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

Hi Moai, welcome to CAPASB!

To start off, you'll want to list your pokemon where it says Pokemon (Just below Trainer Name). You'll also want to remove the "Trainer Counter" line and increase your Currency Counters to 2 - Trainer Counters ar ethe same as currency counters, but some places never updated.

I'm going to go over each individual pokemon.

Zigzagoon:

  • You've added the Grass STAB description where the Normal STAB description should go.
  • To indicate that Quick Feet is a Dream World nature and only unlocked when your DC is at 5/5, you should put [DW - Locked] next to the ability name.

Trapinch:

  • The minimum boost to accuracy is +5%.
  • To indicate that Sheer Force is a Dream World nature and only unlocked when your DC is at 5/5, you should put [DW - Locked] next to the ability name.
  • EC should be 0/9 since Trapinch evolves twice.

Please fix the above and send an approver a message to approve you.

~~

Edit: Congrats, you're now Approved!
 

nyttyn

Even ghosts stray from the path of righteousness
is a CAP Contributoris a Forum Moderator Alumnus

Trainer Name: NyttyN
Pokemon: Ralts, Nectrine
W/L/T: 0 – 4 - 0
Trainer Counter: 0
Backpack:

Berry Pocket:
Oran Berry x2
Leppa Berry x2
Cheri Berry x2
Chesto Berry x2
Pecha Berry x2
Rawst Berry x2
Aspear Berry x2

Token Pocket: 0
Currency Counters: 1
Universal Counters: 26

Ongoing Battles:
NyttyN vs Destiny_Warrior
http://www.smogon.com/forums/showthread.php?t=3468180

Won:

Lost:
Flashy! NyttyN Vs Imanlt
http://www.smogon.com/forums/showthread.php?t=3467712
BASTIDOON MASTASH vs NyttyN
http://www.smogon.com/forums/showthread.php?t=3468091
NyttyN vs King_Serperior
http://www.smogon.com/forums/showthread.php?t=3467705
NyttyN vs King_Serperior (again!)
http://www.smogon.com/forums/showthread.php?t=3468410

Pokemon Team:

Kirlia(*) Sona (F)
Nature: Timid(+15% Speed, +6% Accuracy, -1 Atk)
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.

Abilities:
Ability 1: Trace
Type: 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.

Command: (Ability: Trace (Target Ability) )
Ability 2: Synchronize
Type: 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.
Ability 3: Telepathy (DW) (Locked)
Type: 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: 90
Atk: Rank 1-
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 58+
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 2/9 Next Evolution at 4
MC: 4
DC: 2/5

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse

Confuse Ray
Will-o-wisp
Encore

Thunderbolt
Shadow Ball
Taunt
Psychic
Hidden Power (Ground) (7)



Necturna(*) Necty (F)
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
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.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Ability 1: Anticipation
Type: 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).
Ability 2: Telepathy (DW)
Type: 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: 90
Atk: Rank 5
Def: Rank 5+
SpA: Rank 3
SpD: Rank 5
Spe: 69-
Size Class: 3
Weight Class: 4
Base Rank Total: 23

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

Attacks:
Thunder Fang
Poison Fang
Super Fang
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-o-Wisp
Hex

Soak [sketched]
Leaf Blade
Nightmare

Substitute
Protect
Psychic

Power Whip
Pain Split
Giga Drain


Munchlax Brolax (M)
Nature:Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:

Ability 1: Pick Up
Type: 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.
Ability 2: Thick Fat

Type: Innate

This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Ability 3: Gluttony(DW)

Type: Innate

This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3+
SpD: Rank 3
Spe: 4-
Size Class: 1
Weight Class: 5
Base Rank Total: 16

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

Attacks:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile

Zen Headbutt
Counter
Substitute

Flamethrower
Thunderbolt
Earthquake

Psychic




Necturine [Prima] (F)
Nature: Quiet (+1 SpA, -15% Spe, -10% Evasion)

Type: Grass / Ghost
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW) [LOCKED]: This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 44 (51/1.15)
-10% Evasion

Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks: (13)

Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex

Leaf Blade
Leaf Storm
Giga Drain

Protect
Substitute
Psychic


Azuril [Bouncy] (Female)
0/9 EC
0 MC
0/5 DC
Nature: Quiet (+1 SpAtk, -10% Spe, -10% Evasion)
Type: Water; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities: Thick Fat

Type: Innate

This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Huge Power

Type: Trait

This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.

Sap Sipper LOCKED

Type: 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
HP: 90
Atk: Rank 1 [2 Huge Power]
Def: Rank 2
SpA: Rank 2+
SpD: Rank 2
Spe: 17-
Size Class: 1
Weight Class: 1
Base Rank Total: 10

Moves: Splash
Charm
Bubble
Tail Whip
Slam
Water Sport
Water Gun
Charm
Bubblebeam
Helping Hand
Slam
Bounce

Soak
Refresh
Encore

Waterfall
Endure
Surf


Riolu Baroness (F)
Nature: Naive(+15% spe, +11% acc, -1 SpDef)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1-
Spe: 69+
Size Class: 1
Weight Class: 2
Base Rank Total: 13

Abilities:
Steadfast:
Type: 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:
Type: 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:
Type: Innate

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

Moves:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Copycat
Screech

Hi Jump Kick
Blaze Kick
Crunch

Earthquake
Shadow Claw
Rock Slide


Revenankah Mallory (F)
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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 (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.
Moves:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch

Counter
Wide Guard
Shadow Sneak

Taunt
Earthquake
Torment



Mollux Shelly (F)
Modest (+1 SpAtk, -1 Atk)

Type: Fire / Poison
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.
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:
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.

Illuminate (DW): (Can Be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

HP: 100
Atk: Rank 1-
Def: Rank 3
SpA: Rank 6+
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20

0/0 EC
0 MC
0/5 DC

Moves:
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume

Heal Pulse
Charm
Helping Hand

Thunderbolt
Flamethrower
Sludge Wave
 
Trainer Name: Wilde32
Pokemon: Magnemite (Magneto), Cranidos (Overlord), Turtwig (Leaf), Murkrow (The Boss)
W/L/T: 1/2/0

Backpack

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


Token Pocket
Currency Counters: 0
Universal Counters: 0

Ongoing Battles:

Completed Battles:
wilde32 vs Ice-Eyes (Loss)
http://www.smogon.com/forums/showthread.php?p=4266940
wilde32 vs Imanalt (Win)
http://www.smogon.com/forums/showthread.php?p=4272486
wilde32 vs EspyOwner (Loss)
http://www.smogon.com/forums/showthread.php?p=4278534

Pokemon Team:


Magnemite(*) [Magneto] (U)
Nature: Calm (Special Defense increased by *; Attack reduced by *)
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

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. 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: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Analytic (DW - LOCKED): (Innate) If this Pokemon attacks after its target 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

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

Attacks:
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Zap Cannon

Signal Beam(*)
Magnet Rise(*)
Magic Coat(*)

Thunderbolt(*)
Substitute(*)
Hidden Power(Fire,7)(*)




Cranidos(*) [Overlord] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb 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.)
Sheer Force (DW - LOCKED): (DW - 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.

Stats:

HP:
100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 50 (-)
Size Class: 2
Weight Class: 3

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

Attacks:
Headbutt(*)
Leer(*)
Focus Energy(*)
Pursuit(*)
Take Down(*)
Scary Face(*)
Assurance(*)

Crunch(*)
Hammer Arm(*)
Curse(*)

Ice Beam(*)
Thunderbolt(*)
Rock Slide(*)




Turtwig [Leaf] (F)
Nature: Sassy (Special Defense increased by *; -15% Speed, -10% Evasion)
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)
Shell Armor (DW - LOCKED): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP:
90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 26 (-)
Size Class: 1
Weight Class: 2

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

Attacks:
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain

Seed Bomb
Earth Power
Superpower

Reflect
Light Screen
SolarBeam



Murkrow [The Boss] (M)
Nature: Quiet (Special Attack increased by *; -15% Speed, -10% Evasion)
Type: Dark/Flying
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: Summary: 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 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 (DW - LOCKED): (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 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 79 (91 / 1.15) (-)
Size Class: 1
Weight Class: 1

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

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance

Psycho Shift
Perish Song
Confuse Ray

Taunt
Thunder Wave
Toxic
 

Dogfish44

^_^
is a Forum Moderator
Moderator
Howdy Wilde32, welcome to CAPASB. I'm going to go through your profile and make sure nothing needs changing. Anything that does will be listed below:

  • On Magnemite, you are using an outdated description of Analytic, which I assume you'll have picked up from a profile of someone who no longer plays. The most up to date place is the Data Audit Thread (Which is regularly abbreviated to DAT), where you can find the new descripton of analytic in the "Ability List" section. You'll need to do the same for Magnet Pull.
  • On Cranidos you're using an outdated description for Quiet, it should read "Quiet (+1 SpA, -15% Speed, -10% Evasion)" as per this post in the Data Audit Thread.

Please send me a message once this is fixed and I can approve you.

Edit: Approved :-)
 
I think I've been lurking enough...

Trainer Name Leche de Dulce
Pokemon: Chatot (*), Ledyba (*)
W/L/T: 0-0-0

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:
Currency Counters: 0
Universal Counters: 0


Chatot(*) Gabrielle (F)
Nature: Modest (+1 SpA, -1 Atk)
Type:
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.

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.
Tangled Feet: [Innate] When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, The duration of confusion doubles.
Big Pecks (DW - Locked): [Innate] This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: N/A
MC: 0
DC: 0/5

Attacks:
Peck (*)
Growl (*)
Mirror Move (*)
Sing (*)
Fury Attack (*)
Chatter (*)
Taunt (*)

Agility (*)
Encore (*)
Air Cutter (*)

Torment (*)
Fly (*)
Protect (*)



Ledyba(*) Lockheed (M)
Nature:
Type: Adamant (+1 SpA, -1 Atk)
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).
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:
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)
Early Bird: [Innate] This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Rattled (DW - Locked): [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:
HP: 90
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Size Class: 2
Weight Class: 2
Base Rank Total: 12

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

Attacks:
Tackle (*)
Supersonic (*)
Comet Punch (*)
Light Screen (*)
Reflect (*)
Safeguard (*)
Mach Punch (*)
Baton Pass (*)
Silver Wind (*)

Bide (*)
Encore (*)
Focus Punch (*)

Dig (*)
Acrobatic (*)
U-Turn (*)
 
Trainer Name: Mygavolt
Pokemon: Joltik (Mygavolt), Scratchet (Pugilithe), Kabuto (Kabufinger)
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:
Currency Counters: 0
Universal Counters: 0

Ongoing Battles:

Battles Won:

Battles Lost:

Pokemon Team:


Joltik(*) [Mygavolt] (Male)
Nature: Hasty (A 15% increase in Base Speed [rounded up] and a +13% flat increase in accuracy (e.g. 85 Accuracy becomes 95) on this Pokemon's attacks; Defense reduced by *)

Type: Electric/Bug
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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).

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm (DW): (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)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 75 (65 * 1.15^) (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
String Shot (*)
Leech Life (*)
Spider Web (*)
Thunder Wave (*)
Screech (*)
Fury Cutter (*)
Electroweb (*)
Bug Bite (*)
Gastro Acid (*)

Disable (*)
Pin Missile (*)
Rock Climb (*)

Charge Beam (*)
Thunderbolt (*)
Hidden Power (Ice,7) (*)


Scratchet(*) [Pugilithe] (M)
Nature: Quiet (Special Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on an opponent's attacks.)

Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Scrappy:
(Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (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. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 34 (40 / 1.15v) (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Fury Swipes (*)
Harden (*)
Focus Energy (*)
Rock Smash (*)
Roar (*)

Haze (*)
Rapid Spin (*)
Memento (*)

Work Up (*)
Brick Break (*)
Aerial Ace (*)


Kabuto(*) [Kabufinger] (F)
Nature: Naughty (Attack increased by *; Special Defense reduced by *)

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

Abilities:
Swift Swim:
(Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Weak Armor (DW): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 55
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Scratch (*)
Harden (*)
Absorb (*)
Leer (*)
Mud Shot (*)
Sand-attack (*)

Giga Drain (*)
Icy Wind (*)
Flail (*)

Waterfall (*)
Rock Slide (*)
Hone Claws (*)
 
  • Leche de Dulce: APPROVED
  • Mygavolt: Joltik's accuracy boost should be 13% (12.931... rounds to 13), and add the following to Vital Spirit in Scratchet: "If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently." Once you fix those, you're APPROVED
Welcome to CAP ASB.

This brings my UC to 4.5.
 
Trainer Name: Itchni
Pokemon: Golett, Larvesta (Victoire), Privityke
W/L/T:0-0-0
Trainer Counter:

Backpack:

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

Token Pocket:
Currency Counters:0
Universal Counters:0

Pokemon Team:

Golett

Golett(*) (Genderless)
Nature:Adamant (+1 Atk, -1 SpA)
Type: Ground/Ghost
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.
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:
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)

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. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 benefited by No Guard; they will have their normal accuracy.

Stats:
Nature: Adamant
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35

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

Attacks:
Pound(*)
Astonish(*)
Defense Curl(*)
Mud-Slap(*)
Rollout(*)
Shadow Punch(*)
Iron Defense(*)
Mega Punch(*)
Magnitude(*)

Egg Moves(Level Ups):
Earthquake(*)
Focus Punch(*)
Night Shade(*)

TM's:
Substitute(*)
Rock Slide(*)
Protect(*)

Privatyke

Privatyke(*) (Male)
Nature: Adamant
Type:
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-LOCKED): (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:
Nature: Adamant
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35

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

Attacks:
Bubble(*)
Smokescreen(*)
Yawn(*)
Wrap(*)
Chip Away(*)
Arm Thrust(*)
Aqua Jet(*)

Egg Moves:
Ice Punch(*)
Recover(*)
Bulk Up(*)

TM's:
Waterfall(*)
Brick Break(*)
Double Team(*)

Larvesta

Larvesta(*) (Victoire) (Female)
Nature: Modest (+1 SpA, -1 SpD)
Type:
Bug:Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
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)

Stats:
Nature: Modest (+1 SpA, -1 Atk)
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 60
Size Class: 2
Weight Class: 3
Base Rank Total: 13


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

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

Egg Moves
Magnet Rise(*)
Morning Sun(*)
Zen Headbutt(*)

TM's
FlameThrower(*)
Sunny Day(*)
Solarbeam(*)
 

LouisCyphre

heralds disaster.
Okay, two nitpicks. You're approved regardless because they're inconsequential, but you should fix this regardless.

