Roleplay The Battle Subway — Challenge Thread [READ POST #653]

#1

The Battle Subway

The Battle Subway is a random battle sequence where players can challenge the subway at any time. Certain aspects of the battles are fixed, but the Subway accepts challenges in singles, doubles, and triples formats. Additionally, users are rewarded Currency Counters for winning battles in the Subway that can be used to purchase useful held items for use elsewhere in ASB and in the Battle Subway itself.

Table of Contents

  1. Overview
    1. User Interaction
    2. Referee Details
    3. Battle Details
    4. RNG Adjustment
    5. Battle Formats
    6. Rewards
  2. Rewards List
    1. Records
  3. Pokemon List
    1. Battles 1-8
    2. Battles 9-16
    3. Battles 17+
    4. Subway Bosses
  4. Challenges
    1. Challenge Application
    2. Challenge Form
    3. [jump=17]Repeat Challenges[/jump]
    4. [jump=18]Challenge Threads[/jump]
  5. Referees
    1. [jump=19]Information[/jump]
    2. [jump=20]Workflow[/jump]
    3. [jump=21]Approved Referees[/jump]
    4. [jump=22]Applications[/jump]
[a]1[/a]User Interaction

  • If you lose in the Subway, you must wait a week from the time of your loss to challenge it again. If you defeat the Subway boss, you may continue your challenge immediately or challenge a different Subway train immediately.
  • You may challenge the Singles, Doubles, and Triples trains with different streaks. For instance, if you have won 8 battles in the Doubles subway, but then you challenge the Singles train and lose, your Doubles streak is not lost for your next Doubles challenge.
  • You may only challenge two (2) different trains with unique streaks at a time. This means that if you have won up to battle 8 on singles and battle 4 on doubles, you are disallowed from challenging the triples train until either of the other streaks is ended.
  • Players challenge the subway until either they win 3 consecutive battles and defeat the Subway Boss or lose.
  • Users will get their own threads for the Subway challenge, created by the referee for their challenge.
  • Referees are chosen for the Subway by application and with strict rules for their refereeing.
  • I reserve the right to blacklist any user from the Subway who either mistreats the referees or who exhibits poor sportsmanship in his or her battles. I'm not demanding that you RP with the refs, but it is understood that you will not make fun of your opponents even if they are only NPCs.
[a]2[/a]Referee Details

  • Referees must adhere to in-game mechanics in all situations where interpretation may change how something would work for ASB.
  • Proximity and range have little effect in Subway battles. You will never miss an attack because of range.
  • Speed is taken at face value. Regardless of proximity, the faster Pokemon always moves first. Priority brackets function as they do in-game.
  • Referees are paid for their work in the Subway. They are awarded Universal Counters (UC) for their work equal to the corresponding amount found in the table [jump=19]here[/jump]. When a referee finishes reffing an entire challenge, he earns 2 extra UC for his commitment.
  • Reffing in the Subway is simplistic. Little to no RPing is done in non-Boss stages of the Subway, and instead referees will focus only on the actual effects of turns.
[a]3[/a]Battle Details

  • Opponents for the players are randomly selected from a pool based on difficulty and played by the Subway referee.
  • Players earn Currency Counters from their Subway battles, and their Pokemon do earn Evolution Counters, Dream Counters, Move Counters, and KO Counters as they normally would. These are noted by the referee at the end of the challenge, after which you can claim them for your Pokemon here.
  • The Boss battle after all 3 stages are defeated will include Pokemon of the Boss's choice with moves of the boss's choice. The Boss's Pokemon are fixed based on the current difficulty of the challenge.
  • If you defeat enough trainers in the Subway, you may face special and extraordinarily difficult opponents that will bestow special rewards upon you for winning.
  • Players must use the same team of Pokemon for the entire challenge until the Boss is beaten or they lose. If they challenge the Subway again later on, they may change teams before they begin the new challenge.
  • Consumable items consumed in the Battle Subway are returned to the Pokemon at the end of the battle. No item is permanently lost in any way in the Subway.
  • Ties in the Subway count as a loss for the challenger and end the challenge.
[a]4[/a]RNG Adjustment

As many people are aware, the random number generator for the Battle Subway is adjusted in favor of the NPC opponents. The ASB Battle Subway does this as well based on how high your streak is up to a certain point. The result of the formula for RNG adjustment is added positively to all RNG rolls that benefit the NPC opponents and subtracted negatively from all RNG rolls that benefit the players.

ADJUST = MIN(10, FLOOR(5 x (BATTLENUM / 12)))

This means that you won't see a change in the RNG until your third battle, where it adjusts by 1%. In your fifth match, it adjusts by 2%, and then so forth after that. The maximum adjustment to the RNG is 10%, which starts appearing on your 24th battle with the Subway. By that time, you will have faced impossibly difficult Pokemon and opponents, so if you can continue your streak at that point then you deserve a bloody medal and you will be rewarded for it.

[a]5[/a]Battle Formats

Pokemon Banlist
Mewtwo
Mew
Lugia
Ho-Oh
Celebi
Kyogre
Groudon
Rayquaza
Jirachi
Deoxys
Dialga
Palkia
Giratina
Phione
Manaphy
Darkrai
Shaymin
Arceus
Victini
Reshiram
Zekrom
Kyurem
Keldeo
Meloetta
Genesect

Clauses
No two Pokemon on your team may be of the same species.

Singles Battle Subway
  • Pokemon: 1v1
  • DQ: 2 days
  • Switch: KO
  • Abilities: 1
  • Items: OK
  • Recovers:
  • Chills:
Singles Battle Subway Boss
  • Pokemon: 3v3
  • DQ: 2 days
  • Switch: OK
  • Abilities: 1
  • Items: OK
  • Recovers:
  • Chills:
Doubles Battle Subway
  • Pokemon: 2v2
  • DQ: 2 days
  • Switch: KO
  • Abilities: 1
  • Items: OK
  • Recovers:
  • Chills:
Doubles Battle Subway Boss
  • Pokemon: 4v4
  • DQ: 2 days
  • Switch: OK
  • Abilities: 1
  • Items: OK
  • Recovers:
  • Chills:
Triples Battle Subway
  • Pokemon: 3v3
  • DQ: 2 days
  • Switch: KO
  • Abilities: 1
  • Items: OK
  • Recovers:
  • Chills:
  • Positioning: ON
Triples Battle Subway Boss
  • Pokemon: 6v6
  • DQ: 2 days
  • Switch: OK
  • Abilities: 1
  • Items: OK
  • Recovers:
  • Chills:
  • Positioning: ON
Arena: Subway Train

(Image) Cramped spaces are characteristic of this arena and during the battle the train zooms along briskly, bumping occasionally, but not enough to interrupt the battle. There are no seats in these custom trains, as they are designed for Pokemon battles, though there are metal rings hanging from the ceiling that Pokemon and players alike can hold onto. The train is big enough in size to fit all Pokemon within reason, though larger Pokemon will find it difficult to maneuver. Somehow, the train is so immeasurably tough that no attack can damage it or throw it off course. Inexplicably, even though it might not make sense, all moves succeed as normal in this arena without environmental hindrance. Although there is electricity flowing about and tons of metal, it is all properly insulated so that no single type of Pokemon has a distinct advantage over any other.

[a]6[/a]Rewards
  • Winning a battle in the subway awards you with Currency Counters (CC) equal to the match in the subway you're on. This means that if you win the second match, you win 2 CC, and if you win the third match, you win 3 CC. These amounts are doubled for a streak of 16 or higher.
  • Defeating the Boss for any subway line awards you either 5 CC (Battle 4), 10 CC (Battles 8 and 12), 15 CC (Battle 16), or 25 CC (Battle 20+).
  • You are awarded your CC at the end of your challenge, never during it. This means that if you beat your first four matches in the Subway (including the Boss), after you win against the Boss you will be awarded 1+2+3+5=11 CC. At that point, you may spend it by posting in the Prize Claiming Thread.
  • The items Exp Share, Amulet Coin, and Lucky Egg will have no effect on the first battle in any Subway challenge. The items' effect will activate on all other battles.
  • Pokemon brought to the Subway with full movepools will award CC equal to FLOOR (Moves / 25) instead of FLOOR (Moves / 15) per battle.
  • A disqualified challenger receives no counters.
 
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#2
Rewards List:

Rewards in the Battle Subway are given in CC, which can be used to purchase new Pokemon, items, and more. Both items and price listings for Pokemon are found in this thread.

