide
Substitute
Low Sweep
Shadow Claw

#Tutor#
Ice Punch

Weavile [Gambit] M

Nature: Adamant
+1Atk, -1SpAtk
Type: Dark/Ice
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.
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.

Stats:
Weavile
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 125
Size Class: 2
Weight Class: 3
Base Rank Total: 21


Abilities:

Pressure (Innate): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Pickpocket (Innate): 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 occuring hold items in arenas.

EC: 6/6
MC: 0
DC: 3/5


Moves: (24)
#Level Up#
Revenge
Embargo
Assurance
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Icy Wind
Nasty Plot
Hone Claws
Metal Claw
Ice Shard

#Egg#
Ice Punch
Counter
Reflect

#TM/HM#
Low Sweep
Torment
Brick Break
Aerial Ace
Dig

#Tutor#​

Onix [Atlas] M

Nature: Adamant
+1Atk, -1SpAtk
Type: Rock/Ground
Rock STAB; Take 2 less damage from all special attacks 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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Size Class: 7
Weight Class: 6
Base Rank Total: 17


Abilities
Rock Head (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Sturdy (Innate): 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 Armour (Can be Enabled):The Pokemon can loosen its worn defensive armour so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defence and increasing their Speed by one (1) stage for each hit.

EC: 5/6
MC: 1
DW: 2/5


Moves: (20)
#Level Up#
Mud Sport
Takle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sand Storm
Stone Edge

#Egg#
Rock Blast
Stealth Rock
Defence Curl

#TM/HM#
Taunt
Dragon Tail
Earthquake
Dig
Iron Tail
Dragon Breath

#Tutor#​

Pawniard [Sigma] M

Nature: Careful
+1SpDef, -1SpAtk
Type: Dark/Steel
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.
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.

Stats
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14


Abilities:

Defiant (Innate): The Pokemon has a deep sense of honour, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Inner Focus (Innate): 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.

Pressure (Innate): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

EC: 4/6
MC: 0
DC: 3/5


Moves: (19)
#Level Up#
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Iron Head
Night Slash
Swords Dance

#Egg#
Stealth Rock
Sucker Punch
Psycho Cut

#TM/HM#
Dig
Brick Break
Thunder Wave
Payback

#Tutor#
Dual Chop​

Duosion [Gel] M

Nature: Brave
+1Atk, -15% Spe, -10% Evasion
Type: 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 3 (+)
Def: Rank 2
SpA: Rank 5
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 16


Abilities

Overcoat (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).

Magic Guard (Innate): This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

Regenerator (Innate):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.

EC: 4/9
MC: 0
DC: 3/5


Moves: (19)
#Level Up#
Psywave
Reflect
Rollout
Snatch
Hidden Power Bug (7)
Light Screen
Charm
Recover
Psyshock
Protect

#Egg#
Confuse Ray
Night Shade
Acid Armour

#TM/HM#
Shadow Ball
Rock Slide
Energy Ball
Thunder
Gyro Ball

#Tutor#​

Necturna [Aphrodite] F

Nature: Quiet
+1SpAtk, -15% Spe, -10% Evasion
Type: 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.

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

Abilities:

Forewarn (Innate):This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.

Telepathy (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.

EC: 6/6
MC: 0
DC: 5/5


Moves (23)
#Level Up#
Super Fang
Poison Fang
Thunder Fang
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Horn Leech
Power Whip

#Egg#
Future Sight
Giga Drain
Sketch (Earthquake)
Leaf Blade

#TM/HM#
Shadow Ball
Solarbeam
Hidden Power Fighting (7)
Torment
Protect

#Tutor#
Seed Bomb​

Conkeldurr [Tombstone] M

Nature: Adamant
+1Atk, -1SpAtk
Type: Fight
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Stats
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19


Abilities

Guts (Innate): This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Sheer Force (Can be Enabled): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Iron Fist (Innate): 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)

EC: 9/9
MC: 0
DW: 5/5

Moves: (30)
#Level Up#
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake Up Slap
Chip Away
Hammer Arm
Superpower
Focus Punch
Scary Face

#Egg#
Drain Punch
Mach Punch
Wide Guard
Foresight
Force Palm

#TM/HM#
Taunt
Brick Break
Dig
Payback
Rock Slide
Earthquake
Bulldoze
Low Sweep

#Tutor#
Ice Punch
Thunder Punch
Fire Punch
Helping Hand
Sleep Talk

Camerupt [Siesta] F

Nature: Quiet
Type: Fire/Ground
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flammes are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 35 (-10% Evasion)
Size Class: 4
Weight Class: 6
Base Rank Total: 19


Abilities

Magma Armour (Innate): This Pokemon has a strong, heated armour that makes it incapable of being frozen. The armour also reduces the Base Attack Power of all incoming attacks by one (1).

Solid Rock (Innate): This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).

Anger Point (Innate): When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.

EC: 6/6
MC: 0
DW: 5/5

Moves: (24)
#Level Up#
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume
Flamethrower
Earth Power
Eruption

#EggE
Heat Wave
Yawn
Ancient Power

#TM/HM#
Earthquake
Will-o-Wisp
Hidden Power Grass (7)
Bulldoze
Protect
SolarBeam
Hyper Beam
Rock Slide

#Tutor#
Stealth Rock

Zorua [Monochrome] M

Nature: Hasty
Type: Dark
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Stats
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (+13 Accuracy)
Size Class: 1
Weight Class: 2
Base Rank Total: 15


Ability:

Illusion (Innate): Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

EC: 1/6
MC: 0
DW: 1/5

Moves: (16)
#Level Up#
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Night Daze
Foul Play

#Egg#
Sucker Punch
Extrasensory
Counter

#TM/HM#
U-Turn
Snarl
Grass Knot

#Tutor#


Dragonair [Grigori] M

Nature: Quiet
+1SpAtk, -15% Spe, -10% Evasion
Type: Dragon
Dragon STAB; Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60 (-10% Evasion)
Size Class: 3
Weight Class: 2
Base Rank Total: 18


Abilities:

Shed Skin (Innate): 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.

Marvel Scale (Innate): This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

EC: 8/9
MC: 0
DW: 4/5

Moves: (21)
#Level Up#
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Outrage
Dragon Tail
Dragon Rush

#Egg#
Dragon Pulse
Extreme Speed
Dragon Dance

#TM/HM#
Ice Beam
Flamethrower
Safeguard
Thunderbolt
Hidden Power Grass (7)
Surf

#Tutor#
Draco Meteor
Icy Wind

Revenanhk [Pharaon] M

Nature: Brave
+1Atk, -15% Spe, -10% Evasion
Type: Ghost/Fight
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.


Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 56 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20


Abilities:

Shed Skin (Innate):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.

Air Lock (Innate): This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

Infiltrator (Innate)Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

DW: 5/5
MC: 0

Moves: (24)
#Level Up#
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Revenge

#Egg#
Wide Guard
Force Palm
Shadow Sneak

#TM/HM#
Toxic
Rock Slide
Earthquake
Brick Break
Shadow Ball

#Tutor#
Ice Punch
Superpower
Drain Punch

Murkrow [Magnus] M

Nature: Quiet
+1SpAtk, -15% Spe, -10% Evasion
Type: Dark/Flying
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 STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.


Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 79 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 15


Abilities:

Insomnia (Innate):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. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Super Luck (Innate): 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.

Prankster (Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

EC: 1/6
MC: 0
DW: 1/5

Moves: (15)
#Level Up#
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Sucker Punch
Brave Bird
Confuse Ray
Psycho Shift

#TM/HM#
Hidden Power Grass (7)
Snarl
Protect

#tutor#
Heat Wave​

Sableye [Okane] M

Nature: Brave
+1Atk, -15% Spe, -10% Evasion
Type: Ghost/Dark
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.
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.


Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16


Abilities:

Keen Eye (Innate): 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.

Stall (Innate): This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.

Prankster (Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

DW: 0/5
MC: 0

Moves: (14)
#Level Up#
Leer
Scratch
Foresight
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak

#Egg#
Recover
Sucker Punch
Feint

#TM/HM#
Will-o-Wisp
Payback
Dig​

Kirlia [Jäger] M

Nature: Relaxed
+1Def, -15% Spe, -10% Evasion
Type: 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: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13


Abilities:

Syncronise (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 Activated): When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.

Telepathy (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.

EC: 7/9
MC: 0
DW: 3/5

Moves: (18)
#Level Up#
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Psychic
Hypnosis

#Egg#
Confuse Ray
Encore
Disable

#TM/HM#
Thunder Bolt
Shadow Ball
Will-o-Wisp

#Tutor#
Fire Punch
Magic Coat
Pain Split

Breloom [Bosco] M

Nature: Jolly
-1SpAtk, +15% Spe, +8 Accuracy
Type:Grass/Fight
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.


Stats:
HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 81 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 17


Abilities:

Effect Spore (Can be Disabled): 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 disabled, the Pokemon's Powder attacks are 10% more accurate.

Poison Heal (Innate): Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Technician (Innate): This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

EC: 6/6
MC: 0
DW: 5/5

Moves: (23)
#Level Up#
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Spore
Giga Drain
Mach Punch
Counter
Force Palm
Sky Uppercut

#Egg#
Drain Punch
Seed Bomb
Bullet Seed

#TM/HM#
Toxic
Facade
Protect

#tutor#
Helping Hand
Snatch
Super Power
Thunder Punch

Infernape [Faust] M

Nature: Naive
-1SpDef, +15% Spe, +18% Accuracy
Type: Fire/Fight
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 125 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 16


Abilities:

Blaze (Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Iron Fist (Innate): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

EC: 9/9
MC: 0
DW: 5/5

Moves: (29)
#Level Up#
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Mach Punch
Flamethrower
Facade
Feint
Close Combat
Acrobatics
Flare Blitz
Slack Off
Fire Spin

#Egg#
Fake Out
Thunder Punch
Double Kick
Focus Punch

#TM/HM#
Fire Blast
Grass Knot
Hidden Power Ice (7)
Focus Blast
Solar Beam
Low Sweep

#Tutor#
Stealth Rock
Fire Punch

Eevee [Umi] (F)
(OT: SubwayJ)
Nature: Modest
+1SpAtk, -1Atk
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13


Abilities:

Run Away (Innate): 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.
Adaptability (Innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (Innate): This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

EC: 1/6
MC: 0
DW: 1/5


Moves: (14)
#Level Up#
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Covet
Quick Attack

#Egg#
Wish
Stored Power
Yawn

#TM/HM#
Protect
Work Up
Round
Shadow Ball

#Tutor#​

Tirtouga [Genbu] M

Nature: Quiet
+SpAtk, -15% Spe, -10% Evasion
Type: Water/Rock
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.


Stats
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 19 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14


Abilities:

Solid Rock (Innate): This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).

Sturdy (Innate): 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.

Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

EC: 2/6
MC: 0
DW: 2/5


Moves: (22)
#Level Up#
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
Ancient Power
Crunch
Wide Guard
Rock Slide
Brine
Aqua Tail
Hydro Pump

#Egg#
Body Slam
Knock Off
Water Pulse

#TM/HM#
Ice Beam
Dive
Bulldoze
Surf

#Tutor#
Icy Wind​

Heracross [Goliath] M

Nature: Adamant
+1Atk, -1SpAtk
Type: Bug/Fight
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.


Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19


Abilities:

Swarm (Innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Guts (Innate): This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Moxie (Innate)This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

DW: 0/5
MC: 0

Moves: (20)
#Level Up#
Night Slash
Horn Attack
Leer
Tackle
Endure
Fury Attack
Aerial Ace
Chip Away
Counter
Brick Break

#Egg#
Mega Horn
Double Edge
Pursuit
Focus Punch
Bide

#TM/HM#
Protect
Shadow Claw
Stone Edge
Facade
Bulldoze

#Tutor#

Croagunk [Hood] M

Nature: Quiet
+SpAtk, -15% Spe, -10% Evasion
Type: Poison/Fight
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.


Stats
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14


Abilities:

Anticipation (Innate): This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Dry Skin (Innate):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.

Poison Touch (Can be Disabled): This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

EC: 0/6
MC: 0
DW: 0/5


Moves: (18)
#Level Up#
Astonish
Mud Slap
Poison Sting
Taunt
Pursuit
Faint Attack
Revenge
Swagger

#Egg#
Bullet Punch
Fake Out
Vacuum Wave
Drain Punch
Counter

#TM/HM#
Sludge Wave
Brick Break
Dig
Shadow Ball
Rock Slide

#Tutor#​

Mienfoo [Mimi] F

Nature: Naive
-SpDef, +15% Spe, +13% Accuracy
Type: Fight
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 75 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 14


Abilities:

Inner Focus (Innate): 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.

