Data The Battle Hall - Challenge Signups (Mk. II) (NOBODY POST HERE)

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Name: Kevin
Challenge Thread: Here (I'm canceling my current one due to it dying >.>)
Rank 3
Pokemon Andrew the Hitmonchan
Ability: Iron Fist


Hitmonchan (M)

Nature: Adamant
+1 Atk, -1 SpA

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:

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.

Iron Fist:

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

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.

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

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

Attacks: 21
Fake Out
Foresight
Helping Hand
Tackle
Revenge
Agility
Ice Punch
Thunder Punch
Fire Punch
Comet Punch
Mach Punch
Bullet Punch
Close Combat
Counter

Endure
Feint
Pursuit

Protect
Substitute
Toxic
Earthquake
 

Name: Mylo Xyloto
Thread:www.smogon.com/forums/showthread.php?t=3475154
Rank: 2
Pokemon: Gastly
Ability: Levitate
Items: Off


Gastly [Figure 8] (M)
Nature: Modest (+1 SpA, -1 Atk)
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Levite (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: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 80
Size Class: 3
Weight Class: 1
Base Rank Total: 15

EC: 2/6
MC: 0

Attacks:

Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Confuse Ray
Sucker Punch

Disable
Ice Punch
Fire Punch
ThunderPunch
Will-O-Wisp

Taunt
Sludge Bomb
Shadow Ball
Venoshock
Psychic
Thunderbolt
 
I'm back, bitches!

Taking akela and Eternal Drifter, as well as posting my own challenge

Rank 3 this time around!

Jolteon (Electro) Male
Nature: Modest (+SpA, -Atk)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities:
Volt Absorb: (Innate) 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 receives 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Quick Feet (DW Ability- Locked): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 130
Size Class: 2
Weight Class: 2
Base Rank Total: 20

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

Attacks: (21 total)
Physical:
Bite
Covet
Double Kick
Pin Missile
Quick Attack
Tackle
Take Down
Thunder Fang

Special:
Discharge
Shadow Ball
Thunder
Thunderbolt
Thundershock

Status:
Agility
Endure
Growl
Helping Hand
Sand-Attack
Tail Whip
Wish
Yawn


Current queue:
Someoneelse
GemOftheDay
The Royal Guard
Cube (subref)
Mylo Xyloto
waterwarrior
 
I'm baaaaaaaack~
Name: Gaben Able
Thread: Over the rainbow~
Rank: 1
Pokémon: Cecille the Houndour @Flash Fire
Items: N/A


Houndour [Cecille] (Female)

Desperation Theme: Blazblue Continuum Shift - Gluttony Fang
Cecille was the one helping out Jet during the Pawniard attack - they became close friends ever since. Although Jet doesn't like to admit it, he holds some feelings for her. Cecille will not hesitate to kill anything that stands in her way of power.
Nature: Bold (+ Defense, - Attack)
Type: Dark/Fire
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fire: Fire STAB; immune to burn, 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.
Abilities:
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.
Flash Fire: (Innate) 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.
Unnerve: (DW) (Locked) (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

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


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

Attacks:
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Fire Spin (Egg)
Nasty Plot (Egg)
Will-o-Wisp (Egg)
Fire Blast (TM)
Sludge Bomb (TM)
Torment (TM)
Dark Pulse (BW Tutor)
 
If at first you dont succeed, try and try again.

Name: Unitas
Thread: Right Here
Rank: 1
Pokémon: Grimer@Poison Touch
Items: Nope



Grimer* [Barrabus] (Male)
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Poison
Typing: 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 (Innate) 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.
Ability 2: Sticky Hold (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Ability 3: Poison Touch (DW) (Unlocked) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 21 (25/1.15) (-)
Size Class: 1
Weight Class: 3
Base Rank Total: 13

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

Attacks:

Level Up:
Posion Gas
Pound
Harden
Mud-Slap
Disable
Sludge
Minimize
Mud Bomb
Gunk Shot
Fling
Acid Armor

Egg Moves:
Curse
Shadow Sneak
Imprison

TM Moves:
Substitue
Payback
Poison Jab
Rock Slide
Flamethrower
Protect
Shadow Ball
Torment
Double Team
Thunderbolt
Toxic

Tutor Moves:
Giga Drain
Pain Split
Ice Punch
Thunderpunch
 

Geodude6

Look at my shiny CT!
Back after a humiliating defeat...