[a]7[/a]Records:

Players who have achieved streaks of eight or above have their accomplishments recorded here, divided only the largest multiple of four reached. Each player listed in the Records in a given Subway format can immediately challenge the Subway with a streak of eight in that format without going through the first eight battles. Those who get recorded in all three formats may receive a special prize.

If your username is not listed here but should be, message Engineer Pikachu through Smogon PM or on IRC and provide a link to your Subway challenge.

[box]Singles
Streak 8
deadfox081
Engineer Pikachu
Its_A_Random
Kaxtar
Elevator Music[/box]
[box]Doubles
Streak 8
Engineer Pikachu
Rising_Dusk
zarator[/box]
[box]Triples[/box]
 
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#3
Pokemon List:

A Pokemon for an opponent is randomly chosen from all available Pokemon. In battles 1-8, the only available Pokemon are those in the Battles 1-8 list below. In battles 9-16, the only available Pokemon for randomization purposes are those in the Battles 9-16 list below. However, after battle 16, the Pokemon available to be chosen by the opponents include both Pokemon from the Battles 9-16 list and the Pokemon in the Battles 17+ list. All non-Bosses choose their abilities randomly by RNG roll when they are sent out, unless otherwise specified in the Pokemon's data sheet. The Bosses have their abilities chosen already in their Pokemon lists below as well.

Each Pokemon's movepool is tailored to fit into a certain niche. Some Pokemon are designed to be of the stalling kind, using indirect attack methods to wear the opponent down. Others are designed to be all-out attackers, hitting hard and dishing out damage quickly. The referee is expected to use each Pokemon to the fullest; for example, a stalling Pokemon is not meant to be used as an attack spammer.

If you want to, as the referee for a battle, you may RNG the trainer class for the NPC opponents and make up a name for the trainer that the challenger is battling. This is not required, though, but since it is a roleplay it's not a bad idea to do it for fun. The challenger will probably appreciate it.

[a]11[/a]Battles 1-8

50 Possible Pokemon

Servine (M)

Nature: Bold
+1 Def, -1 Atk

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.

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)

Contrary (DW):
(Toggle) There is no default effect. When toggled, this Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Item:
Occa Berry

Stats:
HP: 90
Atk-: 1
Def+: 4
SpA: 2
SpD: 3
Spe: 83
SC: 2
WC: 2
BST: 15

Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain

Glare
Mean Look
Mirror Coat
Iron Tail
Sweet Scent

Gastro Acid
Sleep Talk

Toxic
Taunt
Light Screen
Protect
Safeguard
Reflect
Torment
Rest
Energy Ball
Flash
Substitute

Servine (F)

Nature: Modest
+1 SpA, -1 Atk

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.

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)

Contrary (DW):
(Toggle) There is no default effect. When toggled, this Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Ability:
Contrary

Item:
Grass Gem

Stats:
HP: 90
Atk-: 1
Def: 3
SpA+: 3
SpD: 3
Spe: 83
SC: 2
WC: 2
BST: 15

Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Leaf Storm

Glare
Mean Look
Mirror Coat
Pursuit
Twister

Giga Drain

Calm Mind
Hidden Power Fire 7
Sunny Day
Taunt
SolarBeam
Double Team
Energy Ball
Grass Knot
Swagger
Substitute

Pignite (M)

Nature: Adamant
+1 Atk, -1 SpA

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

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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):
(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.)

Item:
Fire Gem

Stats:
HP: 100
Atk+: 4
Def: 2
SpA-: 2
SpD: 2
Spe: 55
SC: 2
WC: 4
BST: 15

Attacks:
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Head Smash
Flare Blitz

Body Slam
Heavy Slam
Magnitude
Superpower
Curse

Endeavor
ThunderPunch

Frustration
Brick Break
Facade
Low Sweep
Work Up
Wild Charge

Pignite (M)

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

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

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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):
(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.)

Item:
Passho Berry

Stats:
HP: 100
Atk: 3
Def: 2
SpA+: 4
SpD: 2
Spe-: 46
SC: 2
WC: 4
BST: 15

Attacks:
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down

Curse
Body Slam
Endeavor
Superpower
Yawn

Heat Wave

Sunny Day
Solarbeam
Return
Flamethrower
Fire Blast
Overheat
Focus Blast
Incinerate
Will-o-wisp
Stone Edge
Rock Slide
Work Up
Grass Knot
Wild Charge

Dewott (M)

Nature: Naughty
+1 Atk, -1 SpD

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

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

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

Item:
Wacan Berry

Stats:
HP: 100
Atk+: 4
Def: 2
SpA: 3
SpD-: 1
Spe: 60
SC: 2
WC: 2
BST: 15

Attacks:
Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge
Hydro Pump

Air Slash
Brine
Copycat
Detect
Screech

Iron Tail
Icy Wind

Hidden Power Electric 7
Taunt
Ice Beam
Rain Dance
Scald
X-scissor
Work Up
Grass Knot
Waterfall

Dewott (F)

Nature: Adamant
+1 Atk, -1 SpA

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

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

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

Item:
Water Gem

Stats:
HP: 100
Atk+: 4
Def: 2
SpA-: 2
SpD: 2
Spe: 60
SC: 2
WC: 2
BST: 15

Attacks:
Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge

Air Slash
Brine
Night Slash
Trump Card
Screech

Aqua Tail
Iron Tail

Taunt
Rain Dance
Return
Dig
Aerial Ace
Facade
Swords Dance
X-scissor
Swagger
Substitute
Waterfall
Dive

Liepard (F)

Nature: Adamant
+1 Atk, -1 SpA

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

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

Unburden:
(Passive) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

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

Item:
Life Orb

Stats:
HP: 100
Atk+: 4
Def: 2
SpA-: 2
SpD: 2
Spe: 106
SC: 2
WC: 3
BST: 17

Attacks:
Scratch
Growl
Assist
Sand-attack
Fury Swipes
Pursuit
Torment
Fake Out
Hone Claws

Charm
Covet
Faint Attack
Foul Play
Yawn

Gunk Shot
Iron Tail
Seed Bomb

Hone Claws
Taunt
Frustration
Double Team
Aerial Ace
Shadow Claw
Payback
Giga Impact
Thunder Wave
Substitute

Liepard (M)

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

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

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

Unburden:
(Passive) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

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

Item:
Leftovers

Stats:
HP: 100
Atk: 3
Def: 2
SpA+: 4
SpD: 2
Spe-: 90
SC: 2
WC: 3
BST: 17

Attacks:
Scratch
Growl
Assist
Sand-attack
Fury Swipes
Pursuit
Torment
Fake Out
Hone Claws
Snatch
Nasty Plot

Charm
Fake Tears
Encore
Foul Play
Yawn

Dark Pulse
Spite

Toxic
Hidden Power Fighting 7
Taunt
Protect
Shadow Ball
Double Team
Torment
Thunder Wave
Psych Up
Grass Knot
Substitute

Zebstrika (F)

Nature: Adamant
+1 Atk, -1 SpA

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.

Abilities:
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:
(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.

Sap Sipper (DW):
(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. This boost is maintained at the end of each round.

Item:
Electric Gem

Stats:
HP: 100
Atk+: 5
Def: 3
SpA-: 2
SpD: 3
Spe: 116
SC: 4
WC: 4
BST: 20

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

Double Kick
Double-Edge
Me First
Rage
Screech

Bounce

Hidden Power Water 7
Return
Facade
Giga Impact
Flash
Thunder Wave
Wild Charge

Zebstrika (F)

Nature: Modest
+1 SpA, -1 Atk

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.

Abilities:
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:
(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.

Sap Sipper (DW):
(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. This boost is maintained at the end of each round.

Item:
Shuca Berry

Stats:
HP: 100
Atk-: 3
Def: 3
SpA+: 4
SpD: 3
Spe: 116
SC: 4
WC: 4
BST: 20

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

Endure
Me First
Sand-attack
Screech
Shock Wave

Signal Beam

Hidden Power Ice 7
Light Screen
Rain Dance
Thunderbolt
Thunder
Flame Charge
Overheat
Charge Beam
Volt Switch
Thunder Wave

Boldore (M)

Nature:
Careful
+1 SpD, -1 SpA

Type: 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.