Regenerator (Innate): 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.

Reckless (Innate): This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

EC: 0/6
MC: 0
DW: 0/5


Moves: (18)
#Level Up#
Pound
Meditate
Detect
Fake Out
Double Slap
Swift
Calm Mind

#Egg#
Endure
Feint
Low Kick
Vital Throw
Knock Off

#TM/HM#
Focus Blast
Aerial Ace
Brick Break
Stone Edge
Reflect

#Tutor#​

Drilbur [Pierce] M

Nature: Impish
+1Def, -1SpAtk
Type: Ground
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Stats
HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 68
Size Class: 1
Weight Class: 1
Base Rank Total: 14


Abilities
Sand Rush (Innate): This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.

Sand Force (Innate): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage

Mould Breaker (Innate): 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.)

EC: 0/6
MC: 0
DW: 0/5


Moves: (20)
#Level Up#
Scratch
Mud Sport
Rapid Spin
Mud Slap
Fury Swipes
Metal Claw
Dig
Hone Claws

#Egg#
Submission
Crush Claw
Iron Defence
Rock Climb
Earth Power

#TM/HM#
Earthquake
Shadow Claw
Rock Slide
X-Scissor
Sandstorm

#Tutor#​

Snivy [Nefertiti] F

Nature: Timid
-1Atk, +15% Spe, +18% Accuracy
Type: Grass
Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Stats
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 73 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13


Abilities:

Overgrow (Innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)

Contrary (Can Be Enabled): This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

EC: 1/9
DW: 1/5
MC: 0


Moves: (19)
#Level Up#
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Giga Drain
Leaf Storm

#Egg#
Magical Leaf
Mirror Coat
Twister
Glare
Mean Look

#TM/HM#
Torment
Energy Ball
Hidden Power Ice (7)
Safeguard
Reflect

#Tutor#

Tynamo [Dare] F

Nature: Brave
+1Atk, -15%Spe, -10% Evasion
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.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12


Abilities:

Levitate (Innate): 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

EC: 1/9
MC: 18



Moves: (5)
#Level Up#
Tackle
Spark
Thunder Wave
Charge Beam

#Egg#
N/A

#TM/HM#

#Tutor#
Magnet Rise​
 
Trainer Name: Tsukiee
Pokemon:
W/L/T:
Trainer Counter: 2

Backpack:

Berry Pocket:
2x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry


Token Pocket:
Ref Tokens:
Business Tokens:


http://www.smogon.com/forums/showthread.php?t=3448144 vs zarator (COMPLETE)


Pokemon Team:


Semele (monohm) Female

Nature: Timid
(Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank 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:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.

HP: 90
Atk: (-1) Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69

Attacks:
Tackle *
Growl*
Leer*
Dragon Rage*
Charge *
Thundershock*
Rain Dance*
Twister*
Spark *
Sonicboom*

Hydro pump*
Magnet Rise*
Heal bell*

Protect*
Thunder*
Taunt*

EC: 0/9
MC: 0
DC: 0/5



Nijuuni (Feebas) Male
Nature: Calm
(Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 80
Atk:(-) Rank 1
Def: Rank 1
SpA: Rank 1
SpD:(+) Rank 3
Spe: 80
Abilities:
Swif swim (innate): The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Adaptability (DW locked)(innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

Moves:
Splash *
Tackle*

Confuse ray*
Haze*
Mirror coat*

Rain dance*
Attract*
scald*

EC: 3/5
MC: 0
DC: 1/5




Seif (Scyther) Male

Nature:
Adamant: (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Swarm: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Steadfast (innate) (DW locked): If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (+)
SpD: Rank 3
Spe: 105

EC: 0/5
MC: 0
DC: 0/5
KO: 0

Attacks:
Vacuum wave
Quick attack
Leer
Focus energy
Pursuit
Flase swipe
Agility
Wing attack
Fury cutter

Night slash
Reversal
Counter

Thief
Swords dance
U-turn




EDIT: Uh... I want to know if Tomohawk pre evo is going to be allowed soon~~ (I want to add him/her to my team)
Oh!! and I have been reading every thread I found, and I wonder if there is any policy regarding Shinyness in the pokemon. Is shinyness a special characteristic that has to be obtained through an event, or can I actually just simply put one of my pokemon as shiny? Or if they aren't allowed in any form
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus
DFrog - Not approved. Misdreavus costs 3 TC, which means that you would only be allowed two regular mons if you were to pick it.

Tsukiee - I'll go with approved. Just make sure that you add descriptions of your natures.

That handily nets me an AC! 0

E:
It has been brought to my attention that Dragon Pulse is not a Gen 5 TM, so unfortunately Tsukiee you are now not approved.

Tomohawk's pre-evo will be added when factors such as weight and height have been decided. I don't know when that'll happen.

For shinyness, anything goes as far as I'm aware.
 
After lurking this forum for so long, I think it's time to jump in!


Trainer Name: Chris Wolfe
Pokemon: Sceptile, Blaziken, Swampert, Gardevoir, Kitsunoh, Weezing, Tyranitar, Togekiss, Minccino, Krillowatt, Scylant, Starmie, Metang, Carracosta, Darmanitan, Magnemite, Gligar, Scratchet, Eevee
W/L/T: 28-22-0

Currency Counters: 35
Universal Counters: 238
Valor Counters: 6

Backpack:

Battle Items:
2x
Amulet Coin
1x
Big Root
1x
Damp Rock
1x
Eviolite
1x
EXP. Share
2x
Expert Belt
1x
Focus Sash
1x
Heat Rock
1x
King's Rock
1x
Leftovers
2x
Life Orb
1x
Light Ball
1x
Light Clay
1x
Razor Fang
1x
Shell Bell
1x
Water Stone

Berry Pocket:
2x Aspear Berry
2x Cheri Berry
2x Chesto Berry
4x Cornn Berry
1x Enigma Berry
1x Leppa Berry
2x Pecha Berry
5x Persim Berry
2x Rawst Berry
5x Salac Berry
3x Sitrus Berry

Raid Items:
Glyph of Fiery Dance: Raises the secondary effect chance of Fiery Dance to 100%.
Glyph of Flamethrower: Reduces the threat generated by Flamethrower by 50%.
Glyph of Ice Beam: Lowers the threat generated by Ice Beam by 50%.
Glyph of Ice Shard: Raises the base power of Ice Shard by 4 and its energy cost by 3.


Current Battles:
None.