Rank: 4 (Items ON)
Item: Rare Candy
Ability: Speed Boost
Thread here.

Blaziken (F)
Naughty nature (+1 Atk, -1 SpD)
Type: Fire/Fighting
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Blaze: (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): (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 occurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 100
Atk: Rank 6+
Def: Rank 3
SpA: Rank 4
SpD: Rank 2-
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Attacks:
Hi Jump Kick
Fire Punch
Scratch
Growl
Focus Energy
Ember
Peck
Double Kick
Sand-Attack
Fire Spin
Bulk Up
Quick Attack
Blaze Kick
Flamethrower
Brave Bird
Sky Uppercut
Flare Blitz

Agility
Baton Pass
Night Slash
Reversal

Hone Claws
Sunny Day
Protect
Solarbeam
Earthquake
Fire Blast
Shadow Claw
Swords Dance
Rock Slide
Endure
Substitute

Bounce
Dual Chop
Fire Pledge
Heat Wave
Mega Punch
Mega Kick
Thunderpunch
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Taking the above two and posting a challenge of my own!

Name: Engineer
Thread: URL
Rank: 1
Pokemon: Mokko the Chimchar @ Blaze

Chimchar (Mokko) (F)
NATR: Hasty (+15% Spe, +19% [18.67%] Acc, -1 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.

ABILITIES
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist (LOCKED): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

STATS: 44 / 58 / 44 / 58 / 44 / 61

HP: 90
Atk: ** (2)
Def-: * (1)
SpA: ** (2)
SpD: ** (2)
Spe+: 71 (61 * 1.15)

SC: 1
WC: 1
BRT: 13

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

ATTACKS [39]:
Acrobatics
Ember
Facade
Fire Spin
Flame Wheel
Flamethrower
Fury Swipes
Leer
Nasty Plot
Scratch
Slack Off
Taunt
Torment

Counter (#)
Encore (#)
Fake Out (#)
Focus Punch (#)
Quick Guard (#)

Endeavor
Gunk Shot
Low Kick
Stealth Rock
ThunderPunch

Aerial Ace
Brick Break (#)
Dig (#)
Double Team
Fire Blast (#)
Grass Knot (#)
Low Sweep
Overheat
Protect (#)
Rest
Shadow Claw
Substitute
Sunny Day
U-turn
Will-O-Wisp

Endure
 
Yay, its been a week!

Thread


Shaman (Scratchet) M
Nature: Adamant (Adds 1 to Atk; Subtracts 1 from SpA)
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 on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. 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.

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

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

Attacks
Level-UpScratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Taunt

Egg
Confuse Ray
Roost
Yawn
Rapid Spin

TM
Toxic
Bulldoze
Rock Slide
Brick Break


EDIT; I'll take Engineer Pikachu, I can post it in a few hours. If anyone wants it before that happens, feel free to.
 
Trying this again
Thread is here http://www.smogon.com/forums/showthread.php?t=3482209
Torchic

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.
Abilities Blaze:

Type: 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

Type: 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 occurs at the end of each round (stats other than Speed are still affected).
EC 0/9
MC 0
DC 0/5

Naive nature

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1-
Spe: 52 + (+10%Acc)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Moves
Scratch
Growl
Focus energy
Ember
Peck
Sand attack
Fire Spin

Egg moves
Agility
Counter
Crush claw
Feather dance
Endure

Tm
Fire blast
Rock slide
Shadow claw
Swords dance
Will o wisp

Rank 1
Blaze
 
Sign-up

Name:
Challenge Thread: nope
Rank: 1
Pokemon: Duskull (King Hamlet)
Pokemon Ability: Levitate
Pokemon Info:


Duskull [King Hamlet] (Male)
Nature: Brave (+1 Atk, -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: (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: 80
Atk: Rank 3 (+)
Def: Rank 3
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*
Shadow Sneak*
Pursuit*

Pain Split*
Destiny Bond*
Imprison*
Ominous Wind*
Feint Attack*

Will-O-Wisp*
Blizzard*
Psychic*
Payback*
Protect*
 
Time to jump in. Again.