  • Larvesta's Flamethrower is written as a single word.
  • You should encase each of your mons in their own hide tags, instead of one large tag. If it helps, putting the end tag adjacent to the start tag ([noparse][/noparse]) will help any ugly spacing issues.

Other than that, welcome aboard!
 
Trainer Name: Myrina
Pokemon: Riolu, Syclar, Squirtle
W/L/T: 0-0-0
Universal Counter: 0
Currency Counter: 2

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


Riolu(*) Doggie (M)
Nature: Rash (+1 SpA, -1 SpD)
Type: Fighting
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:
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:

Riolu
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

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

Hi Jump Kick(*)
Bullet Punch(*)
Blaze Kick(*)

Rock Slide (*)
Double Team (*)
Dig (*)


Syclar(*) (Moskito) (F)
Nature: Hasty (+15% Speed, +25% Accuracy, -1 Def)
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: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 105 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks:
Leer (*)
Leech Life (*)
Scratch (*)
Focus Energy (*)
Ice Shard (*)
Slash (*)
Icy Wind (*)
Bug Bite (*)
Icicle Spear (*)

Counter(*)
Tail Glow(*)
Water Pulse(*)

Taunt(*)
U-turn(*)
Toxic(*)


Squirtle(*) (Argasia) (F)
Nature: Brave (+1 Atk, -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:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Rain Dish: (DW) (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 37 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Attacks:
Tackle (*)
Tail Whip (*)
Bubble (*)
Withdraw (*)
Water Gun (*)
Bite (*)
Rapid Spin (*)
Protect (*)
Water Pulse (*)

Aqua Jet(*)
Fake Out(*)
Yawn(*)

Ice Beam(*)
Dig(*)
Brick Break(*)

Finished!
 

ZhengTann

Nargacuga
is a Forum Moderator
Moderator
Trainer Name: Zt



Pokemon: Haxorus, Riolu, Bayleef, Starmie, Bolderdash, Kirlia, Camerupt, Murkrow, Muk, Froslass, Armaldo, Castform, Bagon

W/L/T: 13-9-4 (from vBulletin) 0-1-1

Backpack:

Battle Items:
1x Amulet Coin
1x Black Sludge
1x Dawn Stone
1x Dragon Fang
1x Everstone
4x Exp Share
1x Focus Sash
1x Lucky Egg
1x Rare Candy
1x Water Stone

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

Currency Counters: 100
Universal Counters: 306



Pokemon Team:
Haxorus(*) Natsu (M)

Just like his namesake, Natsu is an orphan, having no recollection of his parents’ fate. As such, Natsu loneliness made him grew to be very independent, to the point where he will erupt in great battle fury whenever his freedom is threatened. However, he is very much attached to his trainer, Zt, looking up to him as a partner as they search the wilds for Natsu’s direct lineage. Natsu doesn’t sharpen his tusks on a regular basis – unlike some Axews, he prefers a thicker tusk, even though they break off at pretty much the same intervals due to his affinity for intense fights. Natsu is always in a fierce competition with Gray, often challenging the other into mock spars, but the rivalry comes with respect and loyalty towards each other too. Natsu fights with the ferocity that comes with every Dragon – by fang and claw, for the very survival of his world and existence.

Beaten down at every turn never shakes Natsu's confidence - to him, a loss is just another step towards being stronger. Having new members to the team suddenly wrought certain changes to his fighting spirit. Willing to forsake his own safety for that of his friends, Natsu's newfound family is his main source of strength to improve himself and keep going.

Learning to fight with a clear mind, even in the midst of battle rage, is not easy - but Natsu is now one of the few that did it. Through rigorous training, he bridged the gap between instinct and thought, acting on cues his opponent didn't even realise to counter and parry at precisely the same time they make their move. Broadening his mind's eye also allows Natsu to make use of the environment more efficiently, as well as track his opponents battle habits - something only Gajeel can match, which became a newfound reason they keep coming to blows.


Nature: Jolly (+15% Speed, -1 SpA, +14% Acc)

Type:
Dragon Type: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Ability 1: Mold Breaker
Type: Passive
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Ability 2: Rivalry
Type: Passive
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.

Ability 3: Unnerve (DW unlocked)
Type: Passive
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112 (+14% Acc)
Size Class: 3
Weight Class: 5

EC: 9/9 Next Evolution at 9
MC: 0
DC: 5/5

Attacks:
Aerial Ace
Aqua Tail
Assurance (*)
Counter
Cut
Dig (*)
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage (*)
Dragon Tail
Dual Chop (*)
Earthquake
Endeavour
Endure
False Swipe (*)
Giga Impact
Guillotine
Incinerate
Iron Tail (*)
Leer (*)
Low Kick
Night Slash (*)
Outrage
Payback
Poison Jab
Protect
Razor Wind
Rest
Reversal (*)
Rock Smash (*)
Scary Face (*)
Scratch (*)
Slash (*)
Sleep Talk
Snore
Substitute
Superpower
Sword Dance
Taunt
X-Scissor (*)
Riolu(*) Gray (M)

Gray the Riolu first clapped eyes on Zt when he hatched, and has followed him ever since, after bidding goodbye to his birth parents. His desire to be as good as his father (who was a well-known Pokemon in Sinnoh) drives him to perfect his body and trademark Aura Sight in all forms of training. Gray is Natsu’s rival in every way, however it’s not unusual to see them interrupt their fights just to face ‘outsiders’. Like his Ice-Making namesake, Gray is a thinking brawler. His intuition for fights, along with his uncanny ability to read his opponents movements, means he can usually counter the same instant his opponent makes a move. Oddly enough, despite numerous brawls, he sometimes still can’t read Natsu’s moves correctly.

Nature: Adamant (+1 Atk, -1 SpAtk)

Type:
Fighting type: 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:
Ability 1: Steadfast
Type: Passive
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.

Ability 2: Inner Focus
Type: Passive
When an opponent attempts to flinch Riolu, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Ability 3: Prankster (DW unlocked)
Type: Passive
Riolu is always prepared for engaging in subtle tactics, giving its non-damaging attacks an increase in priority level.

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

EC: 5/6 Next Evolution at 6
MC: 0
DC: 5/5

Attacks:
Foresight (*)
Quick Attack (*)
Endure (*)
Counter (*)
Feint (*)
Force Palm (*)
Copycat (*)
Screech (*)
Reversal
Nasty Plot
Final Gambit

Bullet Punch (*)
Crunch (*)
Blaze Kick (*)
Circle Throw
Agility
Mind Reader
Hi Jump Kick

Brick Break
Bulldoze
Dig
Double Team
Drain Punch
Dual Chop
Earthquake (*)
Focus Blast
Focus Punch
Fury Cutter
Ice Punch
Iron Tail
Low Kick
Low Sweep
Magnet Rise
Payback
Poison Jab
Protect
Rain Dance
Rest
Rock Slide (*)
Shadow Claw
Sleep Talk
Substitute (*)
Sunny Day
ThunderPunch
Toxic
Zen Headbutt
Bayleef - Wendy (F)

They say the calmest waters often hide the most turbulent undercurrents, the stillest air often the premonition to the most terrible storms. So does Wendy. She's nice and pretty, often the team's peacemaker (pacemaker too), but her spirit is indomitable. In battle, Wendy wields the very force of nature itself - the plants and the wind that blows between leaves are her primary defence. Wendy is very trusting of strangers, despite Charla's frequent rebukes, but the fact that they're inseparable makes most Daycare visitors hesitate - except for Zheng. Wendy looks upon Natsu and Gray as big brothers, and they respond in kind - protective of their siblings as if of the same lineage.

After months of travel, Zheng intends to find a suitable place to build a small monastery, where he can have a roof over his family's head while he preaches and travels on his own. Wendy is the first to express support for the idea - a plant must have roots, after all. The outside world has weathered her and given her experience, but she remains hopeful of the promise of a better present and future - especially when she founds herself having fun with the girls in the family, or going about on errands with the lads. She is determined to protect the family's roots, as she calls their indomitable spirit, and will fight if the challenges arise.

Nature: Calm (+1 SpD, -1 Atk)

Type:
Grass type: 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:
Ability 1: Overgrow
Type: Passive
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).

Ability 2: Leaf Guard (DW Unlocked)
Type: Passive
In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60
Size Class: 2
Weight Class: 2

EC: 4/9 Next Evolution at 9
MC: 0
DC: 5/5

Attacks:
Tackle
Growl
Razor Leaf
Reflect
PoisonPowder
Synthesis
Magical Leaf
Natural Gift
Light Screen
Safeguard
Solarbeam
Aromatherapy
Sweet Scent

Ancient Power
Counter
Leaf Storm
Giga Drain
Leech Seed
Magic Coat
Mud-Slap
Endure
Ingrain

Protect
Double Team
Sunny Day
Energy Ball
Bullet Seed
Substitute
Sleep Talk
Worry Seed
Grass Knot
Snore
Rest
Starmie - Charla (U)

Charla is Wendy's closest friend and confidante since Daycare. Witty, and quick to learn the ways of the world, Charla did not trust Zheng at first sight, naturally, and disapproves of Natsu and Gray's loud brawls every other minute they were together. Charla looks out for Wendy, not afraid to stand up to bigger, meaner Pokemons, and its that precise quality she sees in Zheng's group that warms her up to the team. Charla is very touchy, resisting most physical contacts except with Wendy, retaliating with swift hit-and-run tactics whenever approached thus.

The sudden disappearance of Wendy as soon as the monastery is founded shook Charla up. But, the resulting search finally convinced her that her best friend is no longer the helpless, naive pup of the past. She still watches over Wendy, though, and she looks forward into their shared future in the family with a bright hope - so long as her eyes don't roll at the antics of the boys.

Nature: Modest (+1 SpA, -1 Atk)

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

Psychic type: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank.

Abilities:
Ability 1: Illuminate
Type: Toggle
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Multiple Illuminates do not stack. (Command: Enable/Disable Illuminate)

Ability 2: Natural Cure
Type: Passive
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Ability 3: Analytic (DW Unlocked)
Type: Passive
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 4

EC: 6/6 Next Evolution at 6
MC: 0
DC: 5/5

Attacks:
Aurora Beam
Barrier
Brine
Bubblebeam
Camouflage
Dive
Endure
Harden
Ice Beam
Icy Wind
Light Screen
Magic Coat
Minimize
Pain Split
Power Gem
Protect
Psychic
Psychock
Rain Dance
Rapid Spin
Recover
Reflect
Rest
Scald
Signal Beam
Sleep Talk
Substitute
Supersonic
Surf
Swift
Tackle
Thunder Wave
Thunderbolt
Water Gun
Bolderdash - Erza (F)

A swordsman wields the blade with graceful precision, just as Erza uses her attacks with dangerous beauty. She walked in on one of Gray and Natsu’s brawls, and the resulting free-for-all wore on for half a day before Zheng can subdue her with a Pokeball. Unknowingly for her, that fight left a lasting impression on the two – they’re cautious almost to the point of fearful whenever in her company since then. Wendy and Charla looks up to her as a role model, though, and it was Erza who took care of them, even though she was newer to the family.

Chargestone Cave is the hallowed ground for all of Erza's ancestry, yet she decides that she will withhold her instincts to evolve for the sake of her family. Small but close-knit, everyone looks up to Erza as the big sister, even though her quirks with boys sometimes astonished the girls and make the shy ones (like Juvia and Wendy) blush. After a series of long, drawn out clashes with Mirajane, both of them seemed to have settled to a cordial relationship, mutually agreeing to avoid mentioning the past conflicts, opting instead to look after the girls together and knock the boys down a peg or two when they get too loud.


Nature: Modest (+1 SpA, -1 Atk)

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

Abilities:
Ability 1: Levitate
Type: Passive
This Pokemon naturally floats above the earth when released or easily takes flight, evading the all seismic moves. Earth Power will have 3 less BAP. Dig and Dive can still strike a Levitating Pokemon, but only if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Other Ground moves can still hit.

Ability 2: Technician
Type: Passive
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

Ability 3: Mold Breaker (DW Unlocked)
Type: Passive
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 110
Size Class: 1
Weight Class: 3

EC: 7/9 Next Evolution at 9
MC: 0
DC: 5/5

Attacks:
Acupressure
AncientPower
Defense Curl
Disable
Double Team
Earth Power
Energy Ball
Fire Blast
Flamethrower
Flash Cannon
Giga Drain
Heat Wave
Hidden Power Ice 6
Hone Claws
Hyper Beam
Magnet Rise
Mud Shot
Mud-Slap
Ominous Wind
Paleo Wave
Power Gem
Protect
Rest
Rock Blast
Rock Polish
Rollout
Sandstorm
Shadow Ball
Sleep Talk
Smack Down
Snore
Stealth Rock
Substitute
Sunny Day
Swift
Tackle
Toxic
Trick
Vacuum Wave
Volt Switch
Kirlia - Lucy (F)

Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.

Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.

Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)

Type:
Psychic type: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks, however, cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Ability 1: Synchronize
Type: Passive
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Ability 2: Trace
Type: Trigger
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. (Command: Trace (Target Ability) )

Ability 3: Telepathy (DW Unlocked)
Type: Passive
This Pokemon creates 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: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 43 (- = 50/1.15)
Size Class: 1
Weight Class: 2

EC: 6/9 Next Evolution at 9
MC: 0
DC: 5/5

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Hypnosis

Disable
Shadow Sneak
Will-O-Wisp
Encore

Signal Beam
Icy Wind
Shock Wave
Thunder Wave
Light Screen
Pain Split
Thunderbolt
Magic Coat
Snatch
Shadow Ball
Protect
Camerupt - Elfman (M)

"Hey mon," is probably Elfman's QOTD, all day, everyday. His easy-going attitude is reflective of his species' nature - slowly pacing on with the simple pleasures of daily life. Or so it seems. Elfman is as stubborn as they come - in fact, he got into a tussle with Natsu just because they wanted to cross the same (outer) side of the ledge. It took Gray's help to wrestle him down (a fact all but Gray is unhappy about) but Zheng's capture brought him into the family. Being slow to anger doesn't mean Elfman is slow on the uptake, but it does mean that he's slow to cooldown after he gets really riled up.