Completed Battles:




Roleplays:
[Battle Castle] Best Streak: n/a - Roy, Meliadoul, and Hype Dog
[Battle Arcade] Best Streak: n/a - Hakumen, antitina, and Serenity
[Battle Subway] Best Streak: 1 - Jennie June, Roy, and Hype Dog
[Battle Hall] Best Streak: 8 - Chugga the Weezing

Pokemon Team:

Meliadoul - Sceptile (F)
Nature
: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense)
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.
KOs: 14

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33%, the Base Attack Power of any grass attack is increased by two.
Unburden: (Dream World; Innate) 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.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 120
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC
: 3
DC: 5/5

Attacks:
-Absorb
-Acrobatics
-Aerial Ace
-Agility
-Brick Break
-Bulldoze
-Bullet Seed
-Counter
-Crunch
-Cut
-Detect
-Dig
-Double Kick
-Double Team
-Dragon Claw
-Dragon Pulse
-Drain Punch
-Earthquake
-Endeavor
-Endure
-Energy Ball
-False Swipe
-Fling
-Focus Blast
-Frenzy Plant
-Fury Cutter
-Giga Drain
-Giga Impact
-Grass Knot
-Grass Pledge
-GrassWhistle
-Hidden Power: Fire 7
-Hyper Beam
-Leaf Blade
-Leaf Storm
-Leech Seed
-Leer
-Low Kick
-Low Sweep
-Magical Leaf
-Mega Drain
-Mimic
-Mud-Slap
-Night Slash
-Outrage
-Pound
-Pursuit
-Quick Attack
-Rest
-Rock Climb
-Rock Slide
-Rock Smash
-Safeguard
-Screech
-Seed Bomb
-Sleep Talk
-Solarbeam
-Strength
-Substitute
-Sunny Day
-Synthesis
-Swords Dance
-Thunderpunch
-Toxic
-Worry Seed
-X-Scissor

Total Moves: 66


Roy - Blaziken (M)
Nature
: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage; Subtracts One (1) Rank From Special Defense)
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 brushfire 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.
KOs: 19

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two.
Speed Boost: (Dream World; Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 92 + 10 accuracy
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC
: 11
DC: 5/5

Attacks:
-Acrobatics
-Aerial Ace
-Agility
-Baton Pass
-Blast Burn
-Blaze Kick
-Bounce
-Brave Bird
-Brick Break
-Counter
-Dig
-Double Kick
-Earthquake
-Ember
-Endure
-Featherdance
-Feint
-Fire Blast
-Fire Pledge
-Fire Punch
-Fire Spin
-Flame Charge
-Flamethrower
-Flare Blitz
-Focus Blast
-Focus Energy
-Focus Punch
-Growl
-Heat Wave
-Hi Jump Kick
-Hidden Power: Ice 7
-Hyper Beam
-Incinerate
-Knock Off
-Low Kick
-Low Sweep
-Mirror Move
-Night Slash
-Overheat
-Peck
-Protect
-Quick Attack
-Reversal
-Rock Slide
-Sand-Attack
-Scratch
-Shadow Claw
-Sky Uppercut
-Slash
-Solarbeam
-Stone Edge
-Substitute
-Sunny Day
-Swords Dance
-Thunderpunch
-Toxic
-Vacuum Wave
-Will-o-Wisp

Total Moves: 58


Hype Dog - Swampert (F)
Nature
: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
KOs: 22

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two.
Damp: (Dream World; Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 52 - 10 evasion
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC
: 8
DC: 5/5

Attacks:
-Ancientpower
-Aqua Tail
-Avalanche
-Bide
-Bite
-Brick Break
-Bulldoze
-Counter
-Curse
-Dig
-Dive
-Double-Edge
-Earth Power
-Earthquake
-Endeavor
-Endure
-Foresight
-Giga Impact
-Growl
-Hammer Arm
-Hidden Power: Electric 7
-Hydro Cannon
-Hydro Pump
-Hyper Beam
-Ice Beam
-Ice Punch
-Icy Wind
-Iron Tail
-Low Kick
-Mimic
-Mirror Coat
-Mud Bomb
-Mud Shot
-Mud-Slap
-Mud Sport
-Muddy Water
-Protect
-Rain Dance
-Refresh
-Rest
-Roar
-Rock Slide
-Rock Smash
-Scald
-Sleep Talk
-Sludge Wave
-Stealth Rock
-Stomp
-Stone Edge
-Substitute
-Superpower
-Tackle
-Take Down
-Toxic
-Uproar
-Water Gun
-Water Pledge
-Waterfall
-Whirlpool
-Wide Guard
-Yawn

Total Moves: 61


Jennie June - Gardevoir (F)
Nature
: Calm (Add one rank to Special Defense; Subtract one rank to Attack)
Type:
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.
KOs: 14

Abilities:
Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.
Syncronize: (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.
Telepathy: (Dream World; 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.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 5
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21

EC: 9/9
MC
: 9
DC: 5/5

Attacks:
-Calm Mind
-Charge Beam
-Confusion
-Destiny Bond
-Disable
-Double Team
-Dream Eater
-Encore
-Endure
-Energy Ball
-Focus Blast
-Future Sight
-Growl
-Heal Bell
-Heal Pulse
-Healing Wish
-Helping Hand
-Hidden Power: Ground 7
-Hypnosis
-Icy Wind
-Light Screen
-Lucky Chant
-Magic Coat
-Magical Leaf
-Mean Look
-Memento
-Pain Split
-Protect
-Psychic
-Psyshock
-Reflect
-Safeguard
-Shadow Ball
-Signal Beam
-Snatch
-Substitute
-Sunny Day
-Swift
-Taunt
-Telekinesis
-Teleport
-Thunder
-Thunder Wave
-Thunderbolt
-Torment
-Toxic
-Trick Room
-Will-o-Wisp
-Wish

Total Moves: 45


Hakumen - Kitsunoh (M)
Nature
: Impish (Adds one Rank to Defense; Subtract one Rank to Special Attack)
Type:
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.
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.
KOs: 10

Abilities:
Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Limber (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body: (Dream World; Innate) 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.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 1
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC
: 7
DC: 5/5