Name: Chris Wolfe
Challenge Thread: Here
Rank and Format: Rank 1
Pokemon: Dynamo-0 the Magnemite
Ability: Sturdy


Dynamo-0 - Magnemite
Nature: Sassy (Adds one (1) Rank to Special Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type: Electric - Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel - Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
KOs: 2

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 the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Analytic: (Dream World; 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 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 - 10 evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 3/9
MC: 1
DC: 1/5

Attacks:
-Endure
-Flash Cannon
-Gyro Ball
-Light Screen
-Magic Coat
-Magnet Rise
-Metal Sound
-Reflect
-Sonicboom
-Spark
-Supersonic
-Tackle
-Thunder Wave
-Thunderbolt
-Thundershock

Total Moves: 15
 
I'm taking Wolfe, and issuing my own challenge.

Name: LupusAter
Thread: http://www.smogon.com/forums/showthread.php?t=3449160&page=4
Mon: Colossoil
Ability: Guts
Rank: 4, no items.


Colossoil Jormungandr (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Dark/Ground
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

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

6/6 EC
0 MC
5/5 DC

HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

Attacks:
Drill Run
Peck
Bite
Horn Attack
Body Slam
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Dig
Muddy Water
Bounce
Crunch
Megahorn
Horn Drill

Fire Fang
Sucker Punch
Aqua Tail

Earthquake
Rock Slide
Payback
U-Turn
Taunt
Snatch
Superpower
Brick Break
Poison Jab
Snarl
Giga Impact
Knock Off
Protect
Substitute
Double Team

36 moves
 
Well, now that I'm done with cooldown...

Name: Elise Van Houten
Thread: BIF!
Mon: Mollux, Dry Skin
Rank: 4, no items


Mollux [Harya] (Female)
"<I LOVE CHESS!!! IT IS LIKE BALLET BUT WITH MORE EXPLOSIONS!!!>"
Elise's Mollux. Everything Harya says is cryptic, confusing, and just plain nonsense.

Nature: Bold (+1 Def, -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
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, locked): (Can Be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 1/5

Attacks (26 total):
Level Up:
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Heat Wave
Eruption
Recover
Acid Armor

Egg:
Aqua Ring
Stealth Rock
Heal Bell
Fire Spin
Heal Pulse

TM:
Protect
Thunderbolt
Hidden Power (Grass, power 7)
Thunder Wave
Substitute
Rain Dance
Thunder
Sludge Wave

Other:
Iron Defense
 

Imanalt

I'm the coolest girl you'll ever meet
is a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
name: why is this even here
thread: http://www.smogon.com/forums/showthread.php?p=4682357#post4682357
mon: camerupt
Ability: solid rock
rank 3

Camerupt FIRE (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 brushfire areas.

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

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (40/1.15) (-)
Size Class: 4
Weight Class: 6

Ec: 6/6
MC:0
DC: 5/5

Abilities:
Magma Armor:
(Innate) 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).
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume
Flamethrower
Earthquake
Earth Power
Eruption
Double edge
Fissure
Curse

Heat Wave
Yawn
Endure
Iron Head
Ancientpower
Body Slam
Mimic
Solarbeam
Double Team
Stone Edge
Flash Cannon
Rock Smash
Will-o-wisp
Hidden Power (Electric, 7)
Rock Slide
Flame Charge
Dig
Sleep Talk
Stealth Rock
Rest
Substitute
Protect
Explosion
Sunny Day
Overheat
Roar
Incinerate
Fire Blast
44 Moves
 
Name: SUBWAYJ
Thread: Ignore the evil pyroak of doom
Pokemon: Aurmoth (Take 2)
Ability: No Guard
Rank: 4
Items: ON (Enigma Berry
)


Lite Brite the Aurumoth (F)
Nature: Quiet (+Sp Atk, -Spe)

Type: Bug/Psychic

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Weak Armor:
(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.
No Guard: (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.
Illusion: (DW UNLOCKED) (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: (Quiet Nature)

HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 81 (-) (-10 EVA Flat)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

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

Moves:

Ally Switch
AncientPower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Counter
Cut
Disable
Double Team
Dragon Dance
Dream Eater
Echoed Voice
Electroweb
Facade
Feint
Final Gambit
Flash
Fling
Focus Blast
Frustration
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power (Ground 7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Magic Room
Megahorn
Ominous Wind
Overheat
Protect
Psych Up
Psychic
Psyshock
Quiver Dance
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Roleplay
Round
Safeguard
Shadow Ball
Silver Wind
Skill Swap
SolarBeam
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger

Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
Wonder Room
X-Scissor
Zen Headbutt


Total Moves: 73 4 More MC
 
I'm taking Wolfe, and issuing my own challenge.