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

Item:
Link Cable

Stats:
HP:
100
Atk: 4
Def: 4
SpA-: 1
SpD+: 3
Spe: 20
SC: 2
WC: 5
BST: 16

Attacks:
Tackle
Harden
Sand-Attack
Headbutt
Rock Blast
Mud-Slap
Iron Defense
Smack Down
Power Gem
Sandstorm

Autotomize
Curse
Gravity
Heavy Slam
Lock-On

Block

Protect
Frustration
Earthquake
Rock Tomb
Rock Polish
Bulldoze
Rock Slide
Substitute
Rock Smash

Woobat (F)

Nature: Timid
+15% Speed, +16% Accuracy, -1 Atk

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.

Abilities:
Unaware:

(Passive) 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:
(Toggle) 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, though an item is necessary to pull it off. When toggled, there is no effect.

Simple (DW):
(Passive) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.

Item:
Starf Berry

Stats:
HP:
90
Atk-: 1
Def: 2
SpA: 2
SpD: 2
Spe+: 83
SC: 1
WC: 1
BST: 13

Stats:
Confusion
Odor Sleuth
Gust
Assurance
Heart Stamp
Imprison
Air Cutter
Attract

Fake Tears
Helping Hand
Knock Off
Roost
Stored Power

Giga Drain
Heat Wave
Magic Coat

Psyshock
Calm Mind
Hidden Power Fighting 7
Taunt
Light Screen
Shadow Ball
Reflect
Torment
Flash
Trick Room

Audino (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:
Healer:
(Passive) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

Regenerator:
(Passive) 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.

Klutz (DW):
(Toggle) 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, though an item is necessary to pull it off. When toggled, there is no effect.

Item:
Expert Belt

Stats:
HP: 110
Atk: 2
Def: 3
SpA+: 3
SpD: 3
Spe-: 43
SC: 2
WC: 3
BST: 16

Attacks:
Pound
Growl
Helping Hand
Refresh
Doubleslap
Attract
Secret Power
Entrainment
Heal Pulse

Bestow
Encore
Heal Bell
Wish
Yawn

Low Kick
Signal Beam

Psyshock
Calm Mind
Hidden Power Rock 7
Ice Beam
Hyper Beam
Thunderbolt
Psychic
Shadow Ball
Flamethrower
Incinerate
Thunder Wave
Psych Up
Grass Knot
Substitute
Trick Room
Surf

Audino (F)

Nature: Bold
+1 Def, -1 Atk

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

Abilities:
Healer:
(Passive) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

Regenerator:
(Passive) 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.

Klutz (DW):
(Toggle) 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, though an item is necessary to pull it off. When toggled, there is no effect.

Item:
Leftovers

Stats:
HP: 110
Atk-: 1
Def+: 4
SpA: 2
SpD: 3
Spe: 50
SC: 2
WC: 3
BST: 16

Attacks:
Pound
Growl
Helping Hand
Refresh
Doubleslap
Attract
Secret Power
Entrainment
Heal Pulse

Encore
Heal Bell
Sweet Kiss
Wish
Yawn

Magic Coat
Pain Split

Toxic
Sunny Day
Ice Beam
Light Screen
Protect
Rain Dance
Telekinesis
Thunderbolt
Double Team
Reflect
Flamethrower
Attract
Incinerate
Flash
Thunder Wave
Psych Up
Grass Knot
Substitute
Trick Room
Surf

Gurdurr (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
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.

Sheer Force:
(Toggle) This Pokemon can energize all its attacks with secondary effect chances less than 100%. There is no default effect. When toggled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Iron Fist (DW):
(Passive) 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)

Item:
Choice Band

Stats:
HP:
100
Atk+: 5
Def: 3
SpA-: 1
SpD: 2
Spe: 40
SC: 2
WC: 3
BST: 16

Attacks
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Hammer Arm

Comet Punch
Drain Punch
Force Palm
Mach Punch
Reversal

Ice Punch
ThunderPunch

Frustration
Dig
Brick Break
Facade
Low Sweep
Payback
Stone Edge
Rock Slide
Poison Jab
Strength

Gurdurr (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
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.

Sheer Force:
(Toggle) This Pokemon can energize all its attacks with secondary effect chances less than 100%. There is no default effect. When toggled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Iron Fist (DW):
(Passive) 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)

Item:
Leftovers

Stats:
HP:
100
Atk+: 5
Def: 3
SpA-: 1
SpD: 2
Spe: 40
SC: 2
WC: 3
BST: 16

Attacks
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Hammer Arm
Focus Punch

Counter
Drain Punch
Foresight
Mach Punch
Wide Guard

Ice Punch
ThunderPunch

Bulk Up
Taunt
Protect
Frustration
Smack Down
Return
Dig
Brick Break
Double Team
Facade
Payback
Stone Edge
Rock Slide
Substitute
Strength

Palpitoad (F)

Nature: Modest
+1 SpA, -1 Atk

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

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

Hydration:
(Passive) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Water Absorb (DW):
(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.

Item:
Rindo Berry

Stats:
HP: 100
Atk-: 2
Def: 2
SpA+: 4
SpD: 2
Spe: 69
SC: 1
WC: 2
BST: 16

Attacks:
Bubble
Growl
Supersonic
Round
Bubblebeam
Mud Shot
Aqua Ring
Uproar
Hydro Pump

Earth Power
Mist
Mud Bomb
Refresh
Sleep Talk

Endeavor
Icy Wind

Hail
Hidden Power Ice 7
Rain Dance
Sludge Wave
Sludge Bomb
Scald
Surf

Throh (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
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):
(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:
Guts

Item:
Flame Orb

Stats:
HP: 120
Atk+: 5
Def: 3
SpA-: 1
SpD: 3
Spe: 45
SC: 3
WC: 4
BST: 19

Attacks:
Bind
Leer
Bide
Focus Energy
Seismic Toss
Vital Throw
Revenge
Storm Throw
Circle Throw

Block
Helping Hand
Fire Punch
Ice Punch
Low Kick

Bulk Up
Earthquake
Return
Facade
Payback
Stone Edge
Bulldoze
Rock Slide

Sawk (M)

Nature: Jolly
+15% Speed, +10% Accuracy, -1 SpA

Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Sturdy:
(Passive) 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.

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):
(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.)

Item:
Muscle Band

Stats:
HP: 100
Atk: 5
Def: 3
SpA-: 1
SpD: 3
Spe+: 98
SC: 3
WC: 4
BST: 19

Attacks:
Rock Smash
Leer
Bide
Focus Energy
Double Kick
Low Sweep
Counter
Karate Chop

Block
Dual Chop
Fire Punch
Ice Punch
ThunderPunch

Toxic
Bulk Up
Earthquake
Brick Break
Return
Facade
Payback
Stone Edge
Substitute

Leavanny (F)

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

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

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:
Swarm:
(Passive) 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)

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

Overcoat (DW):
(Passive) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Item:
Occa Berry

Stats:
HP: 100
Atk: 4
Def: 3
SpA+: 4
SpD: 3
Spe-: 80
SC: 2
WC: 2
BST: 19

Attacks:
False Swipe
Tackle
String Shot
Bug Bite
Razor Leaf
GrassWhistle
Protect
Struggle Bug
X-Scissor
Swords Dance
Bug Buzz

Agility
Air Slash
Camouflage
Me First
Razor Wind

Electroweb
Helping Hand

Sunny Day
Light Screen
Solarbeam
Reflect
Energy Ball
Substitute

Scolipede (M)

Nature: Adamant
+1 Atk, -1 SpA

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

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:
Poison Point:
(Toggle) On default, this Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When toggled, 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.

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

Quick Feet (DW):
(Passive) 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.

Item:
Sitrus Berry

Stats:
HP: 90
Atk+: 4
Def: 3
SpA-: 1
SpD: 3
Spe: 112
SC: 5
WC: 6
BST: 17

Attacks:
Megahorn
Defense Curl
Rollout
Poison Sting
Screech
Pursuit
Protect
Poison Tail
Iron Defense
Bug Bite
Venoshock
Toxic
Steamroller

Pin Missile
Rock Climb
Spikes
Twineedle
Take Down

Aqua Tail

Frustration
Earthquake
Return
Dig
Double Team
Facade
Rest
Swords Dance
X-Scissor
Poison Jab
Swagger
Substitute

Whimsicott (M)

Nature: Bold
+1 Def, -1 Atk

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.

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

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

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

Ability:
Prankster

Item:
BrightPowder

Stats:
HP: 90
Atk-: 2
Def+: 4
SpA: 3
SpD: 3
Spe: 116
SC: 1
WC: 1
BST: 19

Attacks:
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
Poisonpowder
Gust

Encore
Fake Tears
GrassWhistle
Switcheroo
Worry Seed

Helping Hand

Toxic
Hidden Power Fire 7
Sunny Day
Taunt
Light Screen
Protect
Safeguard
Solarbeam
Energy Ball
Substitute

Lilligant (F)

Nature: Modest
+1 SpA, -1 Atk

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.