Attacks:
-Copycat
-Curse
-Earthquake
-Endeavor
-Endure
-Faint Attack
-Fake Out
-Foul Play
-Ice Punch
-Imprison
-Iron Defense
-Iron Head
-Leer
-Lick
-Low Kick
-Magic Coat
-Metal Burst
-Metal Claw
-Meteor Mash
-Odor Sleuth
-Pain Split
-Payback
-Perish Song
-Protect
-Psycho Shift
-Revenge
-Rock Slide
-Safeguard
-Scratch
-Shadow Claw
-Shadow Sneak
-Shadowstrike
-Snatch
-Super Fang
-Superpower
-Tackle
-Tail Whip
-Taunt
-Thunderpunch
-Torment
-Trick Room
-U-Turn
-Will-o-Wisp
-Yawn

Total Moves: 44


Chugga - Weezing (M)
Nature
: Quiet (Adds one Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
Type:
Poison: 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.
KOs: 13

Abilities:
Levitate: (Levitate) 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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 4
SpD: Rank 3
Spe: 52 - 10 evasion
Size Class: 2
Weight Class: 1
Base Rank Total: 19

EC: 6/6
MC
: 1

Attacks:
-Assurance
-Bide
-Clear Smog
-Dark Pulse
-Destiny Bond
-Endure
-Explosion
-Fire Blast
-Flamethrower
-Gyro Ball
-Haze
-Hidden Power: Water 7
-Pain Split
-Poison Gas
-Protect
-Psybeam
-Rain Dance
-Rest
-Selfdestruct
-Sleep Talk
-Sludge
-Sludge Bomb
-Sludge Wave
-Smog
-Smokescreen
-Spite
-Tackle
-Taunt
-Toxic
-Thunder
-Thunderbolt
-Torment
-Venoshock
-Will-o-Wisp

Total Moves: 34


Azazel - Tyranitar (M)
Nature
: Quiet (Adds one Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
Type: Rock - Rock STAB; reduce damage from all special attacks by two Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Dark - Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
KOs: 8

Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Unnerve: (Dream World; Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 53 - 10 evasion
Size Class: 4
Weight Class: 6
Base Rank Total: 23

EC: 9/9
MC
: 0
DC: 5/5

Attacks:
-Aqua Tail
-Bite
-Block
-Body Slam
-Brick Break
-Bulldoze
-Chip Away
-Counter
-Crunch
-Curse
-Dark Pulse
-Dragon Tail
-Earthquake
-Endure
-Fire Fang
-Flamethrower
-Giga Impact
-Hone Claws
-Ice Beam
-Ice Fang
-Leer
-Payback
-Protect
-Pursuit
-Rock Polish
-Rock Slide
-Sandstorm
-Scary Face
-Screech
-Smack Down
-Stealth Rock
-Stone Edge
-Superpower
-Taunt
-Thrash
-Thunder Fang
-Thunder Wave
-Thunderbolt
-Torment
-Toxic

Total Moves: 40


Serenity - Togekiss (F)
Nature
: Bold (Adds 1 to Defense; Subtracts 1 from Attack)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
KOs: 9
Original Trainer: rickheg

Abilities:
Hustle: (Can Be Enabled) 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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck: (Dream World; Innate) 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.

Stats:
Togekiss
HP: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC
: 15
DC: 5/5

Attacks:
-After you
-Air Slash
-AncientPower
-Attract
-Aura Sphere
-Bestow
-Brick Break
-Charm
-Counter
-Covet
-Defog
-Double Team
-Dream Eater
-Encore
-Endeavor
-Endure
-Extrasensory
-Extremespeed
-Fire Blast
-Flamethrower
-Fling
-Fly
-Follow Me
-Foresight
-Future Sight
-Grass Knot
-Growl
-Heal Bell
-Heat Wave
-Helping Hand
-Hidden Power: Ice 7
-Hyper Beam
-Hyper Voice
-Incinerate
-Light Screen
-Magic Coat
-Magical Leaf
-Metronome
-Mimic
-Mirror Move
-Morning Sun
-Mud-Slap
-Nasty Plot
-Pluck
-Protect
-Psych Up
-Psycho Shift
-Psyshock
-Rain Dance
-Reflect
-Rest
-Role Play
-Roost
-Safeguard
-Shadow Ball
-Shock Wave
-Signal Beam
-Sky Attack
-Sleep Talk
-Solarbeam
-Stored Power
-Substitute
-Sunny Day
-Sweet Kiss
-Swift
-Tailwind
-Thunder Wave
-Toxic
-Tri Attack
-Trick
-Twister
-Uproar
-Water Pulse
-Wish
-Yawn
-Zap Cannon

Total Moves: 77


Fiel - Minccino (M)
Nature
: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack)
Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
KOs: 1

Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Technician (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Skill Link: (Dream World; Innate) This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 75
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 2/6
MC: 0
DC: 1/5

Attacks:
-Aqua Tail
-Dig
-DoubleSlap
-Encore
-Endure
-Flail
-Growl
-Helping Hand
-Iron Tail
-Knock Off
-Pound
-Safeguard
-Swift
-Sing
-Substitute
-Tail Slap
-Thunder Wave
-Tickle
-U-Turn
-Wake Up Slap

Total Moves: 20


antitina - Krillowatt (F)
Nature
: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank from Attack)
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.
KOs: 6

Abilities:
Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor: (Dream World; Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:
HP: 125
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21

EC: 6/6
MC
: 3
DC: 5/5

Attacks:
-Aqua Jet
-Bubble
-Charge
-Confuse Ray
-Copycat
-Counter
-Detect
-Discharge
-Dive
-Double Team
-Earth Power
-Earthquake
-Electroweb
-Endure
-Follow Me
-Heart Swap
-Helping Hand
-Hidden Power: Grass 7
-Hyper Beam
-Ice Beam
-Ice Shard
-Icy Wind
-Imprison
-Me First
-Mirror Coat
-Muddy Water
-Rain Dance
-Rest
-Rock Smash
-Safeguard
-Scald
-Shock Wave
-Signal Beam
-Sleep Talk
-Snore
-Substitute
-Surf
-Tackle
-Thunder
-Thunder Wave
-Thunderbolt
-Thundershock
-Torment
-Toxic
-Volt Switch
-Waterfall
-Whirlpool

Total Moves: 47


Frostbite - Scylant (M)
Nature
: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage; Subtracts One (1) Rank from Defense)
Type: 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.
Bug - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
KOs: 11

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician: (Dream World; Innate) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 6/6
MC
: 0
DC: 5/5

