This is the first round of the tournament. The winner gets a fucking legendary. And a Master Ball. Need I say more? Eternal Drifter 106 Solrock (Move your mouse to reveal the content) 106 Solrock (open) 106 Solrock (close) Solrock (U) Nature: Quiet +1 SpA, -15% Spe, -10% evasion Type: Rock/Psychic Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. 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. Ability: Levitate Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Stats: HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 (+) SpD: Rank 3 Spe: 60 (-) Size Class: 2 Weight Class: 5 Base Rank Total: 17 MC: 0 Attacks: #Level Up# Tackle Harden Confusion Rock Throw Fire Spin Rock Polish Psywave Embargo Rock Slide Cosmic Power Psychic Heal Block Stone Edge SolarBeam Explosion Wonder Room #TM/HM# Psyshock Toxic Sunny Day Protect Smack Down Earthquake Shadow Ball Double Team Flamethrower Will-O-Wisp Flash Substitute #Event/Tutor# Earth Power Endure Heat Wave Magic Coat Mimic Morning Sun Signal Beam Stealth Rock Gorebyss (Move your mouse to reveal the content) Gorebyss (open) Gorebyss (close) Gorebyss (F) Nature: Mild (+SpA, -Def) Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ability: Swift Swim Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Stats: HP: 90 Atk: 3 Def: 3 (-) SpA: 5 (+) SpD: 3 Spe: 52 Size Class: 2 Weight Class: 2 Base Rank Total: 18 EC: 6/6 MC: 0 DC: 5/5 Attacks: #Level Up# Clamp Water Gun Iron Defense Whirlpool Confusion Agility Water Pulse Amnesia Aqua Ring Dive Psychic Aqua Tail Hydro Pump #Egg# Barrier Confuse Ray Endure Refresh #TM/HM# Toxic Ice Beam Protect Shadow Ball Double Team Rest Scald Substitute Surf #Event/Tutor# Bounce Mimic Mud Slap Signal Beam Sleep Talk Snore Swift 177 Amoonguss (Move your mouse to reveal the content) 177 Amoonguss (open) 177 Amoonguss (close) Amoonguss (M) Nature: Quiet +1 Special Attack, -15% Speed, -10% Evasion Type: Grass / Poison 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. Ability: Regenerator 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. Stats: HP: 110 Atk: 3 Def: 3 SpA: 4 (+) SpD: 3 Spe: 26 (-) Size Class: 1 Weight Class: 2 Base Rank Total: 18 EC: 6/6 MC: 0 DC: 5/5 Attacks: #Level Up# Absorb Growth Astonish Bide Mega Drain Ingrain Faint Attack Sweet Scent Giga Drain Toxic Synthesis Clear Smog SolarBeam Spore #Egg# Body Slam Endure Growth Poison Powder Stun Spore #TM/HM# Venoshock Hidden Power (Electric 7) Sunny Day Protect Rain Dance Double Team Sludge Bomb Flash Payback Substitute #Event/Tutor# Foul Play Gastro Acid Seed Bomb Sleep Talk Snore Worry Seed Arcanite Azumaril (Move your mouse to reveal the content) Azumaril (open) Azumaril (close) Azumaril (M) Nature: Jolly +15% Speed, -1 Special Attack, +4% Accuracy Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ability: Huge Power Huge Power (Innate): 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. Stats: HP: 110 Atk: Rank 2 [5 Huge Power] Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 3 Spe: 58 (+) Size Class: 2 Weight Class: 3 Base Rank Total: 16 [19 Huge Power] EC: 9/9 MC: 0 DC: 5/5 Attacks: #Level Up# Tackle Bubble Defense Curl Tail Whip Water Sport Water Gun Rollout Bubblebeam Helping Hand Aqua Tail Double-Edge Splash Charm Bounce Superpower Rain Dance Aqua Ring #Egg# Aqua Jet Encore Belly Drum #TM/HM# Protect Substitute Toxic Light Screen Dig Return Brick Break Double Team Rest Giga Impact Bulldoze Dive Waterfall Focus Punch #Event/Tutor# Ice Punch Knock Off Sleep Talk Endure Dizzy Punch Camerupt (Move your mouse to reveal the content) Camerupt (open) Camerupt (close) Camerupt (M) Nature: Quiet +1 Special Attack, -15% Speed, -10% Evasion Type: Fire/Ground Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings. Ability: Solid Rock Solid Rock (Innate): This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2). Stats: HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 5 (+) SpD: Rank 3 Spe: 34 (-) Size Class: 4 Weight Class: 6 Base Rank Total: 19 EC: 6/6 MC: 0 DC: 5/5 Attacks: #Level Up# Growl Tackle Ember Magnitude Focus Energy Take Down Flame Burst Amnesia Lava Plume Earth Power Rock Slide Earthquake Eruption Flamethrower Curse #Egg# Endure Body Slam Scary Face #TM/HM# Protect Substitute Toxic Sunny Day Hyper Beam Solar Beam Dig Double Team Sandstorm Rest Overheat Will o Wisp Explosion Giga Impact Stone Edge Bulldoze #Event/Tutor# Sleep Talk Mimic Zoroark (Move your mouse to reveal the content) Zoroark (open) Zoroark (close) Zoroark (F) Nature: Hasty +15% Spd, +17% Acc, -1 Def Type: Dark Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Ability: Illusion Illusion (Innate): Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] Stats: HP: 90 Atk: Rank 4 Def: Rank 1 (-) SpA: Rank 5 SpD: Rank 2 Spe: 121 (+) Size Class: 3 Weight Class: 4 Base Rank Total: 19 EC: 6/6 MC: 0 DC: 5/5 Attacks: #Level Up# U-turn Scratch Leer Pursuit Hone Claws Fury Swipes Faint Attack Scary Face Taunt Night Slash Torment Nasty Plot Night Daze Imprison #Egg# Sucker Punch Snatch Extrasensory Counter #TM/HM# Protect Substitute Hyper Beam Dig Shadow Ball Flamethrower Rest Focus Blast Giga Impact Swords Dance Grass Knot U-Turn Hidden Power (Ice, 7) Double Team #Event/Tutor# Bounce Dark Pulse Sleep Talk Low Kick [/SIZE] The turn order to be decided by coin flip! Heads=Eternal Drifter Tails=Arcanite Arcanite will send out with items first! Eternal will respond and order! Arcanite will order I will ref!