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

Own Tempo:
(Passive) This Pokemon moves at its own pace and cannot be confused by any method.

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

Item:
Wise Glasses

Stats:
HP: 100
Atk-: 1
Def: 3
SpA+: 5
SpD: 3
Spe: 90
SC: 2
WC: 2
BST: 18

Attacks:
Growth
Leech Seed
Mega Drain
Synthesis
Teeter Dance
Absorb
Sleep Powder
Magical Leaf
Stun Spore
Quiver Dance

Bide
Charm
Ingrain
Natural Gift
Worry Seed

Heal Bell

Toxic
Hidden Power Fire 7
Sunny Day
Solarbeam
Energy Ball
Substitute

Basculin-R (M)

Nature:
Lonely
+1 Atk, -1 Def

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

Abilities:
Reckless:
(Passive) 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.

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

Mold Breaker (DW):
(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.)

Item:
Water Gem

Stats:
HP:
100
Atk+: 4
Def-: 2
SpA: 3
SpD: 2
Spe: 98
SC: 2
WC: 2
BST: 18

Attacks:
Tackle
Water Gun
Uproar
Headbutt
Bite
Aqua Jet
Chip Away
Take Down
Crunch

Agility
Brine
Muddy Water
Revenge
Whirlpool

Bounce
Zen Headbutt

Taunt
Ice Beam
Rain Dance
Frustration
Return
Scald
Waterfall
Dive

Krokorok (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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

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.

Moxie:
(Passive) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.

Anger Point (DW):
(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).

Item:
Muscle Band

Stats:
HP: 90
Atk+: 4
Def: 2
SpA-: 1
SpD: 2
Spe: 74
SC: 2
WC: 3
BST: 14

Attacks:
Leer
Rage
Bite
Sand-attack
Torment
Sand Tomb
Assurance
Mud-slap
Embargo
Swagger

Beat Up
Counter
Fire Fang
Pursuit
Thunder Fang

Aqua Tail
Iron Tail

Hone Claws
Roar
Taunt
Earthquake
Dig
Brick Break
Sandstorm
Low Sweep
Embargo
Shadow Claw
Payback
Stone Edge
Bulldoze
Rock Slide

Maractus (F)

Nature: Quiet
+1 SpA, -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.

Abilities:
Water Absorb:
(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.

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

Storm Drain (DW):
(Passive) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.

Item:
Miracle Seed

Stats:
HP: 100
Atk: 3
Def: 3
SpA+: 5
SpD: 3
Spe-: 51
SC: 2
WC: 3
BST: 18

Attacks:
Peck
Absorb
Sweet Scent
Growth
Pin Missile
Mega Drain
Synthesis
Cotton Spore
Needle Arm

Bullet Seed
GrassWhistle
Leech Seed
Wood Hammer
Worry Seed

Bounce
Hyper Voice

Hidden Power Fire 7
Sunny Day
Solarbeam
Rest
Attract
Energy Ball
Grass Knot

Scraggy (M)

Nature: Adamant
+1 Atk, -1 SpA

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

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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.

Moxie:
(Passive) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.

Intimidate (DW):
(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.

Ability:
Intimidate

Item:
Life Orb

Stats:
HP: 90
Atk+: 4
Def: 3
SpA-: 1
SpD: 3
Spe: 48
SC: 1
WC: 2
BST: 15

Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Crunch

Dragon Dance
Drain Punch
Fire Punch
Ice Punch
ThunderPunch

Foul Play
Iron Head
Low Kick
Zen Headbutt

Taunt
Smack Down
Brick Break
Stone Edge
Rock Slide
Dragon Tail

Scraggy (F)

Nature: Careful
+1 SpD, -1 SpA

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

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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.

Moxie:
(Passive) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.

Intimidate (DW):
(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.

Ability:
Shed Skin

Item:
Rocky Helmet

Stats:
HP: 90
Atk: 3
Def: 3
SpA-: 1
SpD+: 4
Spe: 48
SC: 1
WC: 2
BST: 15

Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Crunch

Counter
Detect
Fake Out
Fire Punch
Ice Punch

Low Kick
Snatch

Dragon Claw
Roar
Toxic
Bulk Up
Taunt
Protect
Torment
Facade
Rest
Incinerate
Rock Slide
Dragon Tail
Substitute
Snarl

Yamask (M)

Nature: Bold
+1 Def, -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.

Abilities:
Mummy:
(Passive) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Item:
Focus Sash

Stats:
HP: 90
Atk-: 1
Def+: 4
SpA: 2
SpD: 3
Spe: 30
SC: 1
WC: 1
BST: 14

Attacks:
Astonish
Protect
Disable
Haze
Night Shade
Hex
Will-o-wisp
Ominous Wind

Endure
Fake Tears
Heal Block
Imprison
Nasty Plot

Magic Coat
Pain Split

Toxic
Telekinesis
Psychic
Shadow Ball
Double Team
Energy Ball
Embargo
Payback
Flash
Swagger
Trick Room

Archen (F)

Nature: Adamant
+1 Atk, -1 SpA

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

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

Abilities:
Defeatist:
(Passive) The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Faint-Hearted is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will disappear.

Item:
Flying Gem

Stats:
HP: 90
Atk+: 5
Def: 2
SpA-: 2
SpD: 2
Spe: 70
SC: 1
WC: 1
BST: 16

Attacks:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Agility
Quick Guard

Bite
Defog
Head Smash
Knock Off
Steel Wing

Aqua Tail
Bounce

Hone Claws
Dragon Claw
Taunt
Earthquake
Dig
Sandstorm
Acrobatics
Shadow Claw
Rock Polish
Stone Edge
Bulldoze
Rock Slide

Gothorita (F)

Nature: Quiet
+1 SpA, -15% Speed, -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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
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.

Shadow Tag (DW):
(Passive) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Item:
Scope Lens

Stats:
HP: 90
Atk: 2
Def: 3
SpA+: 4
SpD: 3
Spe-: 46
SC: 1
WC: 2
BST: 15

Attacks:
Pound
Confusion
Tickle
Fake Tears
Doubleslap
Psybeam
Embargo
Faint Attack
Psyshock

Dark Pulse
Mean Look
Miracle Eye
Mirror Coat
Uproar

Signal Beam

Psyshock
Calm Mind
Hidden Power Ice 7
Thunderbolt
Psychic
Shadow Ball
Energy Ball
Charge Beam
Thunder Wave
Grass Knot
Trick Room

Duosion (M)
Nature: Quiet

+1 SpA, -15% Speed, -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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Overcoat:
(Passive) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

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

Regenerator:
(Passive) 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.

Item:
Iron Ball

Stats:
HP: 100
Atk: 2
Def: 2
SpA+: 6
SpD: 2
Spe-: 26
SC: 1
WC: 1
BST: 16

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Fighting 7
Light Screen
Charm
Recover
Psyshock

Acid Armor
Confuse Ray
Imprison

Secret Power
Trick

Magic Coat

Psyshock
Calm Mind
Thunder
Psychic
Shadow Ball
Energy Ball
Explosion
Thunder Wave
Flash Cannon
Trick Room

Swanna (F)

Nature:
Mild
+1 SpA, -1 Def

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

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:
(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.

Big Pecks:
(Passive) 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.

Hydration (DW):
(Passive) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Item:
Wacan Berry

Stats:
HP: 100
Atk: 3
Def-: 2
SpA+: 4
SpD: 3
Spe: 98
SC: 2
WC: 2
BST: 19

Attacks:
Water Gun
Water Sport
Defog
Wing Attack
Water Pulse
Aerial Ace
BubbleBeam
FeatherDance
Aqua Ring

Air Cutter
Brine
Gust
Me First
Mirror Move

Sky Attack
Tailwind

Hidden Power Grass 7
Ice Beam
Hyper Beam
Rain Dance
Scald
Fly
Surf
Dive

Vanillish (F)

Nature:
Bold
+1 Def, -1 Atk

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

Abilities:
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):
(Toggle) There is no default effect. When toggled, the Pokemon will 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.