Having a family to be with changes Elfman - he is becoming more and more a stolid guardian than a laid-back jock. Steadfast to the point of tactless, he will not give way if he feels that his family is threatened. He is especially protective of Mirajane, and will often go out of his way to help her in any way perceived possible.

Nature: Sassy (+ SpD, - Spe, -10% evasion)

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

Ground type: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Magma Armour
Type: Passive
Elfman has a strong, heated armor that makes it incapable of being frozen. His armor also reduces the Base Attack Power of all incoming attacks by one (1).

Ability 2: Solid Rock
Type: Passive
Elfman’s solid body and durable constitution causes the Base Attack Power of incoming super-effective attacks to be reduced by two (2).

Ability 3: Anger Point (DW Unlocked)
Type: Passive
When struck with a critical hit, Elfman becomes enraged and its Attack rises to maximum (Stage 6). However, his Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches the Pokemon's natural Attack stage. Critical hits from self-targeting moves do not activate Anger Point.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 4 (+)
Spe: 34 (40/1.15)
Size Class: 4
Weight Class: 6

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

Attacks:
Amnesia
Ancient Power
Bulldoze
Dig
Double Team
Double-Edge
Earth Power
Earthquake
Ember
Endure
Eruption
Fire Blast
Fissure
Flame Burst
Flamethrower
Focus Energy
Growl
Heat Wave
Lava Plume
Magnitude
Mimic
Mud Bomb
Protect
Rock Slide
Sleep Talk
Stealth Rock
Substitute
Tackle
Take Down
Will-O-Wisp
Yawn
Murkrow – Gajeel (M)

Gajeel is rather different, compared to the rest of the lot - probably his dark instincts gave him a bit of a "lone wolf" attitude. Efficient in his ways, smart in his pose, Gajeel would have a hard time fitting in - except that the girls are incredibly forgiving, and while the guys wouldn't hesitate bringing on a throwdown (save for Elfman, who repaid his indifference with barely a shrug), they never keep past grudges. Its what drove Gajeel to approach Zheng after many days of stalking them - eating, living, fighting with the affectionate way only siblings might have had. He is no slouch either - holding his own even against Erza is no small feat in the family.

Nature: Mild (+1 SpA, -1 Def)

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

Flying type: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Ability 1: Insomnia
Type: Passive
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Ability 2: Super Luck
Type: Passive
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Ability 3: Prankster (DW Unlocked)
Type: Passive
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 1

EC: 5/6 Next Evolution at 6
MC: 0
DC: 5/5

Attacks:
Assurance
Astonish
Dark Pulse
Drill Peck
Faint Attack
Fly
Foul Play
Haze
Heat Wave
Icy Wind
Night Shade
Peck
Protect
Psychic
Psycho Shift
Pursuit
Quash
Quick Attack
Roost
Sky Attack
Sleep Talk
Sucker Punch
Tailwind
Taunt
Torment
Toxic
Wing Attack
Muk - Cana (F)

Cana is an alcoholic, probably one of the very few Pokemon throughout the world to actually enjoy imbibing such beverages. Her natural biological system is the prime cause for her incredible alcoholic tolerance, and also of her encounter with Zheng - she was drinking in the wine cellar under a small inn when the innkeeper caught her red-handed. Flustered, the innkeeper cannot do anything without Pokemons, and Zheng arrived to save half the cellar, while paying off the other half. Flirtatious and often half-drunk, she's quite an addition to the family - as well as quite the reason of Zheng's oft-empty purse.

Her drinking exploits have garnered quite a reputation amongst the locals, much to Zheng's chagrin. However, Cana was smart enough not to bring her habits into the monastery, and so Zheng can't really do much but rebuke her gently. When sober, she often purifies the monastery's nearby stream by absorbing all the intoxicants and harmful substances from the water - which is why some local brewers drew water from the monastery when they make their ales.


Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type:
Poison type: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Ability 1: Stench
Type: Passive
Cana's sexy, boozy odor reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.

Ability 2: Sticky Hold
Type: Passive
Cana cradles her items much like the way she cradles her alcohol barrel, in a strong grip that prevents item theft or swapping.

Ability 3: Poison Touch (DW Unlocked)
Type: Toggle
Cana can channel her body's alcoholic resistances into a form of offense. Whenever she hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. If disabled, all of her attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 43 (-10%)
Size Class: 4
Weight Class: 6

EC: 5/6 Next Evolution at 6
MC: 0
DC: 5/5

Attacks:
Acid Armour
Acid Spray
Block
Dark Pulse
Disable
Fire Punch
Flamethrower
Giga Drain
Harden
Ice Punch
Imprison
Mean Look
Minimize
Mud Bomb
Mud-Slap
Pain Split
Poison Gas
Pound
Protect
Rock Slide
Shadow Ball
Shadow Punch
Shadow Sneak
Sleep Talk
Sludge
Sludge Bomb
Thunderbolt
ThunderPunch
Toxic
Venoshock
Froslass - Juvia (F)

Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and she has been tagging along ever since. There's nothing Zheng could do to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - so some of his actions towards Juvia was probably misleading, as well.

The chance to settle down gave Juvia hopes of raising a family of her own with Gray, of all things. Redoubling her efforts to spend time with Gray whenever he's not training for Halls, Juvia gets paranoid when another girl approaches Gray, to the point that her imagination runs wild of multiple-way relationships. Her affection with Gray had long been an open secret, one that she cares not about hiding. The girls secretly support her, and even the guys do nothing to impede her - or perhaps the lads just wanna see what Gray would do in such a situation. Her own training has not been set aside, though - in addition to wielding water in its coldest form, Juvia also hones her perceptive skills, something further enhanced by the Dawn Stone given by Zheng.


Nature: Timid (+15% Speed, +8% Accuracy, -1 Atk)

Type:
Ice type: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Ghost type: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Ability 1: Snow Cloak
Type: Passive
Juvia trains her ethereal perception to suit her native snowy conditions, gaining a 20% evasion boost an immunity to Hailstone damage during Hail.

Ability 2: Cursed Body (DW Unlocked)
Type: Passive
When Juvia is struck by an opponent's attack, there is a 30% chance that she can disable it. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127 (+19%)
Size Class: 3
Weight Class: 3

EC: 6/6 Next Evolution at 6
MC: 0
DC: 5/5

Attacks:
Astonish
Avalanche
Bide
Bite
Blizzard
Block
Captivate
Confuse Ray
Crunch
Destiny Bond
Disable
Double Team
Endure
Fake Tears
Frost Breath
Hail
Headbutt
Hex
Ice Beam
Ice Fang
Ice Shard
Icy Wind
Leer
Light Screen
Mud-Slap
Ominous Wind
Pain Split
Powder Snow
Protect
Rain Dance
Rollout
Safeguard
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Spikes
Spite
Substitute
Sucker Punch
Toxic
Wake-up Slap
Water Pulse
Weather Ball
Armaldo - Pantherlily (M)

Gajeel was the one who found Pantherlily's Claw Fossil discarded at the entrance of a mine. Seeing the Murkrow's penchant for it, Zheng decided to go to the nearest archaeological lab and revive it. Pantherlily and Gajeel have been quite attached to each other ever since. They share the same camaraderie towards each other as Natsu and Gray, but at least they didn't have the head-splitting rivalry that the other pair always do. Often after a training session, Gajeel would take Pantherlily up for flight trips, while the latter demonstrates the pleasure of submersion in water. The rest of the family often help Pantherlily too, since he's still much less comfortable on terrestrial environment - Wendy loved piggybacking him and Charla together, while the latter doesn't mind that much.

Pantherlily's much larger size now meant that he would no longer be the protected fossiling now, but a respected fighter in his own right. Swinging his claws with the strength of a shield bash, Pantherlily trains everyday by felling trees for firewood and clearing debris around the monastery backyard. Often in the evenings, the only sounds there are the rustling of his claws as no fallen leaf ever touches the ground.


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

Type:
Bug type: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Rock type: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Ability 1: Battle Armour
Type: Passive
Pantherlily’s thick armor prevents him from taking critical hits.

Ability 2: Swift Swim (DW Unlocked)
Type: Passive
Pantherlily can move deceptively fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 39 (-10%)
Size Class: 3
Weight Class: 4

EC: 6/6 Next Evolution at 6
MC: 0
DC: 5/5

Attacks:
Aerial Ace
AncientPower
Aqua Tail
Block
Body Slam
Brick Break
Cross Poison
Crush Claw
Cut
Dig
Double Team
Double-Edge
Endure
Fury Cutter
Harden
Iron Defense
Iron Tail
Low Kick
Metal Claw
Mud Sport
Mud-Slap
Protect
Rapid Spin
Rock Blast
Rock Polish
Rock Slide
Rock Smash
Sand-Attack
Sandstorm
Scratch
Screech
Slash
Sleep Talk
Smack Down
Stealth Rock
String Shot
Struggle Bug
Substitute
Superpower
Toxic
Water Gun
Water Pulse
X-Scissor
Castform - Mirajane (F)

Mirajane is a sweet girl, always smiling at everyone, even though she sometimes do gets into fights with Erza when the latter is not busy pounding Natsu. She helped Elfman overcome his innate fear to swimming by teaching him patiently in Lake Lucid. As a result, the latter treated her as an elder sister, always protective of her while respecting her opinions on every turn. In turn, Mirajane always stays near Elfman for guidance, often perching atop his head on journeys and summoning sunny skies to invigorate the Numel. Despite her small stature, no one else in the family looks upon her as the one to be protected - Mirajane is very capable of looking after herself, usually resolving conflicts around her in a diplomatic way but more than willing to respond with force if necessary.

Nature: Modest (+1 SpA, -1 Atk)

Type (weather-dependent):
Normal type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage and Thrash without losing focus.
Sunny Fire type: Fire STAB; immune to burn, emit a low glow in dark places. Superior senses in volcanic or bushfire areas.
Rainy Water type: Water STAB; Can breathe and have excellent mobility when underwater.
Snowy Ice type: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.


Ability:
Forecast
Type: Passive
Mirajane is adept at changing and adapting to the weather, granting her immunity to all forms of weather. Mirajane can also change the typing of Weather Ball accordingly, and take different forms during Sunlight, Rain, and Hail. The Energy Cost of Weather Ball and all weather changing moves are reduced to 6.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 1
Weight Class: 1

MC: 0

Attacks:
Amnesia
Avalanche
Blizzard
Clear Smog
Disable
Double Team
Ember
Endure
Energy Ball
Fire Blast
Flash
Future Sight
Hail
Headbutt
Hex
Hydro Pump
Ice Beam
Icy Wind
Incinerate
Lucky Chant
Mimic
Ominous Wind
Powder Snow
Protect
Psych Up
Rain Dance
Round
Sandstorm
Scald
Shadow Ball
Shock Wave
Sleep Talk
Snore
Solarbeam
Substitute
Sunny Day
Swift
Tackle
Tailwind
Toxic
Water Gun
Water Pulse
Weather Ball

Bagon - Happy (M)

What is there to say about Happy, besides his namesake? When Natsu found the egg, he's very excited to have a younger brother who'd also be a Dragon. And so he went to great pains to help it hatch - asking Elfman to warm it up, sleeping with it every night, hugging it as everybody travel. It took a week for Natsu's wishes to come true, and Happy has been sticking around Natsu ever since. Even though Happy have no wishes to evolve, he would still stand up for Natsu (who's much stronger than him), simply because they're great partners. Happy is also the only one whom Natsu wouldn't pick a brawl with - which says a lot about their camaraderie.

Nature: Impish (+1 Def, -1 SpA)

Type:
Dragon Type: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Ability 1: Rock Head
Type: Passive
Happy's cheer and surprisingly tough constitution prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2: Sheer Force
Type: Toggle
Happy can energize all its attacks with secondary effect chances that are less than 100%. When Toggled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), sans the secondary effect.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 3

EC: 0/9 Next Evolution at 4
MC: 0
DC: 0/5

Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember

Endure
Hydro Pump
Twister
Dragon Pulse
Fire Fang

Brick Break
Aerial Ace
Shadow Claw
Toxic
Protect
 
Last edited:
  • Hartwig the Great: Apart from the move being called Hi Jump Kick not High Jump Kick and the fact that "Trainer counter" is redundant because it has been replaced by the Currency counter, your profile has nothing wrong with it. APPROVED and welcome to CAP ASB. If you have any questions, feel free to join our IRC channel #capasb.
  • ZhengTann: You missed out Axew's DW ability and your Riolu's EC should say 0/6 since it only evolves once. In addition, you only need the summary of each type's STAB description, not the full thing. Plus, you should get some sprites for your pokemon. You can find some sprites on Veekun and get the images by copying the image URL (right-clicking on the image should give you an option like this) and pasting it into your profile in between tags. Also, minor nitpick: It's X-Scissor, singular. NOT APPROVED until these things are fixed.[/s] EDIT: [B][COLOR="DarkGreen"]APPROVED[/COLOR][/B] and welcome to CAP ASB.[/list]

    This brings my UC to 3.9.
 
Trainer Name: Sound
Pokemon: Nincada, Remoraid, Mienfoo, Magby
W/L/T: 0/2/0

Backpack:

Battle Items
1x Amulet Coin

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:
Currency Counters: 4
Universal Counters: 0

Ongoing Battles:
Vs. Imanalt

Completed Battles:
Vs. Moai (Lost: A ground-type that can learn Earthquake! Imagine!)
Vs. Matezoide(Lost: He had a Trump Card. Literally.)

Pokemon Team:


Nincada(*) [PeaceMaker] (F)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Bug/Ground
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Run Away (DW-Locked): (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.