Attacks:
-Acrobatics
-Aerial Ace
-Blizzard
-Brick Break
-Bug Bite
-Bulldoze
-Counter
-Dig
-Earth Power
-Electroweb
-Endure
-Focus Energy
-Frost Breath
-Fury Attack
-Hail
-Hidden Power: Grass 6
-Hone Claws
-Ice Shard
-Icicle Crash
-Icicle Spear
-Icy Wind
-Leech Life
-Leer
-Pin Missile
-Protect
-Rock Slide
-Scratch
-Sheer Cold
-Silver Wind
-Slash
-Spikes
-Stone Edge
-Substitute
-Tail Glow
-Taunt
-Toxic
-U-Turn
-Water Pulse
-X-Scissor

Total Moves: 39


Chrysalis - Starmie (-)
Nature
: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage; Subtracts One (1) Rank from Attack)
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.
KOs: 9

Abilities:
Illuminate: (Can be Enabled) 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: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic: (Dream World; Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 + 20 Acc
Size Class: 2
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC
: 3
DC: 5/5

Attacks:
-Aurora Beam
-Barrier
-Blizzard
-Brine
-Bubblebeam
-Camouflage
-Confuse Ray
-Grass Knot
-Harden
-Hydro Pump
-Light Screen
-Magic Coat
-Minimize
-Power Gem
-Protect
-Psychic
-Rapid Spin
-Recover
-Reflect
-Substitute
-Supersonic
-Surf
-Swift
-Tackle
-Teleport
-Thunder
-Thunderbolt
-Water Gun
-Whirlpool

Total Moves: 29



Warmech - Metang(-)
Nature
: Careful (Adds one (1) Rank to Special Defense; Subtracts one (1) Rank from Special Attack)
Type: 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.
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.
KOs: 2

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents.
Light Metal: (Dream World; Innate) 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 3
Def: Rank 4
SpA: Rank 1
SpD: Rank 4
Spe: 50
Size Class: 2
Weight Class: 6
Base Rank Total: 16

EC: 6/9
MC: 0
DC: 1/5

Attacks:
-Confusion
-Earthquake
-Iron Defense
-Iron Head
-Magnet Rise
-Metal Claw
-Pursuit
-Scary Face
-Take Down
-Zen Headbutt

Total Moves: 10


Surfboard - Carracosta (F)
Nature
: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
Type: Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
KOs: 3

Abilities:
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two.
Sturdy: (Innate) 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.
Swift Swim: (Dream World; Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 27 - 10 evasion
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC
: 0
DC: 5/5

Attacks:
-Ancientpower
-Aqua Jet
-Bide
-Bite
-Brine
-Crunch
-Earth Power
-Earthquake
-Flail
-Ice Beam
-Protect
-Rock Slide
-Rock Throw
-Rollout
-Shell Smash
-Stealth Rock
-Water Gun
-Waterfall
-Whirlpool
-Wide Guard
-Withdraw

Total Moves: 21


Potato - Darmanitan (M)
Nature
: Jolly (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage; Subtracts One (1) Rank from Special Attack)
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 brushfire areas.
KOs: 3

Abilities:
Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Zen Mode: (Dream World; Can be Enabled) Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 110 + 14 Acc
Size Class: 3
Weight Class: 4
Base Rank Total: 18

HP: 110
Atk: Rank 2
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 55 + 5 Acc
Size Class: 3
Weight Class: 4
Base Rank Total: 21


EC: 6/6
MC
: 0
DC: 2/5

Attacks:
-Brick Break
-Dig
-Encore
-Endure
-Facade
-Fire Fang
-Fire Punch
-Flare Blitz
-Focus Energy
-Focus Punch
-Headbutt
-Incinerate
-Rage
-Rock Slide
-Rollout
-Substitute
-Tackle
-Taunt
-U-Turn
-Uproar
-Work Up
-Yawn

Total Moves: 22


Dynamo-0 - Magneton (-)
Nature
: Sassy (Adds one (1) Rank to Special Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
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.
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.
KOs: 4

Abilities:
Magnet Pull: (Trigger) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
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.
Analytic: (Dream World; Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 60 - 10 evasion
Size Class: 2
Weight Class: 4
Base Rank Total: 18

EC: 4/9
MC: 0
DC: 2/5

Attacks:
-Bide
-Discharge
-Endure
-Flash Cannon
-Gravity
-Gyro Ball
-Hidden Power: Ground 7
-Iron Defense
-Light Screen
-Magic Coat
-Magnet Bomb
-Magnet Rise
-Metal Sound
-Mirror Shot
-Reflect
-Sonicboom
-Spark
-Supersonic
-Tackle
-Teleport
-Thunder
-Thunder Wave
-Thunderbolt
-Thundershock
-Tri Attack

Total Moves: 26


SirRonLionHeart - Gligar (M)
Nature
: Careful (Adds one (1) Rank to Special Defense; Subtracts one (1) Rank from Special Attack)
Type:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
KOs: 2

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Immunity: (Dream World; Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 1
SpD: Rank 4
Spe: 85
Size Class: 2
Weight Class: 4
Base Rank Total: 18

EC: 2/6
MC: 2
DC: 2/5

Attacks:
-Acrobatics
-Agility
-Counter
-Dig
-Earthquake
-Faint Attack
-Feint
-Fury Cutter
-Harden
-Knock Off
-Poison Sting
-Quick Attack
-Razor Wind
-Rock Climb
-Roost
-Sand-Attack
-Stone Edge
-Substitute
-Taunt
-X-Scissor

Total Moves: 20


Cuauhtemoc - Scratchet (M)
Nature
: Adamant (Adds one Rank to Attack; Subtracts one Rank to Special Attack)
Type:
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.
KOs: 0

Abilities:
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: (Dream World; 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.

Stats:
HP: 90
Atk: Rank 4
Def: Rank 3
SpA: Rank 0
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 0/6
MC: 0
DC: 0/5

Attacks:
-Brick Break
-Bulldoze
-Confuse Ray
-Focus Energy
-Frustration
-Fury Swipes
-Harden
-Rapid Spin
-Return
-Roar
-Rock Smash
-Roost
-Scratch
-Stealth Rock
-Taunt
-Yawn

Total Moves: 16


Doge - Eevee (F)
Nature
: Quirky (No changes)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
KOs: 0

Abilities:
Run Away: (Passive) 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.
Adaptability: (Passive) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation: (Dream World; 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).