Ability:
Ice Body

Item:
Leftovers

Stats:
HP: 90
Atk-: 2
Def+: 4
SpA: 3
SpD: 3
Spe: 59
SC: 2
WC: 3
BST: 16

Attacks:
Icicle Spear
Harden
Astonish
Uproar
Icy Wind
Mist
Avalanche
Taunt

Autotomize
Ice Shard
Imprison
Iron Defense
Water Pulse

Magic Coat
Signal Beam

Toxic
Hail
Hidden Power Grass 7
Blizzard
Light Screen
Protect
Rest
Swagger
Substitute
Flash Cannon

Emolga (M)

Nature: Naughty
+1 Atk, -1 SpD

Type: Electric / Flying
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.

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:
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.

Motor Drive:
(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. 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.

Item:
Electric Gem

Stats:
HP: 90
Atk+: 4
Def: 2
SpA: 3
SpD-: 1
Spe: 103
SC: 1
WC: 1
BST: 16

Attacks:
ThunderShock
Quick Attack
Tail Whip
Charge
Spark
Pursuit
Double Team
Shock Wave
Electro Ball
Encore

Air Slash
Baton Pass
Charm
Iron Tail
Roost

Helping Hand
Last Resort

Hidden Power Ice 7
Light Screen
Rain Dance
Frustration
Thunder
Return
Acrobatics
U-turn
Wild Charge

Frillish (F)

Nature:
Bold
+1 Def, -1 Atk

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

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:
Water Absorb:
(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.

Cursed Body:
(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.

Damp (DW):
(Passive) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Ability:
Cursed Body

Item:
Mental Herb

Stats:
HP: 90
Atk-: 1
Def+: 3
SpA: 3
SpD: 3
Spe: 40
SC: 2
WC: 3
BST: 14

Attacks:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Hex
Wring Out

Acid Armor
Confuse Ray
Constrict
Mist
Pain Split

Bind
Magic Coat

Toxic
Taunt
Protect
Safeguard
Double Team
Rest
Scald
Will-O-Wisp
Flash
Trick Room
Dive

Frillish (M)

Nature:
Modest
+1 SpA, -1 Atk

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

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:
Water Absorb:
(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.

Cursed Body:
(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.

Damp (DW):
(Passive) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Item:
Expert Belt

Stats:
HP: 90
Atk-: 1
Def: 2
SpA+: 4
SpD: 3
Spe: 40
SC: 2
WC: 3
BST: 14

Attacks:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Brine
Water Spout

Acid Armor
Confuse Ray
Constrict
Mist
Pain Split

Dark Pulse
Giga Drain

Hidden Power Fire 7
Taunt
Ice Beam
Psychic
Shadow Ball
Sludge Wave
Sludge Bomb
Energy Ball
Scald
Substitute
Trick Room
Surf

Ferroseed (M)

Nature:
Sassy
+1 SpD, -15% Speed, -10% Evasion

Type: Grass / Steel
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

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

Item:
Big Root

Stats:
HP: 90
Atk: 2
Def: 3
SpA: 1
SpD+: 4
Spe-: 8
SC: 1
WC: 2
BST: 13

Attacks:
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Ingrain
Payback

Bullet Seed
Gravity
Leech Seed
Rock Climb
Worry Seed

Endeavor

Toxic
Protect
Frustration
Rest
Flash
Poison Jab
Swagger
Substitute

Joltik (F)

Nature: Lonely
+1 Atk, -1 Def

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

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

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

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

Item:
Life Orb

Stats:
HP: 90
Atk+: 3
Def-: 1
SpA: 2
SpD: 2
Spe: 65
SC: 1
WC: 1
BST: 13

Attacks:
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electroweb
Bug Bite
Gastro Acid
Sucker Punch
Bug Buzz

Cross Poison
Disable
Faint Attack
Pin Missile
Pursuit

Bounce

Hidden Power Ice 7
Light Screen
Thunderbolt
Double Team
Thunder Wave
X-Scissor
Poison Jab
Swagger
Substitute
Wild Charge

Klang (—)

Nature: Naughty
+1 Atk, -1 SpD

Type: Steel
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Plus:
(Passive) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.

Minus:
(Passive) This Pokemon possesses a negative electrical charge, when a Pokemon with Plus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Plus, the damage does not stack.

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

Item:
Air Balloon

Stats:
HP: 90
Atk+: 4
Def: 3
SpA: 3
SpD-: 2
Spe: 50
SC: 1
WC: 4
BST: 16

Attacks:
ViceGrip
Charge
ThunderShock
Gear Grind
Bind
Shift Gear

Gravity
Magic Coat
Magnet Rise
Signal Beam
Uproar

Hidden Power Fire 7
Frustration
Thunderbolt
Return
Facade
Charge Beam
Thunder Wave
Rock Smash

Eelektrik (M)

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

Type: Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

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

Item:
Expert Belt

Stats:
HP: 100
Atk+: 4
Def: 3
SpA: 3
SpD: 3
Spe-: 34
SC: 2
WC: 2
BST: 17

Attacks:
Tackle
Headbutt
Thunder Wave
Spark
Charge Beam
Bind
Acid
Crunch
Coil

Aqua Tail
Bind
Bounce
Iron Tail
Super Fang

Hidden Power Ice 7
Thunderbolt
Acrobatics
Flash Cannon
Wild Charge


Eelektrik (F)

Nature: Quiet

+1 SpA, -15% Speed, -10% Evasion
Type: Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Abilities:
Levitate:
(Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Item:
Electric Gem
Stats:
HP: 100
Atk: 3
Def: 3
SpA+: 4
SpD: 3
Spe-: 34
SC: 2
WC: 2
BST: 17
Attacks:
Tackle
Headbutt
Thunder Wave
Spark
Charge Beam
Bind
Acid
Discharge

Gastro Acid
Giga Drain
Knock Off
Signal Beam
Sleep Talk

Hidden Power Water 7
Rain Dance
Thunderbolt
Thunder
Double Team
Flash Cannon

Lampent (F)

Nature: Modest

+1 SpA, -1 Atk

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

Fire 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:
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:
(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.

Shadow Tag (DW):
(Passive) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Item:
Life Orb

Stats:
HP: 90
Atk-: 1
Def: 2
SpA+: 4
SpD: 2
Spe: 55
SC: 1
WC: 2
BST: 13

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-o-Wisp
Flame Burst
Imprison
Inferno

Acid
Acid Armor
Clear Smog
Endure
Heat Wave

Spite

Hidden Power Fighting 7
Sunny Day
Telekinesis
SolarBeam
Psychic
Shadow Ball
Fire Blast
Overheat
Psych Up
Trick Room

Fraxure (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Dragon
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Rivalry:
(Passive) This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Mold Breaker:
(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.)

Item:
Lum Berry

Stats:
HP: 100
Atk+: 5
Def: 3
SpA-: 1
SpD: 2
Spe: 67
SC: 2
WC: 3
BST: 17

Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Dragon Dance
Outrage

Counter
Focus Energy
Iron Tail
Night Slash
Razor Wind

Low Kick
Superpower

Dragon Claw
Taunt
Swords Dance
Dragon Tail

Cryogonal (—)

Nature: Modest
+1 SpA, -1 Atk

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

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. 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.

Item:
Ice Gem

Stats:
HP:
100
Atk-: 1
Def: 2
SpA+: 4
SpD: 5
Spe: 105
SC: 2
WC: 5
BST: 19

Attacks:
Bind
Ice Shard
Sharpen
Rapid Spin
Icy Wind
Mist
Haze
Aurora Beam
Ice Beam
Light Screen
Reflect
Sheer Cold

Knock Off
Iron Defense
Signal Beam
Snore
Uproar

Hail
Hidden Power Electric 7
Blizzard
Hyper Beam
Protect
Frost Breath
Substitute
Flash Cannon

Stunfisk (F)

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

Type: Electric / Ground
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.

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:
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):
(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.

Item:
Focus Band

Stats:
HP: 110
Atk: 3
Def+: 4
SpA: 3
SpD: 4
Spe-: 27
SC: 1
WC: 2
BST: 19

Attacks:
Mud-Slap
Mud Sport
Bide
ThunderShock
Mud Shot
Camouflage
Mud Bomb
Discharge

Earth Power
Pain Split
Sleep Talk
Spite
Yawn

Electroweb
Foul Play

Toxic
Hidden Power Ice 7
Thunderbolt
Earthquake
Dig
Sludge Wave
Sludge Bomb
Sandstorm
Scald
Payback
Stone Edge
Thunder Wave
Rock Slide
Surf

Heatmor (F)

Nature: Mild
+1 SpA, -1 Def

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

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 fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).

White Smoke (DW):
(Passive) Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents (Screech, Initimidate, etc.)