Name: LupusAter
Thread: http://www.smogon.com/forums/showthread.php?t=3449160&page=4
Mon: Colossoil
Ability: Guts
Rank: 4, no items.


Colossoil Jormungandr (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Dark/Ground
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

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

6/6 EC
0 MC
5/5 DC

HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

Attacks:
Drill Run
Peck
Bite
Horn Attack
Body Slam
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Dig
Muddy Water
Bounce
Crunch
Megahorn
Horn Drill

Fire Fang
Sucker Punch
Aqua Tail

Earthquake
Rock Slide
Payback
U-Turn
Taunt
Snatch
Superpower
Brick Break
Poison Jab
Snarl
Giga Impact
Knock Off
Protect
Substitute
Double Team

36 moves

You are coming with me.


Queue:

Wanderer
Imanalt
SubwayJ
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
FITE ME

Name: Lou
Thread: Link
Mon: Montoya (Gallade ♂) @ Expert Belt
Ability: Steadfast
Rank 4, Items On

[a]Gallade[/a]

Gallade ♂ - Montoya
Nature: Rash (SpA: +1, SpD: -1)
Type: Psychic / Fighting
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 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.
Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Steadfast - (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
(DW) Justified - (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3 (-)
Spe: 80

Height Class: 3
Weight Class: 4
BRT: 21

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

41 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Close Combat, Earthquake, Feint, Fire Punch, Fury Cutter, Ice Punch, Leaf Blade, Night Slash, Psycho Cut, Rock Slide, Slash, Stone Edge
Special Moves - Confusion, Future Sight, Icy Wind, Magical Leaf, Psychic, Stored Power, Thunderbolt
Status Moves - Ally Switch, Calm Mind, Destiny Bond, Disable, Double Team, Encore, Growl, Heal Pulse, Helping Hand, Hypnosis, Light Screen, Lucky Chant, Protect, Pain Split, Psych Up, Magic Coat, Snatch, Taunt, Telekinesis, Teleport, Thunder Wave, Will-O-Wisp

A brooding type, Montoya spends a great deal of time among others nonetheless. Taking in sights and sounds around himself, Montoya remains an observer rather than participant more often than not. At least he's not in a dress anymore.
 
Name: Kingmitus
Challenge Thread (if any):No first timer
Rank: Rank you are challenging- 1
Pokemon: Monferno
Pokemon Ability: blaze
Pokemon Info:

Monferno [beast boy] (M)
Nature: Jolly (+15% Speed, +15% Accuracy, -1 SpA)
Type: Fire, fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Blaze: (innate)
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron fist: (DW, locked, innate)
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 94 (+)
Weight class: 2
Base stat total: 9

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

Attacks:
scratch
leer
ember
taunt
mach punch
flame wheel
Close Combat
Flare Blitz

blaze kick
thunder punch
fire punch
double kick
fake out

stealth rock
Dig
uturn
shadow claw
poison jab
 
I want to challenge the battle Hall! I hope I can do it right now (or soon); if not, please tell me what I need to do first!

Name: Nathan
Challenge Thread: This one right hurr!
Rank: 1
Pokemon: Not Odd the Oddish
Ability: Chlorophyll
Pokemon Info:

Oddish [Not Odd] (F)
Nature:
Calm (+1 SpD, -1 Atk)
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 breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Run Away (Innate; DW LOCKED): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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


Attacks:
Absorb
Sweet Scent
Acid
PoisonPowder
Stun Spore
Sleep Powder
Mega Drain
Lucky Chant

After You
Ingrain
Nature Power
Synthesis
Teeter Dance

Toxic
Venoshock
Sunny Day
Double Team
Energy Ball
 
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