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/6
MC: 0
DC: 0/5

Attacks:
-Bite
-Covet
-Detect
-Dig
-Endure
-Frustration
-Growl
-Flail
-Helping Hand
-Quick Attack
-Return
-Sand-Attack
-Shadow Ball
-Substitute
-Tackle
-Tail Whip
-Take Down
-Wish
-Yawn

Total Moves: 19



Asmodeus - Zweilous (M)
Nature
: Naughty (Adds one Rank to Attack; Subtract one Rank to Special Defense)
Type: Dark - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
KOs: 4
Traded to: rickheg

Abilities:
Hustle: (Can be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three, but the haste used lowers their accuracy to 80% of normal.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 58
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 4/9
MC: 6

Attacks:
-Tackle
-Dragon Rage
-Focus Energy
-Bite
-Headbutt
-Dragonbreath
-Roar
-Crunch
-Outrage
-Double Hit

-Fire Fang
-Ice Fang
-Thunder Fang
-Draco Meteor
-Earth Power

-Toxic
-Taunt
-Thunder Wave
-Torment
-Protect

Total Moves: 20


 
Last edited:
Meh, I hope I didn't forget something. Sorry if I did in advance!

Trainer Name: Loxel
Pokemon: Kirlia, Tirtouga, Bisharp, Aipom, Drifloon, Nosepass
W/L/T: 2-0-6
Trainer Counter: 12

Backpack:

Berry Pocket:
2x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry

Token Pocket:
Ref Tokens: 2
Business Tokens:

Finished
Me vs. danman
Me vs. Xaqwais
Me vs. Pippy
Me vs. Spenstar
Me vs. Athenodoros(Fastest ASB battle ever)
Me vs. auramaster
Hall challenge(Failed)
Me vs. Rising_Dusk
Me vs. Leethoof

Pokemon Team:


Kirlia [Wisdom] (Male)
Nature: Modest
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 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:
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 activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy(DW): (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.

Stats:

Kirlia
HP: 90
Atk: Rank 1 (-1)
Def: Rank 2
SpA: Rank 4 (+1)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 6/9
MC: 0
DC: 4/5

Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)
Calm Mind (*)
Psychic

Thunderbolt(*)
Will-o-wisp(*)
Shadow Ball(*)
Grass Knot
Taunt

Synchronize(*)
Shadow Sneak(*)
Confuse Ray(*)
Disable


Tirtouga(*) Cagnazzo (Male)
Nature: Careful (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Special Attack)
Type: Water, Rock
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Sturdy: (Innate) 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.
Swift Swim (DW): The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 22
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 4/6
MC: 0
DC: 3/5

Attacks:
Bide(*)
Withdraw(*)
Water Gun(*)
Rollout(*)
Bite(*)
Protect(*)
Aqua Jet(*)
AncientPower(*)
Crunch(*)
Wide Guard(*)
Curse
Smack Down
Rain Dance
Rock Slide

Rock Polish(*)
Waterfall(*)
Earthquake(*)
Dig

Iron Defense(*)
Body Slam(*)
Rock Throw(*)


Bisharp(*) [Courage] (Female)
Nature: Adamant
Type: Dark, Steel
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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.

Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
Inner Focus: (Innate) 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.
Pressure (DW Unlocked): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Metal Burst (*)
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)
Iron Head
Night Slash
Swords Dance
Iron Defense

X-Scissor (*)
Brick Break (*)
Shadow Claw (*)
Thunder Wave
Stone Edge
Taunt

Sucker Punch (*)
Psycho Cut (*)
Revenge (*)



Aipom [Chocobo] (Male)
Nature: Adamant(+Atk, -Sp. Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Pickup: (Innate) 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 occuring hold items in arenas.
Run Away: 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.
Skill Link (DW): This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Stats:

HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 85
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 3/6
MC: 0
DC: 1/5

Attacks:
Scratch
Tail Whip
Sand-Attack
Astonish
Baton Pass
Tickle
Fury Swipes
Swift
Screech
Agility

Facade
Acrobatics
Shadow Claw
Return

Fake Out
Counter
Pursuit
Seed Bomb



Drifloon [Inspiration] (Female)
Nature: Serious
Type: Ghost/Flying
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Aftermath: (Innate) 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: (Innate) 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 (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 4/6
MC: 0
DC: 2/5

Attacks:
Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex
Stockpile
Shadow Ball
Explosion
Swallow

Thunderbolt
Will-o-wisp
Acrobatics
Thunder Wave
Psychic

Hypnosis
Weather Ball
Disable



Nosepass [Titan] (Male)
Nature: Relaxed(+1 Def. =1.15 Speed)
Type: Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Sturdy: (Innate) 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.
Magnet Pull: (Can be activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Sand force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats:

Nosepass
HP: 90
Atk: Rank 2
Def: Rank 6 (+1)
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30/1.15)
Size Class: 2
Weight Class: 4
Base Rank Total: 16

EC: 3/6
MC: 0
DC: 2/5

Attacks:
Tackle
Harden
Rock Throw
Block
Thunder Wave
Sandstorm
Power Gem
Stone Edge
Earth Power

Thunderbolt
Earthquake
Rest

Stealth Rock
Endure
Magnitude
 
Wooh, I'm helping.

@TheWolfe: Approved. Just round Mudkip's and Treecko's Speed stat.

@LKK: Not Approved. You can add Calm Mind to Ralt's movepool. It learns it before level 25 in previous Gens. You have Protect listed as both a TM and Level Up for Tirtouga, so choose a different TM. Add Pawniard's DW Ability, Pressure.

EDIT: Looks good LKK. Approved.

2
 
My first post on Smogon! =]

Trainer Name: Flame
Pokemon: Shroomish, Larvesta, Golett, Togepi
W/L/T: 0/1/0
Trainer Counter: 0
Previous Battles: vs. Master Bane (pimpgangster=ref) (loss)
Current Battles: NONE!! MUST FIX!!

Backpack:
Berry Pocket:
2x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry

Token Pocket:
Ref Tokens:
Business Tokens:


Shroomish [FireShroom] (M)
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Stats:
HP: 90
Atk+: Rank 3
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35

Counters:
EC: 2/6
MC: 1
DC: 1/5

Abilities:
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Quick Feet (DW Locked): (Innate) 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.