Item:
Air Balloon

Stats:
HP: 100
Atk: 4
Def-: 2
SpA+: 5
SpD: 3
Spe: 65
SC: 3
WC: 4
BST: 20

Attacks:
Incinerate
Lick
Odor Sleuth
Bind
Fury Swipes
Bug Bite
Inferno

Body Slam
Curse
Faint Attack
Heat Wave
Sucker Punch

Superpower
ThunderPunch

Hone Claws
Hidden Power Ground 7
Sunny Day
SolarBeam
Dig
Flamethrower
Fire Blast
Focus Blast
Incinerate
Will-o-Wisp

Durant (M)

Nature: Adamant

+1 Atk, -1 SpA

Type: Bug / Steel

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

Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:

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

Hustle:
(Toggle) There is no default effect. When toggled, this Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3); however, the haste lowers their accuracy to 80% of normal.

Truant (DW LOCKED):
(Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.

Item:

Muscle Band

Stats:

HP: 90
Atk+: 5
Def: 4
SpA-: 1
SpD: 2
Spe: 109
SC: 1
WC: 3
BST: 18

Attacks:

Vicegrip
Sand-Attack
Fury Cutter
Bite
Agility
Metal Claw
Crunch

Baton Pass
Faint Attack
Rock Climb
Screech
Thunder Fang

Dig
Rock Tomb
Facade
Shadow Claw
Giga Impact
Stone Edge
Rock Slide
X-Scissor


Zweilous (F)

Nature: Quiet

+1 SpA, -15% Speed, -10% Evasion

Type: Dark / Dragon

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

Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:

Hustle:
(Toggle) There is no default effect. When toggled, this Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3); however, the haste lowers their accuracy to 80% of normal.

Item:

Life Orb

Stats:

HP: 100
Atk: 3
Def: 3
SpA+: 4
SpD: 3
Spe-: 49
SC: 3
WC: 3
BST: 17

Attacks:

Tackle
Double Hit
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Outrage

Dark Pulse
Earth Power
Fire Fang
Ice Fang
Thunder Fang

Superpower
Zen Headbutt

Hidden Power Electric 7
Incinerate
Thunder Wave
Dragon Tail
Work Up


Larvesta (F)

Nature: Lonely

+1 Atk, -1 Def

Type: Bug / Fire

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

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

Abilities:

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.

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

Item:
Absorb Bulb

Stats:
HP: 90
Atk+: 4
Def-: 1
SpA: 2
SpD: 2
Spe: 60
SC: 2
WC: 3
BST: 13

Attacks:

Ember
String Shot
Leech Life
Take Down
Flare Blitz

Endure
Harden
Magnet Rise
Morning Sun
Zen Headbutt

Giga Drain
Heat Wave

Sunny Day
Psychic
Flamethrower
Fire Blast
Flame Charge
Will-o-Wisp
Acrobatics
Struggle Bug
U-turn
Wild Charge

Top
 
Last edited by a moderator:
#4
Pokemon List (Continued):

This is the continued list for the Pokemon of the Battle Subway.

[a]12[/a]Battles 9-16

75 Possible Pokemon

Sandslash (F)

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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Sand Veil:
(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.

Sand Rush (DW):
(Passive) 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.

Ability:
Sand Veil

Item:
Soft Sand

Stats:
HP: 100:
Atk+: 5
Def: 4
SpA-: 1
SpD: 2
Spe: 65
SC: 2
WC: 3
BST: 18

Attacks:
Scratch
Defense Curl
Sand-Attack
Poison Sting
Rapid Spin
Swift
Fury Swipes
Rollout
Crush Claw
Fury Cutter
Sand Tomb
Slash
Gyro Ball
Sandstorm

Counter
Endure
Flail
Night Slash
Rock Slide

DynamicPunch
Knock Off
Super Fang

Hone Claws
Focus Punch
Earthquake
Fissure
Dig
Brick Break
Facade
Bide
Shadow Claw
Stone Edge
Bulldoze
X-Scissor

Nidoking (M)

Nature: Mild
+1 SpA, -1 Def

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

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

Abilities:
Poison Point:
(Toggle) On default, this Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When toggled, 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.

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.

Sheer Force (DW):
(Toggle) This Pokemon can energize all its attacks with secondary effect chances less than 100%. There is no default effect. When toggled, 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.

Ability:
Sheer Force

Item:
Expert Belt

Stats:
HP: 100
Atk: 3
Def-: 2
SpA+: 4
SpD: 3
Spe: 85
SC: 3
WC: 4
BST: 18

Attacks:
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Focus Energy
Fury Attack
Helping Hand
Chip Away
Thrash
Horn Drill
Toxic Spikes
Flatter
Poison Jab
Captivate
Earth Power
Megahorn

Counter
Disable
Endure
Sucker Punch
Supersonic

Fire Punch
Flamethrower
Ice Beam
Ice Punch
Rock Slide
ThunderPunch
Thunderbolt

Hone Claws
Focus Punch
Sunny Day
Taunt
Blizzard
Rain Dance
Smack Down
Thunder
Earthquake
Dig
Sludge Wave
Sludge Bomb
Sandstorm
Fire Blast
Incinerate
Surf

Ninetales (F)


Nature: Modest
+1 SpA, -1 Def

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

Abilities:
Flash Fire:
(Passive) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).

Drought (DW):
(Activated) When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.

Ability:
Drought

Item:
Charcoal

Stats:
HP: 100:
Atk-: 2
Def: 3
SpA+: 4
SpD: 4
Spe: 100
SC: 2
WC: 2
BST: 20

Attacks:
Nasty Plot
Ember
Tail Whip
Roar
Quick Attack
Fire Spin
Will-O-Wisp
Roar
Confuse Ray
Imprison
Flame Burst
Flamethrower
Safeguard
Grudge
Payback
Captivate
Extrasensory
Inferno
Fire Blast

Disable
Energy Ball
Heat Wave
Hex
Hypnosis
Spite

Magic Coat
Pain Split
Substitute

Psyshock
Calm Mind
Toxic
Hidden Power Ice 7
Protect
SolarBeam
Reflect
Flame Charge
Overheat
Incinerate
Psych Up
Dark Pulse

Venomoth (F)

Nature: Modest
+1 SpA, -1 Atk

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

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

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

Wonder Skin (DW):
(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.

Ability:
Tinted Lens

Item:
Black Sludge

Stats:
HP: 100
Atk-: 2
Def: 2
SpA+: 4
SpD: 3
Spe: 90
SC: 3
WC: 2
BST: 17

Attacks:
Tackle
Disable
Foresight
Supersonic
PoisonPowder
Silver Wind
Confusion
Leech Life
Stun Spore
Psybeam
Sleep Powder
Gust
Signal Beam
Zen Headbutt
Poison Fang
Psychic
Bug Buzz
Quiver Dance

Agility
Morning Sun
Rage Powder
Screech
Skill Swap

Razor Wind
Toxic
Venoshock
Hidden Power Fighting 7
Protect
Giga Drain
Double Team
Roost
Energy Ball
Acrobatics
Struggle Bug
Substitute

Alakazam (M)

Nature: Lonely
+1 Atk, -1 Def

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

Abilities:
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.

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.

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

Ability:
Magic Guard

Item:
Light Clay

Stats:
HP: 90
Atk+: 3
Def-: 1
SpA: 5
SpD: 3
Spe: 120
SC: 3
WC: 3
BST: 18

Attacks:
Teleport
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Telekinesis
Recover
Psycho Cut
Future Sight
Calm Mind
Psychic
Future Sight
Trick
Role Play

Barrier
Encore
Guard Split
Knock Off
Skill Swap

Counter
DynamicPunch
Fire Punch
Gravity
Ice Punch
Magic Coat
Mimic
Psych Up
ThunderPunch
Zen Headbutt

Psyshock
Focus Punch
Zap Cannon
Hidden Power
Taunt
Light Screen
Protect
Endure
Telekinesis
Safeguard
Shadow Ball
Torment
Bide
Skill Swap
Snatch
Focus Blast
Energy Ball
Charge Beam
Drain Punch
Thunder Wave
Grass Knot
Substitute
Trick Room

Machamp (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
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.

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

Steadfast (DW):
(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:
No Guard

Item:
Fighting Gem

Stats:
HP: 100
Atk+: 6
Def: 3
SpA-: 2
SpD: 3
Spe: 55
SC: 3
WC: 5
BST: 19

Attacks:
Wide Guard
Karate Chop
Low Kick
Leer
Focus Energy
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Submission
Wake-Up Slap
Cross Chop
Scary Face
DynamicPunch

Bullet Punch
Close Combat
Counter
Encore
Heavy Slam
Light Screen

Fire Punch
Helping Hand
Ice Punch
Magic Coat
ThunderPunch

Focus Punch
Smack Down
Earthquake
Brick Break
Bide
Detect
Rock Slide
Payback
Stone Edge

Tentacruel (M)

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

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

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

Liquid Ooze:
(Passive) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.