Stats:

HP: 90
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 40
SC: 1
WC: 1

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

Attacks:

Scratch(*)
Harden(*)
Leech Life(*)
Sand-Attack(*)
Fury Swipes(*)
Mind Reader(*)
False Swipe(*)
Metal Claw

Night Slash(*)
Final Gambit(*)
Bug Bite(*)

Aerial Ace(*)
Dig(*)
Sandstorm(*)
Cut
X-Scissor



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

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.
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.
Moody (DW-Locked): (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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 56 (-)
SC: 1
WC: 2

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

Attacks:
Water Gun(*)
Lock-On(*)
Psybeam(*)
Aurora Beam(*)
Bubblebeam(*)
Focus Energy(*)
Hydro Pump
Hyper Beam
Signal Beam

Rock Blast(*)
Supersonic(*)
Mud Shot(*)

Flamethrower(*)
Ice Beam(*)
Scald(*)
Seed Bomb
Bounce
Thunder Wave
Double Team



Mienfoo [Grenade] (F)
Nature: Naïve (+15% Speed, +13% Accuracy, -1 SpD)
Type: Fighting
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:

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 (DW-Locked): (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.


Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 75 (+)
SC: 2
WC: 2


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


Attacks:


Pound
Meditate
Detect
Fake Out
DoubleSlap
Swift
Calm Mind
Bounce
Hi Jump Kick
U-Turn
Force Palm


Endure
Vital Throw
Me First


Swords Dance
Rock Slide
Substitute



Magby [Anti-Tank] (M)
Nature: Mild (+1 SpA, -1 Def)
Type: Fire
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.


Abilities:

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.
Vital Spirit (DW-Locked): (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 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 Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.


Stats:


HP: 90
Atk: Rank 3
Def: Rank 1(-)
SpA: Rank 4(+)
SpD: Rank 2
Spe: 83
SC: 1
WC: 2


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


Attacks:


Smog
Leer
Ember
SmokeScreen
Faint Attack
Fire Spin
Clear Smog
Flame Burst
Fire Punch
Confuse Ray


Cross Chop
ThunderPunch
Mach Punch


Fire Blast
Hidden Power (Ice 7)
Will-O-Wisp
Psychic
 

LouisCyphre

heralds disaster.
Good show, Sound! You're approved, the only issue I could find was that Remoraid should be one point faster.

65 / 1.15 = 56.52173913, rounded down.

EDIT: Oh, I am dumb! You'll want Size Class and Weight Class for each mon. Nincada is SC 1 / WC 1, Remoraid is SC 1 / WC 2. Happy ASB-ing!
 
Trainer Name: sandshrwez
Pokemon: Bulbasaur, Sandshrew, Togepi
W/L/T: 1/2/0

Backpack:
Berry Pocket:

  • Oran Berry x2
  • Leppa Berry x2
  • Cheri Berry x2
  • Chesto Berry x2
  • Pecha Berry x2
  • Rawst Berry x2
  • Aspear Bery x2

Item Pocket:


Token Pocket:
Currency Counters: 5
Universal Counters: 0

Battle Slots:



Pokemon Team:


Bulbasaur (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Grass / Poison
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Overgrow: (Innate) When this Pokemon's HP is lower than 33% (flat), the Base Attack Power of any Grass-type attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon's cells absorb more solar energy, doubling (x2) their Speed.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 39 (45/1.15) (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 2/9
MC: 1
DC: 2/5

Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth

Leaf Storm
Giga Drain
Power Whip

Toxic
Rest
Venoshock
Protect
SolarBeam


Sandshrew [Patamon] (M)
Nature: Adamant (+1 Atk, -1 SpA)
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.

Abilities:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Sand Rush (DW): (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.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Attacks:
Scratch
Defense Curl
Sand-Attack
Poison Sting
Rollout
Slash
Rapid Spin
Fury Cutter
Magnitude
Fury Swipes
Sand Tomb
Dig
Sandstorm

Swords Dance
Night Slash
Rock Slide

Hone Claws
Earthquake
X-Scissor
Protect


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

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 (DW): (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:
HP: 90
Atk: Rank 0 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

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

Nasty Plot
Extrasensory
Psycho Shift

Flamethrower
Thunder Wave
Shadow Ball
Protect
SolarBeam
Fire Blast
 
81

This looks fun....


Trainer Name: Matt
Pokemon: Primeape (Starter), Crawdaunt (Semi-Starter), Rapidash, Muk, Vanilluxe, Beheeyem, Simisage, Donphan, Butterfree, Dodrio, Venusaur, Omastar, Banette, Azumarill, Magcargo, Throh, Voodoom, Sawk, Flareon, Eevee, Tauros, Revenankh, Hitmonchan, Aurumoth, Sigilyph, Bronzong, Fraxure, Lanturn, Granbull, Turtwig, Tepig, Heatmor, Munchlax, Ditto, Dunsparce, Happiny, Stunfisk

W/L/T: 5/2/0

Backpack:

Berry Pocket:

Oran Berry (x2), Leppa Berry (x2), Cheri Berry (x2), Chesto Berry (x2), Pecha Berry (x2), Rawst Berry (x2), Aspear Berry (x2)

Item Pocket: Lucky Egg, Amulet Coin, Rare Candy (x2), Everstone, Exp.Share (x3), Leaf Stone, Black Sludge, Fire Stone, Expert Belt (x3)



Feather Badge


Token Pocket:
Currency Counters: 143
Universal Counters: 296,5

Battle Slots:
Vs Sound (Win, First battle ever,Training match)
Vs Endquote (Win, First double-battle ever,Twilight met Kindle,training battle)
Vs Endquote (Lost)
Vs Eternal Drifter (Win)
Vs Galladiator (Win)
Vs Le Quack (Win,DQ)
Vs ROFLtanker (Win)
Vs Deadfox (Lost)
Vs ROFLtanker (Win)
Vs Complications (Loss,Training Match to unlock Contrary)

Stopped caring enough to post them :p



Sunkern Medal!




Pokemon Team:



<Primeape> [Steve] (Male)
Nature: Jolly (+14% accuracy)

Type: Fighting
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.


About: He is the very first pokemon Matezoide obtained and quickly became best friends after Matt selfishlessly risked his life against a pack of wild Houndour.
Steve is extremely strong, determined, honored and relatively docile Primeape, only feeling trully alive during a battle with a worth opponent, he cares very much about his trainer and team mates.


Abilities:
Vital Spirit (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 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 Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.


Anger Point (Passive):

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.


Defiant (DW UNLOCKED, Passive):

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 increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.



Stats

HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110 (95 * 1,15)
Size Class: 2
Weight Class: 3
Base Rank Total: 17


EC: 6/6
MC: Max
DC: 5/5


Moves: - MAXED - 7 CC Bonus

Covet(*)
Scratch(*)
Low Kick(*)
Leer(*)
Focus Energy(*)
Fury Swipes(*)
Karate Chop(*)
Seismic Toss(*)
Screech(*)
Assurance(*)
Fling
Cross Chop
Punishment
Final Gambit
Swagger
Rage
Thrash


Dig(*)
Acrobatics(*)
Rock Slide(*)
Aerial Ace
Attract
Bide
Body Slam
Brick Break
Bulk Up
Bulldoze
Counter
Curse
Defense Curl
Double-Edge
Double Team
Dual Chop
Dynamic Punch
Earthquake
Endeavor
Endure
Facade
Fire Punch
Focus-Punch
Focus Blast
Foresight
Frustation
Giga Impact
Gunk Shot
Headbutt
Helping Hand
Hidden Power (Water, 7)
Hone Claws
Hyper Beam
Ice Punch
Iron Tail
Low Sweep
Mega Kick
Mega Punch
Metronome
Mimic
Outrage
Overheat
Pay Day
Payback
Poison Jab
Protect
Psych Up
Rain Dance
Rest
Retaliate
Return
Revenge
Rock-Smash
Rock Tomb
Role Play
Round
Secret Power
Seed-Bomb
Skull Bash
Sleep Talk
Smack-Down
Snore
Spite
Stone Edge
Strength
Submission
Substitute
Sunny Day
Swift
Take Down
Taunt
Thief
Thunder
Thunder-Punch
Thunderbolt
Toxic
U-Turn
Uproar
Work Up



Close Combat(*)
Reversal(*)
Encore(*)
Beat Up
Captivate
Meditate
Mud-Slap
Natural Gift
Rock Climb
Smelling Salt
Vaccuum Wave






<Crawdaunt> [Rob] (Male)
Nature: Brave (+Attack, -15% Speed, -10% Evasion)
Type: Water/Dark

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

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.

About: Rob was the first pokemon ever caught by Matt ,using it's Double-Team and Trump-Card techniches, he slowy gained an advantage against Steve and was about to easily defeat him, until being caught off-guard by an extremely powerfull Reversal combo, weakning him enough to be captured. Being prety much powerless against the lobster pokemon, Steve grew determined to become stronger.
Similary to the others, he cares deeply about his friends, and is willing to risk his life for them if necessary.....he is also a huge nerd, his favorite super-heroes being Superman, Spider-Man and Aquaman.
After a battle with Itsumo and his minions, Rob was left in the brink of death, which led his teammates to seek revenge on Itsumo. After several weeks, Rob fully recovered from the damage to his spine and is back to action, still determined to save Chuck.

Abilities:
Hyper Cutter (Passive):
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.


Shell Armor (Passive): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.


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

Stats

HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 47 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18


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



Moves: - MAXED - 5 CC Bonus
Bubble(*)
Harden(*)
Vice-Grip(*)
Leer(*)
BubbleBeam(*)
Protect(*)
Knock Off(*)
Crunch
Swords-Dance
Crabhammer
Taunt
Guillotine
Swift
Night Slash

Aerial Ace
Attract
Avalanche
Blizzard
Brick-Break(*)
Captivate
Counter
Cut
Dark Pulse
Dig
Dive
Double-Team(*)
Endeavor
Endure
Facade
False Swipe
Fling
Frustation
Fury Cutter
Giga Impact
Hail
Hidden Power (Fire, 7)
Hone-Claws
Hyper Beam
Ice-Beam
Icy Wind
Iron Defense
Metal Claw
Mimic
Mud Slap
Natural Gift
Payback
Rain Dance
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Scald
Secret Power
Sleep-Talk
Sludge Bomb
Sludge Wave
Snarl
Snore
Spite
Substitute
Superpower
Surf
Swagger
Toxic
Water Pulse
Water Sport
Waterfall(*)
Whirlpool
X-Scissor


Dragon Dance (*)
Mudsport(*)
Trump Card(*)
Double-Edge
Body-Slam
AncientPower
Chip Away






<Rapidash> [Twilight] (Female)

Nature: Naive (+17% accuracy)
Type: Fire
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.

About: Caught after being found injured by Matt and nursed back to health, Twilight quickly showed it's amazing fighting abilites by defeating a pack of wild Grimer. Despite her naiveness,Twilight is by no means a fool and , despite managing to maintain a serious attitude, she is a sweet heart and quickly becomes timid depending on the situation.



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.

Flash-Fire (Passive):

This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Flame Body (DW UNLOCKED, Passive):

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.


Stats

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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



Moves: - MAXED - 4 CC Bonus

Growl(*)
Tackle(*)
Tail Whip(*)
Ember(*)
Flame Wheel(*)
Stomp(*)
Flame-Charge(*)
Fire-Spin(*)
Bounce
Agility
Flare-Blitz
Poison Jab
Megahorn
Quick Attack
Inferno
Fury Attack
Take Down


Attract
Baton Pass
Bide
Body-Slam
Curse
Double Kick
Double Team
Drill Run
Echoed Voice
Facade
Fire-Blast(*)
Flamethrower
Frustation
Giga Impact
Headbutt
Heat Wave
Hidden Power (Ice, 7)
Hyper Beam
Incinerate
Iron Tail
Low Kick
Mimic
Natural Gift
Overheat
Pay Day
Protect
Rage
Reflect
Return
Round
Secret Power
Skull Bash
Sleep-Talk
Snore
Solar Beam
Strength
Substitute
Sunny-Day(*)
Swift
Thrash
Toxic
Wild-Charge(*)
Will-O-Wisp

Hypnosis(*)
Low-Kick(*)
Charm(*)
Morning Sun
Double-Edge
Endure
Horn Drill






<Muk> (Bosco) (Male)

Nature: Quiet (-10% evasion)
Type: Poison

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.


About: When his pack was forced to run away from Twilight's Fire-Blast, Steve's Dig was able to catch him off-guard and KO, since then, Bosco has shown to be an extremely quirky Grimer, highly energetic and cheerful towards his team mates regardless of the situation, he can be described as the team's cheer-leader. He is also extremely fond of costumes.


Abilites:

Stench (Passive):

This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.


Sticky Hold (Passive):

This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.


Poison Touch (DW UNLOCKED, Toggle):

Default effect: 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.

Alternative effect: This Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect).


Stats


HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 43 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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


Moves: - MAXED - 5 CC Bonus

Poison Gas(*)
Pound(*)
Harden(*)
Mud-Slap(*)
Disable(*)
Sludge(*)
Minimize(*)
Mud-Bomb(*)
Acid Armor
Gunk Shot
Memento
Sludge Bomb
Sludge Wave
Fling
Screech

Attract
Bide
Block
Body-Slam
Brick-Break
Dark Pulse
Dig
Double-Team
Dynamic Punch
Endure
Explosion
Facade
Fire Blast
Fire Punch
Flamethrower(*)
Focus Blast
Focus Punch
Frustration
Giga-Drain
Giga Impact
Hidden-Power (Water, 7)
Ice Punch
Pain-Split
Payback(*)
Poison-Jab(*)
Protect
Rain Dance
Rest
Return
Rock-Slide
Rock Tomb
Shadow Ball
Shadow Punch
Sleep-Talk
Sunny Day
Taunt
Thunder
Thunderbolt
Thunderpunch
Torment
Toxic
Venoshock
Zap Cannon
Strength
Substitute
Swagger
Thief
Snore
Round
Rock Smash
Hyper Beam
Incinerate
Capitivate
Mega Drain
Mimic
Natural Gift
Rage
Secret Power
Selfdestruct
Helping Hand
Shockwave

Curse(*)
Shadow-Sneak(*)
Acid-Spray(*)
Scary Face
Imprison
Haze
Stockpile
Swallow
Spit Up
Lick
Mean Look


As previously stated,Bosco is extremely fond of costumes,so far,those are the ones he wore.

Ponyta (Twilight) costume



Blastoise costume


Cheerleader.


Delibird costume




Dunsparce costume


Visser



Wesker




<Beheeyem> [Peter] (Male)
Nature: Brave nature (+ Attack,-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.