Attacks:
Absorb*
Tackle*
Stun Spore*
Leech Seed*
Mega Drain*
Headbutt*
PoisonPowder*
Spore

Focus Punch*
Drain Punch*
Seed Bomb*

Toxic*
Substitute*
Swords Dance*



Larvesta (FlickerFlame) (F)
Nature: Modest (Special Attack increased by *, Attack decreased by *)

Type: Bug / Fire
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:
HP: 90
Atk-: Rank 2
Def: Rank 2
SpA+: Rank 3
SpD: Rank 2
Spe: 60

EC: 2/6
MC: 0
DC: 1/5

Ability:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm (DW Locked): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Attacks:
Ember*
String Shot*
Leech Life*
Take Down*

Morning Sun*
Endure*
Zen Headbutt*

Sunny Day*
SolarBeam*
Will-o-Wisp*
Fire Blast



Golett [Starscream]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
Type: Ghost/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:

Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch) (Unlocked)

Klutz: (Can be disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

No Guard (DW Locked): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

Stats:

HP: 90
Atk+: Rank 4
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35

EC: 1/6
MC: 0
DC: 1/5

Attacks:

Pound*
Astonish*
Defense Curl*
Mud-Slap*
Rollout*
Shadow Punch*
Iron Defense*
Mega Punch*
Magnitude*

Earthquake*
DynamicPunch*
Focus Punch*

Substitute*
Gyro Ball*
Rock Slide*
Rock Polish



Togepi [Madame Liberty] (F)
Nature: Modest (+*SpAtt, -*Att)
Type: Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


Stats:
HP: 90
Atk (-): Rank 0

Def: Rank 3
SpA (+): Rank 3
SpD: Rank 3
Spe: 20

EC: 0/9
MC: 0
DC: 0/5

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW LOCKED): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Attacks:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Bestow

Mirror Move

Morning Sun
Nasty Plot


Flamethrower
Sunny Day

Solar Beam
 
FlamingFighter: FireShroom's Grass-type summary and Starscream's Ghost-type summary are outdated; go to the ability list in the data audit thread and get the new ones from there. Also, you should be using Ranks for your stats instead of stars, so *** would become Rank 3 for example. There is an example of this in the OP of this thread. NOT APPROVED until these things are fixed.

And to answer your question, Golett is indeed incapable of evasive digging (though it can evasively fly for some reason)

1

EDIT: Tsukie and DFrog have made the changes that Alch suggested and are now APPROVED, no counters for me though since Alch did the original approval, I'm just helping out ^_^
 
I really would appreciate it if one of the approvers would check over my post with the corrections Flamestrike suggested, so I can get approved and can start.
I know some of you are on right now, so just check it over, please. I really want to start with ASB.

EDIT: Thanks, DarkSlay! <]

OFF TO THE BATTLE TOWER!!
 

toshimelonhead

Honey Badger don't care.
is a Tiering Contributor
A second try at approval...

Trainer Name: toshimelonhead
Pokemon: Solossis, Dratini, Pilcowatt
W/L/T:
Trainer Counter:

Backpack:

Berry Pocket:
2x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry

Token Pocket:
Ref Tokens:
Business Tokens:




Dratini(*)[DragonT] (M)

Nature: Naughty (Adds one rank of Attack, subtracts one rank of Special Defense)
Type: 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:
Shed Skin: (Innate) 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.

Marvel Scale: (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Stats:
HP: 90
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 50

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Wrap*
Leer*
Thunder Wave*
Twister*
Dragon Rage*
Slam*
Agility*

ExtreemeSpeed*
Dragon Pulse*
Dragon Dance*

Waterfall*
Fire Blast*
Thunderbolt*



Pilcowatt(*) [Cardinamp] (Female)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Electric / Water
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (Innate) 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.

Stats: 21 / 29 / 13 / 28 / 14 / 95

HP: 80
Atk: Rank 1 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 1
Spe: 95


EC: 0/6
MC: 0
DC: 0/5

Attacks:
Bubble (*)
Charge (*)
Tackle (*)
Thundershock (*)
Detect (*)

Muddy Water (*)
Shock Wave (*)
Signal Beam (*)

Ice Beam (*)
Thunderbolt (*)
Scald (*)



Solosis(*) [MiniJelly] (M)

Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type: 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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.


Stats: 45/30/40/105/50/20

HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 20

EC: 0/9
MC: 0
DC: 0/5

Abilities:

Overcoat: This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. (Innate)

Magic Guard: 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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. (Innate)

Regeneration (DW): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored. (Innate)

Attacks:

Psywave(*)
Reflect(*)
Rollout (*)
Snatch(*)
Hidden Power [Fighting, 7](*)
Light Screen(*)
Charm(*)
Recover(*)
Psyshock(*)

Trick(*)
Confuse Ray(*)
Secret Power(*)

Psychic(*)
Trick Room(*)
Calm Mind(*)
 

Crux

i want it...
Trainer Name: Crux
Pokemon: Teddiursa*, Dratini*, Pawniard*
W/L/T: 0-0-0
Trainer Counter: 0
Backpack:

Berry Pocket:
2x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry

Token Pocket:
Ref Tokens:
Business Tokens:

Me Destroying little_ggay

Pokemon Team:


Teddiursa [Pawpa] (Male)
Nature: Jolly ((A 15% increase in Base Speed [Rounded Up] and a +5% on this Pokemon's accuracy; Special Attack reduced by *)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:

Pick Up: 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 occuring hold items in arenas.

Quick Feet: 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): This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.

Stats:
Nature: Jolly
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 46

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Covet (*)
Scratch (*)
Leer (*)
Lick (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Sweet Scent (*)

Close Combat (*)
Crunch (*)
Yawn (*)

Swords Dance (*)
Return (*)
Earthquake (*)


Dratini [Noodles] (Male)
Nature: Lonely Adds * to Attack. Subtracts * from Defense.
Type: Dragon
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:

Shed Skin: 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.

Marvel Scale (DW): This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Stats:
Nature: Lonely
HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 50

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Wrap (*)
Leer (*)
Thunder Wave (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Agility (*)

Dragon Dance (*)
Extremespeed (*)
Dragon Rush (*)

Waterfall (*)
Return (*)
Fire Blast (*)


Pawniard [SteelKnight] (Male)
Nature: Adamant Adds * to Attack. Subtracts * from Special Attack.
Type: Dark / Steel
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.


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.

Abilities:

Defiant: The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.


Inner Focus: 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.


Pressure (DW): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.


Stats:
Nature: Adamant
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60

EC: 0/6
MC: 0
DC: 0/5

Attacks:

Scratch (*)

Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)


Psycho Cut (*)
Headbutt (*)
Sucker Punch (*)

Swords Dance (*)
Brick Break (*)
Aerial Ace (*)