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

Ability:
Rain Dish

Item:
Black Sludge

Stats:
HP: 100
Atk: 3
Def: 3
SpA+: 4
SpD: 5
Spe-: 87
SC: 3
WC: 3
BST: 21

Attacks:
Poison Sting
Acid
Wrap
Supersonic
Water Gun
Constrict
Toxic Spikes
BubbleBeam
Acid Spray
Barrier
Water Pulse
Poison Jab
Screech
Hex
Hydro Pump
Sludge Wave
Wring Out

Acupressure
Aqua Ring
Confuse Ray
Mirror Coat
Muddy Water

Icy Wind
Knock Off

Toxic
Hail
Venoshock
Hidden Power Electric 7
Ice Beam
Blizzard
Rain Dance
Safeguard
Giga Drain
Sludge Wave
Sludge Bomb
Reflect
Brine
Scald
Payback
Poison Jab
Surf
Waterfall
Dive
Waterfall

Slowbro (M)


Nature: Modest
+1 SpA, -1 Atk

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

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

Abilities:
Oblivious:
(Passive) This Pokemon is incapable of being effected by Attract or Cute Charm.

Own Tempo:
(Passive) This Pokemon moves at its own pace and cannot be confused by any method.

Regenerator (DW):
(Passive) 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.

Ability:
Regenerator

Item:
Focus Band

Stats:
HP: 100
Atk-: 2
Def: 4
SpA+: 5
SpD: 3
Spe: 30
SC: 3
WC: 4
BST: 19

Attacks:
Confusion
Disable
Headbutt
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Water Pulse
Zen Headbutt
Slack Off
Withdraw
Amnesia
Psychic
Rain Dance
Psych Up
Heal Pulse

Block
Future Sight
Me First
Mud Sport
Safeguard

Counter
Flamethrower
Ice Beam
Icy Wind
Mud-Slap

Psyshock
Toxic
Hail
Zap Cannon
Sunny Day
Blizzard
Light Screen
Protect
Rain Dance
Endure
Telekinesis
Psychic
Shadow Ball
Reflect
Bide
Fire Blast
Incinerate
Flash
Thunder Wave
Grass Knot
Substitute
Trick Room
Surf

Gengar (F)


Nature: Hasty
+15% Speed, +19% Accuracy, -1 Def

Type:
Ghost / Poison
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 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:
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. Ground moves can still hit.

Ability:
Levitate

Item:
Life Orb

Stats:
HP: 90
Atk: 3
Def-: 1
SpA: 5
SpD: 3
Spe+: 127
SC: 3
WC: 3
BST: 20

Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Punch
Payback
Shadow Ball
Dream Eater
Dark Pulse
Destiny Bond
Hex
Shadow Ball
Nightmare

Clear Smog
Disable
Fire Punch
Ice Punch
Scary Face
ThunderPunch

Counter
DynamicPunch
Icy Wind
Magic Coat

Curse
Toxic
Venoshock
Hidden Power Ice 7
Sunny Day
Taunt
Protect
Rain Dance
Giga Drain
Thunderbolt
Thunder
Shadow Ball
Sludge Bomb
Bide
Explosion
Focus Blast
Energy Ball
Drain Punch
Will-O-Wisp
Substitute

Starmie (—)


Nature: Timid
+15% Speed, +20% Accuracy, -1 Atk

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

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

Abilities:
Iluminate:
(Toggle) There is no default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Natural Cure:
(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.

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

Item:
Water Gem

Stats:
HP: 90
Atk-: 2
Def: 3
SpA: 4
SpD: 3
Spe+: 133
SC: 2
WC: 4
BST: 19

Attacks:
Tackle
Water Gun
Harden
Rapid Spin
Recover
Swift
BubbleBeam
Confuse Ray
Camouflage
Minimize
Gyro Ball
Light Screen
Reflect Type
Power Gem
Cosmic Power
Hydro Pump

Gravity
Pain Split
Thunder Wave
Thunderbolt
Trick

Psyshock
Hail
Zap Cannon
Hidden Power Fire 7
Ice Beam
Blizzard
Light Screen
Rain Dance
Telekinesis
Thunderbolt
Thunder
Psychic
Reflect
Recycle
Thunder Wave
Grass Knot
Surf

Pinsir (F)

Nature:
Careful
+1 SpD, -1 SpA

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

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

Mold Breaker:
(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.)

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

Ability:
Mold Breaker (Singles), Moxie (Otherwise)

Item:
Choice Band

Stats:
HP: 100
Atk: 5
Def: 4
SpA-: 1
SpD+: 4
Spe: 85
SC: 3
WC: 4
BST: 20

Attacks:
Vice Grip
Focus Energy
Bind
Seismic Toss
Harden
Revenge
Brick Break
Vital Throw
X-Scissor
Thrash
Swords Dance
Submission
Guillotine
Superpower

Bug Bite

Close Combat
Feint
Me First

Focus Punch
Endure
Fury Cutter


Earthquake
Dig
Facade
Stone Edge
Bulldoze
Rock Slide

Gyarados (M)

Nature: Careful
+1 SpD, -1 SpA

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

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

Abilities:
Intimidate:
(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.

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

Ability:
Intimidate

Item:
Cell Battery

Stats:
HP: 100
Atk: 5
Def: 3
SpA-: 1
SpD+: 5
Spe: 81
SC: 6
WC: 6
BST: 20

Attacks:
Thrash
Bite
Dragon Rage
Leer
Twister
Ice Fang
Aqua Tail
Rain Dance
Hydro Pump
Dragon Dance
Hyper Beam
Splash
Tackle
Flail

Body Slam
Bounce
Endure
Iron Head
Outrage
Sleep Talk

Roar
Taunt
Protect
Earthquake
Torment
Facade
Rest
Incinerate
Payback
Giga Impact
Stone Edge
Thunder Wave
Bulldoze
Dragon Tail
Substitute
Waterfall

Vaporeon (F)

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:
Water Absorb:
(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 receives 25% of the damage that attack would do to itself.


Hydration (DW):
(Passive)
This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Ability:
Water Absorb

Item:
Water Stone

Stats:
HP: 120
Atk: 3
Def: 2
SpA+: 5
SpD: 3
Spe-: 56
SC: 2
WC: 3
BST: 20

Attacks:
Tail Whip
Tackle
Helping Hand
Sand Attack
Water Gun
Quick Attack
Bite
Aurora Beam
Aqua Ring
Last Resort
Haze
Acid Armor
Hydro Pump
Muddy Water
Growl
Baton Pass
Focus Energy
Take Down
Trump Card

Detect
Endure
Wish
Yawn
Stored Power
Synchronoise

Toxic
Hail
Hidden Power Electric 7
Dig
Shadow Ball
Attract
Scald
Work Up
Surf
Waterfall
Dive
Brine
Icy Wind
Aqua Tail
Mud-Slap
Heal Bell
Bide

Jolteon (M)

Nature: Timid
+15% Speed, +26% Accuracy, -1 Atk

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.

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.

Quick Feet (DW):
(Passive) 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.

Ability:
Volt Absorb

Item:
ThunderStone

Stats:
HP: 100
Atk-: 2
Def: 2
SpA: 5
SpD: 3
Spe+: 150
SC: 2
WC: 2
BST: 20

Attacks:
Tail Whip
Tackle
Helping Hand
Sand Attack
Thundershock
Quick Attack
Double Kick
Pin Missle
Thunder Fang
Last Resort
Thunder Wave
Agility
Thunder
Discharge
Growl
Bite
Baton Pass
Focus Energy
Take Down
Trump Card

Detect
Endure
Fake Tears
Synchronoise
Yawn

Hidden Power Ice 7
Light Screen
Protect
Rain Dance
Thunderbolt
Dig
Shadow Ball
Charge Beam
Flash
Substitute
Magnet Rise
Mud-Slap
Signal Beam
Heal Bell
Bide

Flareon (M)

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

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

Abilities:
Flash Fire:
(Passive) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).


Guts (DW):
(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.