About: Peter was captured after being over-powered by Rob's Crunch, his main characteristic are his remarkable inteligence (rivaling Twilight's) and braveness during combat, Peter strongly stands up for what he believes in and will fight until the bitter end.
He also has a small crush on Fiona.

Abilites:

Telepathy (Passive):

This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Synchronize (Passive):

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.

Analytic (Passive,DW UNLOCKED):
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.


Stats

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 34 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 19


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


Moves: - MAXED - 4 CC Bonus

Confusion(*)
Growl(*)
Heal Block(*)
Miracle Eye(*)
Psybeam(*)
Headbutt(*)
Hidden-Power -> Fighting (7) (*)
Imprison(*)
Psychic
Recover
Simple-Beam
Zen Headbutt
Wonder Room
Calm Mind
Guard Split
Power Split

Attract
Ally Switch
After You
Charge Beam
Dark-Pulse
Double Team
Dream Eater
Echoed Voice
Embargo
Energy Ball
Facade
Flash
Frustation
Giga Impact
Gravity
Hyper Beam
Light Screen
Magic Coat
Pain-Split
Protect
Psych Up
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Rock Tomb
Rock-Slide(*)
Role Play
Round
Safeguard
Shadow-Ball
Signal Beam
Sleep Talk
Snatch
Snore
Substitute
Swagger
Telekinesis
Thief
Thunderbolt(*)
Thunder-Wave
Trick
Trick-Room(*)
Toxic
Uproar


Skill-Swap(*)
Teleport(*)
Nasty-Plot(*)
Barrier
Disable
Guard Swap



<Vanilluxe> [Fiona] (Female)
Nature: Modest (+ Sp.Attack - Attack)
Type: Ice

Summary: 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.


About: Aside from her physical difference betwen other Vanilluxe (wich Bosco described as ''delicious looking''), Fiona is a highly timid and modest pokemon, refusing to show off no matter what. Sadly, this also causes her to understimate her own fighting abilites. She greatly hates using her Taunt move, but will not hesitate to use it if she feels it is necessary.

Abilites:
Ice-Body (Passive):

This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Weak Armor (DW UNLOCKED, Toggle):


Default effect: None.

Alternative effect: The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Stats

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 79
Size Class: 3
Weight Class: 4
Base Rank Total: 19


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

Moves: - MAXED - 2 CC Bonuss

Icicle Spear(*)
Harden(*)
Astonish(*)
Uproar(*)
Icy Wind(*)
Mist(*)
Avalanche(*)
Taunt(*)
Acid Armor
Mirror Coat
Sheer-Cold
Weather Ball
Ice Beam


Attract
Blizzard (*)
Double Team
Explosion
Flash Cannon
Frost Breath
Frustation
Hail (*)
Hidden-Power (7 BP,Electric) (*)
Hyper-Beam
Light Screen
Magic Coat
Magnet Rise
Protect
Rain Dance
Rest
Return
Round
Signal Beam
Sleep Talk
Substitute
Swagger
Toxic

Automotize(*)
Water-Pulse(*)
Imprison(*)
Iron Defense
Ice Shard
Powder Snow
Natural Gift




<Simisage> [Johnny Bravo] (Male)
Nature: Hasty (+ Speed, - Def, + 16% accuracy)

Type: Grass
Summary: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.


About: Johnny posses an incredibly high level of swag and can easily get the heart of almost any lady he desires....that is, until he starts talking. Johnny met the group during a training section, becoming infatulated by Twilight (and to a lesser extent, Fiona),but she didnt feel attracted to him at all (Unlike Fiona, who blushed a bit), leading him to try and prove his power to impress her, Johnny fought Bosco, but was quickly and easly defeated (In part, due to his constant winking at Twilight), being captured shorty after.

Abilites:

Gluttony (Passive):

This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Overgrow (DW UNLOCKED, Passive):

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)


Stats

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 117 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 21


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

Attacks:

Scratch(*)
Leer(*)
Lick(*)
Vine Whip(*)
Fury-Swipes(*)
Leech-Seed(*)
Bite(*)
Seed Bomb(*)
Torment(*)
Acrobatics
Crunch
Grass Knot

Attract(*)
Brick-Break
Dig(*)
Double-Team
Endeavor
Focus Blast
Frustration
Giga Drain
Giga Impact
Gunk Shot
Helping Hand
Hidden-Power Ice (7 BP)
Hyper Beam
Iron Tail
Knock Off
Low Sweep
Payback
Protect
Return
Rock-Slide
Rock Smash
Rock Tomb
Shadow-Claw(*)
Solar Beam
Substitute
Sunny Day
Superpower
Swagger
Synthesis
Taunt
Uproar

Leaf-Storm(*)
Nasty-Plot(*)
Role-Play(*)
Magical Leaf
Bullet Seed
Low Kick



<Spinda> (Dizzy) [Female]
Nature: Brave (- 10% Evasion)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

About: Before her capture, Dizzy was a greatly arrogant and un-nice Spinda, generaly thinking to be better than everyone else, it wasnt until a crushing defeat against another trainer that she realised just how weak she truly was.
Upon being nursed back to health by her trainer and fellow team-mates, she learned to value friendship and became determined to train hard in order to improve herself.

Abilites:

Own Tempo (Passive):
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Tangled Feet (Passive):

When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, The duration of confusion doubles

Contrary (DW UNLOCKED, Toggle):

Default effect: None.

Alternative effect: This Pokemon's unique structure reverses stat changes it receives in battle, from both its own attacks and those of other Pokemon. At the end of the round, stat changes will still increase/decrease toward 0.


Stats

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (-)
Size Class: 2
Weight Class: 1
Base Rank Total: 12

EC: NA
MC: 0
DC: 5/5

Attacks:

Tackle(*)
Uproar(*)
Copycat(*)
Faint Attack(*)
Psybeam(*)
Hypnosis(*)
Sucker-Punch
Thrash
Flail
Teether Dance
Double Edge

Brick Break
Calm Mind
Covet
Dig
Double Team
Drain Punch
Endure
Facade
Fake out
Fire Punch
Frustation
Hyper Voice
Ice Punch
Icy Wind
Protect
Retaliate
Return
Rock Slide
Shadow Ball
Snatch
Substitute
Swagger(*)
Toxic
Trick Room(*)
Wild-Charge(*)

Wish(*)
Rapid-Spin(*)
Water-Pulse(*)
Superpower
Last Resort
Psycho Cut
Encore
Disable




<Butterfree> [Max] (M)

Type:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

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.


About: Max has dreams of becoming powerfull and is determined to make this dream coming true, challenging Dizzy to a battle during her training, being quickly defeated and caught.
Now a Butterfree, his power (and confidence) greatly raised and he finaly feels like an equal to his teammates, but is determined to improve his battling abilites further.


Abilites:

Compoundeyes (Passive)

This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Tinted Lens (DW UNLOCKED, Passive):

When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).


Stats


HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 15


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


Attacks:
Tackle(*)
String Shot(*)
Bug-Bite(*)
Confusion
Poison Powder
Stun Spore
Sleep Powder
Gust
Supersonic
Whirlwind
Psybeam
Bug Buzz
Tailwind
Quiver Dance


Air Cutter
Bide
Double-Team
Electro Web(*)
Endure
Energy Ball
Giga Drain
Hidden Power (7 BP, Water)
Hyper Beam
Iron Defense
Psychic
Rain Dance
Razor Wind
Roost
Safeguard
Shadow Ball
Signal Beam
Snore(*)
Solarbeam
Teleport
U-Turn
Venoshock



<Donphan> [Alice] (F)
Nature: Careful (- Sp.Attack,+ Sp.Def)

Type: Ground

Summary: 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.

About: An extremely happy and careful Donphan, Alice always prefer to think it carefully before acting, she doesnt have any dreams for the future, prefering to live ''one day at a time''. Her small size when compared to the rest of the species as a Phanpy (Something that quickly caught the team's attention) didnt disapear upon evolution, as such, Alice boasts smaller fangs than the rest of her species.

Abilites:


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.


Sand Veil (DREAM WORLD UNLOCKED, Passive):

This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage


Stats


HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 19


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

Attacks:

Assurance
Bulldoze
Defense Curl(*)
Double Edge
Endure
Fire Fang
Flail(*)
Giga Impact
Growl(*)
Horn Attack
Knock Off
Magnitude
Natural Gift(*)
Odor Sleuth(*)
Rapid Spin
Rollout(*)
Scary Face
Slam(*)
Tackle(*)
Take Down(*)
Thunder Fang


Block
Bounce
Double Team
Earthquake(*)
Endeavor
Facade
Gunk Shot
Gyro Ball
Iron Defense
Poison Jab
Protect(*)
Rest
Rock Polish
Rock Slide
Sandstorm
Seed-Bomb
Sleep-Talk
Stealth Rock
Stone Edge
Substitute
Superpower
Toxic(*)
Roar


Counter(*)
Ice-Shard(*)
Body-Slam(*)
Head Smash
Heavy Slam
Focus Energy
Fissure



<Dodrio> [Barry] (M)
Nature: Adamant (+ Attack, - Sp.Attack)


Type: Normal/Flying


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

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.

About: A Dodrio caught by The Royal Guard and later traded to Matezoide, Barry quickly made friends with Steve and Rob, recognizing their strength almost instantly, growing to respect the others with time. Despite the 3 heads, they are more often than not in agreement and decided to have just 1 name for the sake of simplicity. The head's team-work is what allows Barry to spin them around like an helicopter to use Fly.

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.

Early Bird (Passive): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Tangled Feet (DW UNLOCKED, Passive):
When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, the duration of confusion doubles.

Stats

HP: 90
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 17

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

Attacks:
Acupressure
Agility
Double Hit
Drill Peck
Endeavor
Fury Attack
Growl
Peck
Pluck
Pursuit
Quick Attack
Rage
Thrash
Uproar
Endeavor

Bide
Brave Bird
Double-Team
Endure
Faint Attack
Flail
Frustration
Payback
Return
Roost
Sky Attack
Substitute
Taunt
Toxic

Aerial Ace
Torment
Steel Wing
Giga Impact
Fly
Low Kick
Mirror Move
Assurance




<Ivysaur> [Ozzy] (M)
Nature: Naughty (+ Attack, - Sp.Def)

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.

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.

About: Ozzy was , in fact, Matezoide's first pokemon, being kidnapped by a mysterious group, Matezoide and Ozzy met again on a circus that used stolen pokemon for the shows. After defeating the thieves, Ozzy chose to go with Matezoide again after all this time. He bears no grudge against Steve for ''taking his place''.

Abilites:

Overgrow (Passive):

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)


Chlorophyll (DW UNLOCKED, Passive):

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

Stats

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3 (-)
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20


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

Attacks

Tackle (*)
Growl (*)
Leech Seed (*)
Vine-Whip (*)
Poison Powder (*)
Sleep Powder (*)
Take Down (*)
Razor Leaf (*)
Sweet Scent (*)
Growth (*)
Seed Bomb
Double Edge
Worry Seed
Synthesis
Growth
Petal Dance


AncientPower
Bide
Bind
Bulldoze
Bullet Seed
Dig
Earthquake
Flash
Frenzy Plant
Giga Drain
Giga Impact
Hidden Power (Ice, 7) (*)
Hyper Beam
Knock Off
Light Screen
Protect
Reflect
Safeguard
Sludge Bomb
Solar Beam
String Shot
Substitute(*)
Sunny Day
Swagger
Outrage
Toxic
Venoshock(*)
Weather Ball


Endure (*)
Leaf Storm (*)
Skull Bash (*)
Power Whip
Ingraim
Charm





<Omastar> [Mordecai] (M)
Nature: Modest (+ Sp.Attack, - Attack)

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.

About: Recently born (and brought back to life), Mordecai has very little memories of his life before the meteor destroyed the world, because of that, he had very little problem accepting Matezoide and his pokemon as a family. Mordecai is very curious to learn about the world he lives in. He is also extremely shy to everyone else, prefering the company of his teammates.

Abilites:


Swift Swim (Passive):

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

Shell Armor (Passive):

This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Weak Armor (DW UNLOCKED, Toggle):

Default effect: None.

Alternative effect: The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.


Stats

HP: 100
Atk: Rank 1 (-)
Def: Rank 5
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 55
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks:

Constrict (*)
Withdraw (*)
Bite (*)
Water Gun (*)
Rollout (*)
Horn Attack (*)
Leer (*)
Mud Shot (*)
Ancient Power
Protect
Brine
Shell Smash
Hydro Pump

Double Team
Earth Power
Endure
Hidden Power (7, Electric) (*)
Hyper Beam
Ice Beam
Icy Wind
Mimic
Rain Dance (*)
Rest
Rock Polish
Sandstorm
Scald
Stealth Rock
Substitute
Surf (*)
Toxic

Bide (*)
Toxic Spikes (*)
Spikes (*)
Whirlpool
Muddy Water
Wring Out





<Banette> [Chuck] (M)
Nature: Quiet (+ Sp.Attack, - Speed, -10% Evasion)

Type:

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

About: Chuck used to live by himself on a haunted house, playing pranks on whoever came by.
In fact, Chuck was extremely lonely in the house, but far too afraid to actualy leave it by himself. Eventualy, Matezoide took a look at the house and was constantly tormented, but unlike past trainers, he decided to stay in there (Much to Bosco and Max's complaints), eventualy managing to trap and capture the ghost type, who finally had actual people to talk and play with.
Despite enjoying his company, Chuck saw himself growing more and more distant, as he watched the others evolve around him, he couldnt understand why he was unable to do that. Eventualy tracked by a doll, Chuck was convinced to fuse with it for power. The sheer evil he had inside his heart, as well as the doll's made Chuck's mind twisted and malignant, caring for nothing but power, he rarely talks to the others and often leaves their home by himself.
Currently, Chuck swore alliance to the Demon Lord Itsumo, abandoning his former friends.

Abilites:

Frisk (Passive):

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.

Insomnia (Passive):

This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Cursed Body (DW UNLOCKED, Passive):

When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. A Pokemon with an attack disabled by Cursed Body cannot have another one disabled by Disable, and vice versa.

Stats

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 56 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 19


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


Attacks:

Knock Off (*)
Screech (*)
Night Shade (*)
Spite (*)
Will-O-Wisp (*)
Shadow Sneak (*)
Curse (*)
Faint Attack (*)
Shadow Ball
Grudge
Sucker Punch
Snatch
Hex
Trick


Body Slam
Calm Mind
Dark Pulse
Double-Team
Endure
Facade
Foul Play
Hidden Power Fighting (7)
Hyper Beam
Icy Wind
Magic Coat
Pain Split
Payback
Protect
Psychic (*)
Pursuit
Rain Dance
Rest
Shock-Wave
Sleep Talk
Substitute
Taunt
Thunder
Thunderbolt (*)
Torment
Toxic
Trick Room (*)


Gunk Shot (*)
Destiny Bond (*)
Imprison (*)
Disable
Confuse Ray



<Marill> [Natara] (F)
Nature: Adamant (+ Attack, - Sp.Attack)


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

About: A very jolly and happy Azurill caught by Athenodoros, Nate Natara is extremely easy to like, becoming friends with the usualy quiet and reserved Chuck in a few minutes, their oppositive natures made them bond with easy. Despite the sex changed caused by an unknown mutation (1/3 of each FEMALE Azurill become MALE upon evolving, not the oppositive), Natara is just as happy.
Natara is generaly seen as the team's little brother sister (alongside Mordecai) and is sure to bring joy and happiness wherever she goes.

Thick Fat (Passive): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance.

Huge Power (Passive): This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.

Sap Sipper (DW UNLOCKED, Passive): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.


Stats

HP: 110
Atk: Rank 3 [6 Huge Power] (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16 [19 Huge Power]


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

Attacks:
Splash (*)
Charm (*)
Tail Whip (*)
Bubble (*)
Slam (*)
Water Gun (*)
Bounce (*)
Helping Hand (*)
Bubblebeam (*)
Water Sport (*)
Rollout
Tackle
Defense Curl
Aqua Ring
Aqua Tail
Superpower
Ice Punch
Double-Edge

Attract
Bounce
Brick-Break
Bulldoze
Covet
Dig
Dive
Double Team (*)
Endure
Facade
Fling
Focus Punch
Giga Impact
Knock Off
Light Screen
Protect
Rain Dance
Rest
Sleep Talk
Substitute (*)
Toxic
Waterfall (*)

Encore (*)
Refresh (*)
Body Slam (*)
Aqua Jet
Perish Song
Scary Face
Foresight
Soak
Supersonic
Amnesia





<Magcargo> [Tara] (F)
Nature: Modest (+ Sp.Attack, - Attack)

Type: Fire/Rock

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.
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

About: A Magcargo caught during Athenodoros's many travels and later traded to Matezoide, Tara is extremely mature and mother-like to the younger members of the team. She gets along extremely well with Alice, due to their ''live by the day'' phylosofies, wich she learned from a life-time of being slow.


Abilities:
Magma Armor (Passive):

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

Flame Body (Passive):

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.

Weak Armor (DW UNLOCKED, Can Be Enabled):

Type: Toggle

Default effect: None.

Alternative effect: The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Stats

HP: 90
Att: Rank 1 (-)
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spd: 30
Size Class: 2
Weight Class: 4
Base Rank Total: 17


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

Attacks:
Yawn (*)
Smog (*)
Ember (*)
Rock Throw (*)
Harden (*)
Recover (*)
Flame Burst (*)
Shell Smash
Flamethrower
Earth Power
Ancientpower

Attract
Double Team (*)
Endure
Explosion
Fire Blast
Hidden Power Ice (7)
Hyper Beam
Light Screen (*)
Overheat
Pain Split
Protect
Reflect
Refresh
Rest
Rock-Polish
Sandstorm
Sleep-Talk
Solar Beam (*)
Stealth Rock
Stockple
Substitute
Sunny Day
Swagger
Toxic
Will-O-Wisp

Acid Armor (*)
Memento (*)
Heat Wave (*)
Stockpile
Swallow




<Throh> [Ernie] (Male)
Nature: Adamant (+ Attack, - Sp.Attack)

Type: Fighting

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.

About: While meditating, Throh was approached by the team and instantly felt Steve's strength. During their battle, Ernie showed a lot of inteligence and cunning, used Steve's own strength against him and got an early lead, but Steve managed to recover and quickly turn the tables around. After being burned by his Fire Punch, Ernie activated his Guts ability and had little trouble beating down Steve, until his Anger Point activated and a single Close Combat was enough to fall the Judo Pokemon.

He decided to join the team and train harder than ever, due to his old age, he also feels responsable to the others and greatly enjoys Tara's company, due to her maturity.


Guts (Passive):

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

Inner Focus (Passive):

When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Mold Breaker (DW UNLOCKED, Passive):

Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Abilities bypassed by Mold Breaker:
Code:
Battle Armor
Big Pecks (immunity to defense drops from moves like Screech and Rock Smash)
Clear Body
Contrary (reversal of stat changes caused by the Mold Breaker Pokemon)
Damp
Dry Skin (immunity to Water-type moves and extra damage from Fire-type moves)
Filter
Flash Fire
Flower Gift (BAP reduction to attacks from the Mold Breaker Pokemon)
Friend Guard
Heatproof (resistance to Fire-type moves)
Heavy Metal (weight increase when calculating effects of the Mold Breaker Pokemon's moves)
Hyper Cutter
Inner Focus (immunity to flinch)
Insomnia (immunity to sleep; the sleep will be cured next action)
Keen Eye (immunity to accuracy drops from moves like Sand-Attack and Mud-Slap)
Leaf Guard
Levitate
Light Metal (weight decrease when calculating effects of the Mold Breaker Pokemon's moves)
Lightningrod (attacks still get redirected but do damage instead of boosting special attack)
Limber (the paralysis will be cured next action)
Magic Bounce
Magma Armor
Marvel Scale (BAP reduction to attacks from the Mold Breaker Pokemon)
Motor Drive
Mountaineer (immunity to damaging Rock-type moves)
Multiscale
Oblivious (the infatuation will be cured next action)
Sand Veil
Sap Sipper
Shell Armor
Shield Dust
Simple (doubling of stat changes caused by the Mold Breaker Pokemon)
Snow Cloak
Solid Rock
Soundproof
Sticky Hold
Storm Drain (attacks still get redirected but do damage instead of boosting special attack)
Sturdy
Suction Cups
Tangled Feet (evasion boost)
Telepathy
Thick Fat
Unaware (stat changes are not ignored when calculating effects of the Mold Breaker Pokemon's moves)
Vital Spirit (immunity to sleep and evasion boost; the sleep will be cured next action)
Volt Absorb
Water Absorb
Water Veil (the burn will be cured next action)
White Smoke (immunity to stat drops)
Wonder Guard
Wonder Skin
Stats

HP: 120
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: None
MC: 0
DC: 5/5

Attacks

Bind (*)
Leer (*)
Bide (*)
Focus Energy (*)
Seismic Toss (*)
Vital Throw (*)
Revenge (*)
Storm Throw (*)
Bulk-Up
Superpower
Body Slam
Endure
Wide Guard
Reversal
Circle Throw


Block
Bulldoze
Dig
Double Team
Earthquake (*)
Facade (*)
Fire Punch
Giga Impact
Helping Hand
Ice Punch (*)
Knock Off
Low Kick
Low Sweep
Pain Split
Payback
Posion Jab
Protect
Rest (*)
Retaliate
Return
Rock-Slide
Rock Smash
Rock Tomb
Sleep-Talk (*)
Stone Edge
Substitute
Sunny Day
Swagger
Taunt
Thunder Punch (*)
Toxic





<Voodoom> [Aloysius] (Male)
Nature: Naive (+19% accuracy, -Sp.Defense)

Type: Fighting/Dark

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.

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.

About: A childhood friend of Chuck, Aloysius refused to follow the team when they met in the haunted house. Several weeks later, however, the house was destroyed to be replaced by a mall. Having no place to go, Aloysius wandered the forest before being found by the team, this time accepting to go with them.
Despite his innitial lack of trust, Aloysius came to respect the others and showed to be more sociable than Chuck. He shares Rob's love for comic books.


Abilities:

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

Lightning Rod (Passive): 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 UNLOCKED, Passive) 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.


Stats

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


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

Attacks

Astonish (*)
Copycat (*)
Mimic (*)
Pain Split (*)
Spite (*)
Grudge (*)
Charge (*)
Follow Me (*)
Pin Missile (*)
Substitute
Night Slash
Wrap
Revenge
Close-Combat
Aura Sphere
Beat Up
Accupressure

Dark Pulse
Double-Team
Dual Chop
Earthquake
Endure
Focus Blast
Foul Play
Hidden Power 7 (Fire)
Hyper Beam
Ice Punch
Magic Coat
Pain Split
Protect
Psychic (*)
Return (*)
Rock Slide
Shock-Wave
Snatch
Stone Edge
Taunt
Thunder-Wave (*)
Torment
Toxic
Vaccumm Wave
Wild Charge

Perish Song (*)
Counter (*)
Mach Punch (*)
Focus Punch
Imprison




<Sawk> [Bert] (M)
Nature: Jolly (+ Speed, - Sp.Attack. +11% accuracy)

Type: Fighting

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.

About: Ernie's old friend, the team first saw him knocking down trees as part of his training. Upon hearing from Ernie how powerfull his new companions are, Bert couldnt help but challenge Steve, promissing to join them if he lost. After an incredibly hard fight, Steve was able to whistand his ''Fist Of Fury'' and finish it off with a powerfull Reversal attack. Content for fighting someone so powerfull, Bert allowed himself to be caught.
Bert is extremely focused and disciplined, but is incredibly easy-going, as shown when he first met Bosco.

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.

Inner Focus (Passive):

When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Mold Breaker (DW LOCKED, Passive):

Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Abilities bypassed by Mold Breaker:
Code:
Battle Armor
Big Pecks (immunity to defense drops from moves like Screech and Rock Smash)
Clear Body
Contrary (reversal of stat changes caused by the Mold Breaker Pokemon)
Damp
Dry Skin (immunity to Water-type moves and extra damage from Fire-type moves)
Filter
Flash Fire
Flower Gift (BAP reduction to attacks from the Mold Breaker Pokemon)
Friend Guard
Heatproof (resistance to Fire-type moves)
Heavy Metal (weight increase when calculating effects of the Mold Breaker Pokemon's moves)
Hyper Cutter
Inner Focus (immunity to flinch)
Insomnia (immunity to sleep; the sleep will be cured next action)
Keen Eye (immunity to accuracy drops from moves like Sand-Attack and Mud-Slap)
Leaf Guard
Levitate
Light Metal (weight decrease when calculating effects of the Mold Breaker Pokemon's moves)
Lightningrod (attacks still get redirected but do damage instead of boosting special attack)
Limber (the paralysis will be cured next action)
Magic Bounce
Magma Armor
Marvel Scale (BAP reduction to attacks from the Mold Breaker Pokemon)
Motor Drive
Mountaineer (immunity to damaging Rock-type moves)
Multiscale
Oblivious (the infatuation will be cured next action)
Sand Veil
Sap Sipper
Shell Armor
Shield Dust
Simple (doubling of stat changes caused by the Mold Breaker Pokemon)
Snow Cloak
Solid Rock
Soundproof
Sticky Hold
Storm Drain (attacks still get redirected but do damage instead of boosting special attack)
Sturdy
Suction Cups
Tangled Feet (evasion boost)
Telepathy
Thick Fat
Unaware (stat changes are not ignored when calculating effects of the Mold Breaker Pokemon's moves)
Vital Spirit (immunity to sleep and evasion boost; the sleep will be cured next action)
Volt Absorb
Water Absorb
Water Veil (the burn will be cured next action)
White Smoke (immunity to stat drops)
Wonder Guard
Wonder Skin
Stats

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (+11% accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: None
MC: 1
DC: 3/5

Rock-Smash (*)
Leer (*)
Bide (*)
Focus Energy (*)
Double Kick (*)
Low Sweep (*)
Counter (*)
Karate Chop (*)
Brick Break
Endure
Retaliate
Close-Combat
Reversal


Bulldoze
Dig
Double-Team
Dual Chop
Earthquake (*)
Fire Punch
Helping Hand
Icepunch (*)
Knock Off
Low Kick
Pain Split (*)
Payback
Poison Jab (*)
Protect
Rain Dance
Rest
Rock-Slide
Rock-Tomb
Sleep-Talk
Stone Edge (*)
Substitute
Taunt
Thunderpunch (*)
Toxic




<Flareon> [Bridget] (Female)

Nature: Rash (+ Sp.Attack, - Sp.Def)

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.


About: Even as a Flareon, Bridget is extremely innocent and curious, she has an extreme amount of respect (Even if rarely shown) towards the rest of the team and sees Chuck as her ''super-cool older brother'', despite being extremely worried about him. She chose to become a Flareon after being lost in the woods and seeing Twilight and Tara fight off a gang of water types, their passion for fighting and protecting those that need making Bridget realise what she wanted.

Flash Fire (Passive): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

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

Stats

HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3 (-)
Spe: 65
Size Class: 2
Weight Class: 2
Base Rank Total: 20

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

Heliping Hand (*)
Tackle (*)
Tail Whip (*)
Sand Attack (*)
Growl (*)
Quick Attack (*)
Bite (*)
Covet (*)
Take Down (*)
Double-Edge
Batom Pass
Last Resort
Ember
Fire Fang
Fire Blast


Bide
Dig (*)
Double Team
Facade (*)
Flame Charge
Flamethrower
Giga Impact
Heal Bell
Hidden Power Grass (7)
Overheat
Protect
Reflect
Rest
Shadow Ball (*)
Sleep-Talk
Substitute
Sunny Day
Superpower
Swift
Zap Cannon


Wish (*)
Yawn (*)
Flail (*)
Endure
Charm





<Tauros> [Aldebaran] (M)

Nature: Hasty (+15% Spe, +19% Acc, -1 Def)

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

About: Aldebaran was the leader of a Tauros herd and aided the team at taking down a group of thieves. After this, he decided to accompany them as he always wanted to travel around the world, as he knew he wasnt necessary anymore, Aldebaran left the protection of the herd at the hands of his son. He can be describled as Brave, Wise and Strong. He knows a move called Great Horn, taught to him by his father (Rock Climb combo) and is currently training to master the Greater Horn (Double Edge combo), a move he created. Because of his relative old age, he is among the pokemon that gets along well with Twilight, Tara and Ernie.

Abilities:
Intimidate (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 their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.

Anger Point ( Passive):
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).

Sheer Force (DW UNLOCKED, Toggle):

Default effect: None.

Alternative effect: This Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.


Stats

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 2
SpD: Rank 3
Spe: 127 (110 * 1.15^)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: N/A
MC: 0
DC: 5/5

Attacks:
Tackle (*)
Stomp (*)
Tail Whip (*)
Rage (*)
Horn Attack (*)
Scary Face (*)
Pursuit (*)
Rest (*)
Payback (*)

Bide
Giga Impact
Blizzard (*)
Double Edge
Double Team
Earthquake
Endure
Horn Drill
Fire-Blast (*)
Helping Hand (*)
Ice Beam
Iron Head
Iron Tail (*)
Outrage (*)
Protect
Quick Attack
Rain Dance
Retaliate
Rock Climb
Rock Slide (*)
Solarbeam
Spite
Thunder
Thunderbolt
Zap Cannon
Zen Headbutt





<Revenankh> [Nefertina] (Female)

Nature: Brave (+Attack, - Speed, -10% Evasion)

Type: Ghost/Fighting

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.
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.

About: A Revenankh met at the ruins during Bert's training, both pokemon stalemated for a long time before Nefertina was knocked out by a collapsing pillar. Knowing the ruins would give away soon, Matezoide and Bert removed the pillar and managed to carry her to safety. Sad that her home is gone, but happy about meeting someone that powerfull (And the promisse of there existing pokemon even stronger than Bert), Nefertina did not hesitate to be captured to further hone her skills. Although she was initially disapointed at the majority of the rest of the team (Calling them ''slackers'' and lazy), they eventually grew on her heart (Mostly because she saw their sparing matches and realised their strength).


Abilities:

Shed Skin (Passive): This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Air Lock (Passive): 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 (DW UNLOCKED, Passive): Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.


Stats

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

EC: Nothing
MC: 0
DC: 5/5

Wrap (*)
Bide (*)
Sand Tomb (*)
Wring Out (*)
Rock Tomb (*)
Arm Thrust (*)
Mean Look (*)
Glare (*)
Shadow Punch (*)
Moonlight
Power Whip
Revenge
Hammer Arm
Grudge


Brick Break (*)
Double Team
Drain Punch
Dual Chop
Earthquake (*)
Endure
Helping Hand
Ice Punch
Pain Split
Protect
Psychic (*)
Rock-Slide
Shadow Ball
Substitute
Superpower
Taunt
Torment

Mach Punch (*)
Shadow Sneak (*)
Wide Guard (*)
Hex
Counter
Destiny Bond





<Hitmonchan> [Little Mac] (Male)

Nature: Adamant

Type: Fighting

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.

About: Small and light, Little Mac is a fighter at heart. He is not afraid to take on enemies larger than himself and aims to become the greatest boxer in the world. After learning everything he could learn from Doc Louis (At the moment), they went their separated ways, under the promisse that they will meet again when he is ready to finish the training.
Now a Hitmonchan, Doc Louis returned to finish the training. Mac finally mastered the Star Punch, and can shoot several variations of the move with changes in power, speed and typing. Despite this, Mac knows theres much to learn, so he continues to train his body and soul.
A recent event has given Mac a deep fear of karts, which did not lessen with his evolution.

Abilites:

Keen Eye (Passive):This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy..

Iron Fist (Passive): 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)

Inner Focus (DW UNLOCKED, Passive): When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.


Stats

HP: 90
Atk: 5 (+)
Def: 3
SpA: 1 (-)
SpD: 4
Spe: 76
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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


Tackle (*)
Helping Hand (*)
Fake Out (*)
Foresight (*)
Comet Punch
Agility
Revenge
Ice Punch
Fire Punch
ThunderPunch
Focus Punch
Sky Uppercut
Quick Guard
Close Combat
Detect
Mega Punch


Attract
Bide
Body Slam
Brick-Break
Bulk Up
Bulldoze
Dizzy Punch
Double Team
Drain Punch
Earthquake (*)
Facade
Fling
Low Kick
Low Sweep (*)
Metronome
Protect
Rain Dance
Retaliate
Rest
Rock-Slide (*)
Seismic Toss
Sleep Talk
Stone Edge
Substitute
Sunny Day
Swagger
Thief
Toxic

Counter (*)
Hi Jump Kick (*)
Bullet Punch (*)
Feint
Mach Punch
Endure
Mind Reader
Pursuit
Rapid Spin




<Aurumoth> (Will) [Female]
Nature: Sassy (+1 Sp.Defense, -15% Speed, -10% Evasion)

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.

About: Will comes from a big family, being the oldest sibling, Will has grown to be extremely responsable and careful for her brothers and sisters. As the years passed, she realised her brothers/sisters became old enough to take care of themselves, which upset her to an extent.
Eventualy, she met Matezoide and was caught. Although she isnt the oldest one anymore, Will is happy to be part of a new family, despite being rather tomboyish and unstable, Will has the personality and inteligence of a competent leader. The Heart of Kandrakar's power has grown considerably, affecting her physical appearance, though her mind hasnt changed one bit.


Abilities:


Weak Armor: (Toggle) Default effect: None.
Alternative effect: The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 benefited by No Guard; they will have their normal accuracy.

Illusion: (Passive) 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: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4
SpD: Rank 3 (+)
Spe: 81 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

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

Attacks:

Tackle (*)
String Shot (*)
Bug Bite (*)
Sunny Day (*)
Heal Pulse (*)
Zen Headbutt
Reflect
Wish
AncientPower
Final Gambit
Tail Glow
Healing Wish

Hidden Power Ground (7)
Light Screen
Magic Coat
Protect
Psychic (*)
Psyshock
Shadow Ball (*)
Overheat
Thunder
Thunderbolt
Will-O-Wisp (*)
Wonder Room
Electroweb
Helping Hand
Ice Beam
X-Scissor
Safeguard
Substitute
Retaliate
Trick
Giga Impact
Skill Swap
Role Play
Icy Wind
Ally Switch
Toxic

Hydro Pump (*)
Bug Buzz (*)
Disable (*)
Close Combat
Feint
Counter
Megahorn
Wing Attack



<Leafeon> (Harold) [Male]
Nature: Adamant (+Atk, -SpAtk)

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.

About: As an unborn Eevee, Harold was defective. While his brothers and sister developed, Harold's was halted and when his mother gave birth, he was the only one that stayed behind, although nobody knew about his existence.
After several months inside his mother, the fetus that would turn into Harold started to die, but luckly, his family came across a Moss Rock. Due to Eevee's adaptable nature, his body began to change. This allowed Harold's fetus to fully develop and he was born a week later.
However, because of this event, part of his DNA is that of a Leafeon, leading Harold to be born with it's physical characteristics and making him immune to the effect of the other stones.


Abilities:

Leaf Guard: (Passive) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Chlorophyl (DW UNLOCKED, Passive): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.


Stats

HP: 100
Atk: Rank 5(+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Moves:
Tackle (*)
Tail Whip (*)
Helping Hand (*)
Sand-Attack (*)
Growl (*)
Covet (*)
Quick Attack (*)
Take Down (*)
Bite (*)
Double Edge
Charm
Razor Leaf
Magical Leaf
Grass Whistle
Giga Drain
Synthesis
Sunny Day
Leaf Blade
Swords Dance

Aerial Ace
Dig
Double-Team
Facade
Frustration
Heal Bell
Knock Off
Protect (*)
Seed Bomb
Substitute
Return
Round (*)
Work Up (*)
Worry Seed
X-Scissor

Endure (*)
Flail (*)
Yawn (*)
Wish
Covet




<Sigilyph> [Ezekiel] (Male)
Nature: Modest (+Sp.Attack, -Attack)

Type: Psychic / Flying
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

About: A random Sigilyph caught at some ruins, he prefers to be called ''Zeke''. Ezekiel loves history and is always ready to learn more. Despite his confidence in his fighting abilites, Zeke really hates show-offs, and will not hesitate to attack whoever annoys him by being a dick.

ABILITIES
Wonder Skin (Passive):
The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Magic Guard (Passive):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.
Tinted Lens (DW UNLOCKED, Passive): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Stats

HP: 100
Atk: Rank 1
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 97
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 0
MC: 0
DC: 5/5


Attacks:

Gust (*)
Miracle Eye (*)
Hypnosis (*)
Psywave (*)
Tailwind (*)
Whirlwind (*)
Psybeam (*)
Air Cutter (*)
Light Screen (*)
Psychic
Cosmic Power
Reflect
Air Slash
Mirror Move
Gravity

Dark Pulse
Double Team (*)
Heat Wave
Energy Ball (*)
Flash Cannon (*)
Hidden Power (Fighting, 7) (*)
Ice Beam (*)
Thunder-Wave
Solarbeam
Protect
Substitute
Safeguard
Shadow Ball
Fly
Trick Room
Icy Wind
Signal Beam
Telekinesis
Hyper Beam

AncientPower (*)
Psychoshift (*)
Roost (*)
Skill Swap (*)
Stored Power (*)




<Bronzong> (Zero)
Nature: Brave (+Attack, -Speed, -10% evasion)

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 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.

About: A Bronzor met at the Iron Island, Zero always heard tales of the out-side world. Upon capture, the young Bronzor is extremely curious and courageous (If not reckless) to explore his new surroundings. Sadly, Zero also realised just how much better life would be if he had arms. The ability to punch and grabs things looks extremely interesting to him, but alas, it is not meant to be.
Or was it? On a random day, on a carnival, Zero got into a fight. Upon getting knocked down on a ''manly stuff'' stand, he accidentally drunk an entire bottle of Old-Spice, combined with Red Bull. As a result, the testosterone filled his body, and within seconds, not only did Zero evolve, but he also grew four arms! Armed (heh) with his new power, Zero couldnt be any happier!

Abilities:
Levitate (Passive):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
Heatproof (Passive):This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW UNLOCKED, Passive): 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: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 28 (-)
Size Class: 3
Weight Class: 5 (8 with heavy metal)
Base Rank Total: 19

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

Attacks:

Tackle (*)
Confusion (*)
Hypnosis (*)
Imprison (*)
Confuse Ray (*)
Extrasensory (*)
Psywave (*)
Iron Defense (*)
Faint Attack (*)
Safeguard (*)
Heavy Slam
Future Sight
Payback
Heal Block

Double-Team
Earthquake (*)
Endure
Giga Impact
Gravity (*)
Grass Knot
Gyro Ball (*)
Hidden Power (7, Fire)
Hyper Beam
Iron Head
Light Screen
Psyshock (*)
Protect
Psych Up
Reflect
Rest (*)
Rock-Slide (*)
Rock Polish
Shadow Ball
Signal Beam (*)
Sleep Talk (*)
Solarbeam
Stealth Rock (*)
Substitute
Toxic
Trick (*)
Trick-Room
Zen Headbutt



<Fraxure> (Yumi) (F)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Dragon:
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

About: Despite being the strongest Axew out of her brothers, Yumi was always threated differently due to being a girl. While she was forced to learn how to take care of babies and get vegetables, her brothers were taught how to hunt by her father. Unable to take this for any longer, Yumi ran away. Learning how to fend off and hunt by herself, the Axew finally felt happy. One day, however, she was ambushed by Chuck, who was having fun assassinating other wild pokemon to test his new power after training with Itsumo. Yumi fought fiercely, but she was no match for the fallen Bannete. Thankfully, Chuck noticed Matezoide and some of his pokemon approaching and quickly escaped. Yumi was nursed back to health having little memory of her assaliant and happily agreed to join her saviors.

Abilities:
Rivalry (Passive):
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Mold Breaker (DW UNLOCKED, Passive):

Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Abilities bypassed by Mold Breaker:
Code:
Battle Armor
Big Pecks (immunity to defense drops from moves like Screech and Rock Smash)
Clear Body
Contrary (reversal of stat changes caused by the Mold Breaker Pokemon)
Damp
Dry Skin (immunity to Water-type moves and extra damage from Fire-type moves)
Filter
Flash Fire
Flower Gift (BAP reduction to attacks from the Mold Breaker Pokemon)
Friend Guard
Heatproof (resistance to Fire-type moves)
Heavy Metal (weight increase when calculating effects of the Mold Breaker Pokemon's moves)
Hyper Cutter
Inner Focus (immunity to flinch)
Insomnia (immunity to sleep; the sleep will be cured next action)
Keen Eye (immunity to accuracy drops from moves like Sand-Attack and Mud-Slap)
Leaf Guard
Levitate
Light Metal (weight decrease when calculating effects of the Mold Breaker Pokemon's moves)
Lightningrod (attacks still get redirected but do damage instead of boosting special attack)
Limber (the paralysis will be cured next action)
Magic Bounce
Magma Armor
Marvel Scale (BAP reduction to attacks from the Mold Breaker Pokemon)
Motor Drive
Mountaineer (immunity to damaging Rock-type moves)
Multiscale
Oblivious (the infatuation will be cured next action)
Sand Veil
Sap Sipper
Shell Armor
Shield Dust
Simple (doubling of stat changes caused by the Mold Breaker Pokemon)
Snow Cloak
Solid Rock
Soundproof
Sticky Hold
Storm Drain (attacks still get redirected but do damage instead of boosting special attack)
Sturdy
Suction Cups
Tangled Feet (evasion boost)
Telepathy
Thick Fat
Unaware (stat changes are not ignored when calculating effects of the Mold Breaker Pokemon's moves)
Vital Spirit (immunity to sleep and evasion boost; the sleep will be cured next action)
Volt Absorb
Water Absorb
Water Veil (the burn will be cured next action)
White Smoke (immunity to stat drops)
Wonder Guard
Wonder Skin[/code]
Unnerve (DW LOCKED, Passive): 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: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 67
Size Class: 2
Weight Class: 3
Base Rank Total: 17

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

Attacks:
Scratch (*)
Leer (*)
Assurance (*)
Dragon Rage (*)
Dual Chop (*)
Scary Face (*)
Slash (*)
False Swipe (*)
Dragon Claw
Outrage
Guillotine
Dragon Dance
Taunt

Aerial Ace
Aqua Tail
Dig (*)
Double-Team (*)
Endeavor
Payback (*)
Protect
Rock-Tomb (*)
Superpower
Substitute
X-Scissor (*)

Endure (*)
Night Slash (*)
Counter (*)
Focus Energy (*)
Reversal (*)




<Lanturn> (Solomon) (M)
Nature: Modest (+1 SpA, -1 Atk)

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


About: In the 19th century, a lone pokemon was abandoned by his trainer. Travelling without a destination, Solomon was attacked by a wild Parasect on the swamps. After suffering heavy damage and having his body almost entirely paralysed by the beast's spores, Solomon fell on the lake and died from his injures.
Several years later, the water type woke up, with very little resemblance on his former life and having no idea how he got there, he wandered for months on his own, eventualy meeting with Matezoide and getting caught.
The years spent ''dead'' greatly damaged Solomon's mind, reducing his inteligence and his ability to speak, but is surprisigly happy. The very first thing Solomon remembered is that he was ''born on a monday'', which led to Twilight to naming him after the poem, Solomon Grundy.
Upon evolving, Grundy realised he has no soul, which explains the ''empty'' feeling he always had, the Lanturn is currently looking for ways to recover it.

Abilities:

Volt Absorb (Passive):: This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Illuminate (Toggle):

Default effect: None.

Alternative effect: 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.

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


Stats

Lanturn
HP: 120
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 67
Size Class: 2
Weight Class: 2
Base Rank Total: 18



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

Supersonic (*)
Bubble (*)
Thunder-Wave (*)
Flail (*)
Confuse Ray (*)
Water Gun (*)
Spark (*)
Take Down (*)
Electro Ball
Hydro Pump
Rest
Sleep Talk
Signal Beam
Aqua Ring
Charge
Bubblebeam
Discharge

Endure
Heal Bell
Hidden Power (7, Fire)
Hyper Beam
Ice Beam (*)
Light Screen
Protect
Substitute
Scald (*)
Surf (*)
Sleep-Talk
Thunderbolt (*)
Thunder
Thunder-Wave
Rain Dance
Rest
Sleep-Talk
Volt Switch (*)
Zap Cannon

Agility (*)
Brine (*)
Whirlpool (*)
Psybeam (*)
Mist (*)





<Granbull> (Stella) (F)
Nature: Careful (+1 Sp.Def, -1 Attack)
Type: Normal

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


About: An extremely wealthy Snubull, Stella Muchmoney always had an easy life. Acess to the finest foods, the best rooms and the most luxurious training programs, Stella really has everything. One day, when she happened to pass by Matezoide, she quickly developed a crush on Steve. This, as well as always wanting to battle and see just how powerful could be, she (basically) begged to be captured. Luckly, she did not lose any money with this and now, Matezoide's money has been tripled from her allowance!
Although she is a bit annoying and spoilled, the sheer amount of money made the vast majority of Matezoide's team (Matezoide included) hasty to accept her.
Currently, Stella is a happy Granbull that found talent in boxing, constantly sparring with Mac.

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 their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.

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.

Rattled (DW UNLOCKED, Passive): These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.


Stats

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 45
Size Class: 3
Weight Class: 3
Base Rank Total: 17

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

Attacks:
Ice Fang (*)
Thunder Fang (*)
Fire Fang (*)
Tackle (*)
Scary Face (*)
Tail Whip (*)
Charm (*)
Bite (*)
Lick (*)
Headbutt (*)
Roar (*)
Crunch
Payback
Outrage

Brick-Break (*)
Dig
Double-Team
Earthquake (*)
Endure
Retaliate (*)
Reflect
Return (*)
Thunder-Wave (*)
Facade
Taunt
Toxic
Stone Edge
Rock Slide
Giga Impact
Facade
Rain Dance
Sunny Day
Fire Punch
Ice Punch
Thunderpunch
Last Resort
Low Kick
Super Fang
Superpower
Covet
Lovely Kiss
Metronome
Body-Slam
Torment
Counter

Heal Bell (*)
Focus Punch (*)
Double-Edge (*)
Mimic (*)
Metronome (*)
Close-Combat




<Turtwig> [Ana] (F)
Nature: Brave (-10% evasion)
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,


About: Bored with her life in the Torterra island, Ana slipped into a ship unnoticed and reached....wherever the fuck ASB takes place. Excited to meet new pokemon and battle strong foes, Ana fought many battles with wild and trained pokemon, revealing her passion for battling and the unknown.
Eventually caught my Matezoide after being defeated by Yumi, Ana is ready to take on new challenges with a smile on her face!


Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 26 (31/1.15) (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14


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



Abilities:
Overgrow (Passive):
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)
Shell Armor (DW LOCKED, Passive): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.


Attacks:
Tackle (*)
Withdraw (*)
Absorb (*)
Razor Leaf (*)
Curse (*)
Bite (*)
Mega Drain (*)
Synthesis
Leech Seed
Leaf Storm

Return (*)
Light Screen (*)
Solarbeam (*)
Substitute
Protect (*)
Toxic (*)
Stealth Rock
Endure

Superpower (*)
Sand Tomb (*)
Seed Bomb (*)
Body Slam (*)
Wide Guard (*)






<Tepig> [Paul] (M)
Nature: Quiet (-10% Evasion)

Type:Fire

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


About: Paul is a Tepig that was born to act. Captured by Matezoide while wandering Pokestar Studios, Paul quickly revealed his dreams for acting and soon participated in several movies there.
Althouh he had a lot of fun, as a pokemon, Paul's role did not get much recognition and did not attain the fame he hoped for. Luckly, he was quickly cheered up when he realised that meant he could travel with Matezoide and get through a lot of new, exciting experiences.
Also, his father was a Typhlosion.


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

Thick Fat (DW LOCKED, Passive): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)


HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 39 (45/1.15) (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Attacks (17):
Tackle (*)
Tail Whip (*)
Ember (*)
Odor Sleuth (*)
Defense Curl (*)
Flame Charge (*)
Smog (*)
Rollout (*)
Take Down (*)
Flamethrower
Head Smash
Flare Blitz

Protect (*)
Gyro Ball (*)
Wild Charge (*)
Solarbeam (*)
Fire Blast (*)
Superpower

Endeavor (*)
Body-Slam (*)
Covet (*)
Yawn (*)
Curse (*)
Magnitude




<Heatmor> [Illyana] (F)
Nature: Quiet (-10% Evasion)

Type:Fire

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


About: An orphan Heatmor, Illyana was raised by Durants. Although she cared for her foster family (Basicaly the entire colony) and knew she was seen as an equal by the rest of them, it was impossible for Illyana to not feel different. One day, when she witnessed a gang of Heatmor attacking and eating Durants, she was shocked. Sure, she knew Heatmor eat Durants, but watching her friends getting melted and eaten deeply affected her.
Feeling an immesurable rage, Illyana attacked and drove away the Heatmor gang, however, knowing she , too, is a Heatmor, and believing her instincts for Durant meat would overwhelm her, Illyana decided to leave the colony, knowing they would be safer without her. She was caught by Matezoide soon after.


Abilities:
Gluttony (Passive):
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Flash Fire (Passive): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

White Smoke (DW LOCKED, Passive): Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents (Screech, Intimidate, etc.) These Pokemon are also immune to Fog and lingering smoke-based effects.

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

MC:0
DC:2/5

Attacks:

Incinerate (*)
Lick (*)
Oder Sleuth (*)
Bind (*)
Fire Spin (*)
Fury Swipes (*)
Slash
Flamethrower
Inferno

Bug Bite
Solarbeam (*)
Dig (*)
Giga Drain
Fire Blast (*)
Focus Blast (*)
Taunt (*)

Sucker Punch (*)
Night Slash (*)
Heat Wave (*)
Body Slam (*)
Faint Attack (*)







<Munchlax> [Owen] (M)

Nature: Quiet (-10% Evasion)

Type: Normal

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


About: A Munchlax with a knack for battling, there is nothing Owen likes more than a good fight (Other than food, naturally). Attracted by a honey tree, Owen was quick to ignore it in order to defend himself against Stella's Close-Combat, much to everyone's surprise. After a short stalemate, Owen was quickly brought down by Will's Megahorn and captured.
Loving the opportunity to train and become a strong, fat Snorlax, the young Munchlax trains hard and wishes to battle as many strong opponents as he can.....after he is done eating.


Pickup: (Passive) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Thick Fat: (Passive) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Gluttony (DW Locked): (Passive) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 16


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


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


Attacks:

Metronome (*)
Odor Sleuth (*)
Tackle (*)
Defense Curl (*)
Amnesia (*)
Lick (*)
Recycle (*)
Screech (*)
Chip Away (*)
Stockpile (*)
Body-Slam


Brick-Break
Ice Beam (*)
Flamethrower (*)
Thunderbolt (*)
Solarbeam
Surf
Return (*)
Earthquake (*)

Selfdestruct (*)
Counter (*)
Double-Edge (*)
Pursuit (*)
Whirlwind (*)





<Ditto> (Ottis) [No Gender]

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

About: A Shiny Ditto, Ottis is a joker at heart. Although he means no harm, Ottis is unable to not change the opponent's form upon transforming, mostly in an (mostly sucessful) attempt at making other people laugh and annoy the enemy.
He bonded extremely well with Bosco, given their similar form, shininess and....''unique'' natures.

Abilities:
Limber (Passive
): This Pokemon’s body is well trained and immune to paralysis.
Imposter (DW LOCKED, Passive): This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: N/A
MC: N/A
DC: 4/5

Attacks - COMPLETE- 0 CC

Transform





<Dunsparce> [Snake] (M)
Nature: Brave (+ Attack, - Speed, -10% Evasion)

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


About: Will come later

Abilities:

Serene Grace (Passive):

This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

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.

Rattled (DW LOCKED, Passive):

These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (-)

Size Class: 3
Weight Class: 2
Base Rank Total: 18



EC: -
MC: 0
DC: 0/5

Attacks:

Rage (*)
Defense Curl (*)
Rollout (*)
Spite (*)
Pursuit (*)
Screech (*)
Yawn (*)
Ancientpower (*)
Take Down (*)
Roost (*)
Glare (*)

Earthquake (*)
Thunder-Wave (*)
Rock-Slide (*)
Gyro Ball (*)
Retaliate (*)

Bide (*)
Agility (*)
Magic Coat (*)
Curse (*)
Hex (*)





<Stunfisk> [Maya] (F)

Nature: Quiet (+ Sp.Attack, -Speed, -10% Evasion)

Type: Ground/Electric

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.
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.



About: Will come later


Abilities::


Static (Passive):

This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.

Limber (Passive):

This Pokemon’s body is well trained and immune to paralysis.

Sand Veil (DW LOCKED, Passive):

This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.


Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 27 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 19

EC: N/A
MC: 0
DC: 0/5

Attacks:

Mud-Slap (*)
Mud Sport (*)
Bide (*)
Thundershock (*)
Mud-Shot (*)
Camouflage (*)
Mud Bomb (*)
Discharge (*)

Thunderbolt (*)
Scald (*)
Earthquake (*)
Thunder-Wave (*)
Sludge-Wave (*)

Pain Split (*)
Yawn (*)
Curse (*)
EarthPower (*)
Spark (*)



<Happiny> [Luna] (F)

Nature: Modest (+1 Sp.Attack, -1 Attack)

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


About: Will come later


Abilities:

Natural Cure (Passive)
:

This Pokémon'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 Pokémon heals all status effects when switched out.

Serene Grace (Passive):

This Pokémon has a blessing which doubles the success chance of its attack's secondary effects. (eg. Paralysis from Thunderbolt).

Friend Guard (DW LOCKED, Passive):

The Pokémon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
Stats:
HP: 110
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 2
Base Rank Total: 12

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

Attacks:

Pound (*)
Charm (*)
Copycat (*)
Refresh (*)
Sweet Kiss (*)

Shadow Ball (*)
Flamethrower (*)
Solarbeam (*)
Psychic (*)
Toxic (*)

Counter (*)
Endure (*)
Helping Hand (*)
Metronome (*)
Aromatherapy (*)
 
Last edited:

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
Matezoide: approved.

However you start with 6 CC, and each Pokémon [the vast majority of the time] costs 2 CC, so that leaves you with 2 CC remaining. I've edited that in for you.
 
I hope I did this right... Torchic is considered one of my starters, right?

Trainer Name: Human Destroyer
Pokemon: Duskull (Starter), Torchic (Starter?)

Backpack:

Berry Pocket:

Oran Berry (x2), Leppa Berry (x2), Cheri Berry (x2), Chesto Berry (x2), Pecha Berry (x2), Rawst Berry (x2), Aspear Berry (x2)

Item Pocket:

Token Pocket:
Currency Counters: 2
Universal Counters: 0

Battle Slots:
N/A

Pokemon Team:


<Duskull> [Human Destroyer] (M)
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type: Ghost
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:

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:

Duskull
HP: 80
Atk: Rank 2
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 21 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 0/9
MC: 0

Attacks:
Leer (*)
Night Shade (*)
Disable (*)
Foresight (*)
Astonish (*)
Confuse Ray (*)
Shadow Sneak (*)
Pursuit (*)

Faint Attack (*)
Ominous Wind (*)
Destiny Bond (*)

Rest(*)
Psychic(*)
Hidden Power (Fighting, 7)(*)



<Torchic> [Herp Derp] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Fire
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.


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)

Speed Boost: (DW LOCKED,Innate)

Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) 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: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:

Scratch (*)
Growl (*)
Focus Energy (*)
Ember (*)
Peck (*)
Sand Attack (*)
Fire Spin (*)

Reversal (*)
Low Kick (*)
Night Slash (*)

Dig (*)
Rest (*)
Rock Slide(*)
 
Human Destroyer: You need to modify your pokemon's stats to account for their natures, sticking a (+) beside the increased stat and a (-) beside the decreased stat. For example, your Torchic's attack should say "Atk: Rank 3 (+)" and his special attack should say "SpA: Rank 2 (-)". In addition, the TMs your pokemon start with must be 5th gen TMs and Sleep Talk is not a 5th gen TM for Torchic. NOT APPROVED

This brings my UC to 27.1.