Ability:
Flash Fire

Item:
Fire Stone

Stats:
HP: 100
Atk: 5
Def: 2
SpA+: 4
SpD: 4
Spe-: 56
SC: 2
WC: 2
BST: 20

Attacks:
Tail Whip
Tackle
Helping Hand
Sand Attack
Ember
Quick Attack
Bite
Fire Spin
Rage
Fire Fang
Last Resort
Smog
Scary Face
Fire Blast
Lava Plume
Growl
Baton Pass
Focus Energy
Take Down
Trump Card
Leer
Flamethrower

Charm
Endure
Fake Tears
Stored Power
Wish
Yawn

Hidden Power Ice 7
Sunny Day
Protect
Dig
Shadow Ball
Flame Charge
Rest
Overheat
Incinerate
Will-o-Wisp
Giga Impact
Substitute
Sleep Talk
Heat Wave
Mud-Slap
Superpower
Heal Bell
Bide

Lanturn (F)

Nature: Modest
+1 SpA, -1 Atk

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

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:
(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 receives 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.

Iluminate:
(Toggle) There is no default effect. When toggled, 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):
(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 receives 25% of the damage that attack would do to itself.

Ability:
Illuminate

Item:
Air Balloon

Stats:
HP: 120
Atk-: 1
Def: 2
SpA+: 4
SpD: 3
Spe: 67
SC: 2
WC: 2
BST: 18

Attacks:
Bubble
Supersonic
Thunder Wave
Flail
Water Gun
Confuse Ray
Spark
Take Down
Stockpile
Swallow
Spit Up
Electro Ball
BubbleBeam
Signal Beam
Discharge
Aqua Ring
Hydro Pump
Charge

Agility
Brine
Psybeam
Shock Wave
Whirlpool

Dive
Heal Bell
Ice Beam
Icy Wind
Signal Beam
Substitute
Thunderbolt

Toxic
Hail
Zap Cannon
Hidden Power Grass 7
Blizzard
Hyper Beam
Rain Dance
Thunder
Scald
Charge Beam
Surf

Xatu (M)

Nature: Bold
+1 Def, -1 Atk

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 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.

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

Abilities:
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.

Early Bird:
(Passive) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.

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

Ability:
Magic Bounce

Item:
Leftovers

Stats:
HP: 100
Atk-: 2
Def+: 4
SpA: 3
SpD: 3
Spe: 95
SC: 3
WC: 2
BST: 18

Attacks:
Peck
Leer
Night Shade
Teleport
Wish
Lucky Chant
Miracle Eye
Me First
Confuse Ray
Tailwind
Wish
Psycho Shift
Future Sight
Confuse Ray
Stored Power
Ominous Wind
Power Swap
Guard Swap
Psychic

Haze
FeatherDance
Refresh
Roost
Sucker Punch
Synchronoise

Heat Wave
Pain Split
Sky Attack
Sleep Talk
Substitute
Tailwind
Thunder Wave
Trick
Zen Headbutt

Psyshock
Calm Mind
Toxic
Psych Up
Hidden Power Fighting 7
Sunny Day
Light Screen
Protect
Rain Dance
Giga Drain
Endure
SolarBeam
Psychic
Shadow Ball
Double Team
Detect
Reflect
Rest
Ally Switch
Skill Swap
Flash
Grass Knot
Pluck
Trick Room
Fly

Politoed (F)

Nature: Modest
+1 SpA, -1 Atk

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

Abilities:
Water Absorb:
(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.

Damp:
(Passive) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Drizzle (DW):
(Passive) When this Pokemon is sent out it summons a massive rainstorm into the field that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Ability:
Drizzle

Item:
Mystic Water

Stats:
HP: 100
Atk-: 2
Def: 3
SpA+: 4
SpD: 4
Spe: 70
SC: 2
WC: 3
BST: 19

Attacks:
BubbleBeam
Water Gun
Hypnosis
DoubleSlap
Perish Song
Water Sport
Bubble
Water Gun
Rain Dance
Body Slam
Swagger
Bounce
Hyper Voice
Mud Shot
Belly Drum
Wake-Up Slap
Amnesia
Hydro Pump
Mud Bomb

Encore
Endeavor
Haze
Refresh
Splash

Counter
Helping Hand
Ice Beam
Mimic

Toxic
Hidden Power Electric 7
Psychic
Brick Break
Focus Blast
Scald
Bulldoze
Surf

Quagsire (M)

Nature: Sassy
+1 SpD, -15% Speed, -10% Evasion

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

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:
Damp:
(Passive) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Water Absorb:

(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.

Unaware (DW):
(Passive) 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.

Ability:
Water Absorb

Item:
Rindo Berry

Stats:
HP: 100
Atk: 3
Def: 3
SpA: 3
SpD+: 4
Spe-: 30
SC: 3
WC: 4
BST: 17

Attacks:
Water Gun
Tail Whip
Mud Sport
Mud Shot
Slam
Mud Bomb
Amnesia
Yawn
Earthquake
Rain Dance
Mist
Haze
Muddy Water

Acid Spray
Counter
Encore
Recover
Safeguard
Sleep Talk

Aqua Tail
Dive
DynamicPunch
Earth Power
Ice Beam
Ice Punch
Icy Wind
Mud-Slap
Substitute

Focus Punch
Toxic
Hail
Hidden Power Fire 7
Blizzard
Protect
Rain Dance
Dig
Brick Break
Sludge Wave
Sludge Bomb
Sandstorm
Focus Blast
Scald
Stone Edge
Bulldoze
Rock Slide
Surf
Waterfall

Espeon (F)


Nature: Modest
+1 SpA, -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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize:
(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.

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

Ability:
Magic Bounce

Item:
Wise Glasses

Stats:
HP: 100
Atk-: 2
Def: 2
SpA+: 6
SpD: 3
Spe: 110
SC: 2
WC: 3
BST: 20

Attacks:
Tackle
Tail Whip
Tackle
Helping Hand
Sand-Attack
Confusion
Quick Attack
Swift
Psybeam
Future Sight
Last Resort
Psych Up
Psychic
Morning Sun
Power Swap
Growl
Bite
Baton Pass
Focus Energy
Take Down
Trump Card

Fake Tears
Stored Power
Synchronoise
Wish
Yawn

Heal Bell
Helping Hand
Signal Beam
Trick

Psyshock
Calm Mind
Toxic
Psych Up
Hidden Power Fighting 7
Light Screen
Protect
Telekinesis
Dig
Psychic
Shadow Ball
Detect
Reflect
Skill Swap
Grass Knot
Trick Room
Bide

Wobbuffet (M)

Nature: Bold
+1 Def, -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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Shadow Tag:
(Passive) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Telepathy (DW):
(Passive) 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.

Ability:
Shadow Tag

Item:
Leftovers

Stats:
HP: 135
Atk-: 1
Def+: 3
SpA: 2
SpD: 2
Spe: 33
SC: 3
WC: 3
BST: 18

Attacks:
Counter
Mirror Coat
Safeguard
Destiny Bond
Splash
Charm
Encore
Tickle
Bide

Dunsparce (F)

Nature: Lonely
+1 Atk, -1 Def

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

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):
(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.

Ability:
Serene Grace

Item:
Quick Claw

Stats:
HP: 110
Atk+: 4
Def-: 2
SpA: 3
SpD: 2
Spe: 45
SC: 3
WC: 2
BST: 18

Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Screech
Roost
Take Down
Flail
Coil
AncientPower
Dig
Endeavor
Flail

Bide
Headbutt
Magic Coat
Rock Slide
Trump Card

Aqua Tail
Body Slam
Counter
Endure
Flamethrower
Last Resort
Pain Split
Thunder Wave
Thunderbolt
Zen Headbutt

Hidden Power
Sunny Day
Ice Beam
Blizzard
Rain Dance
SolarBeam
Thunder
Earthquake
Shadow Ball
Fire Blast
Facade
Charge Beam
Incinerate

Steelix (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Steel / Ground
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

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

Sturdy:
(Passive) 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.

Sheer Force (DW):
(Toggle) This Pokemon can energize all its attacks with secondary effect chances less than 100%. There is no default effect. When toggled, 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.

Ability:
Sheer Force

Item:
Razor Fang

Stats:
HP: 100
Atk+: 4
Def: 8
SpA-: 1
SpD: 3
Spe: 30
SC: 7
WC: 8
BST: 21

Attacks:
Thunder Fang
Ice Fang
Fire Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Autotomize
Stealth Rock
Rock Polish
DragonBreath
Curse
Iron Tail
Crunch
Double-Edge
Stone Edge

Block
Explosion
Heavy Slam
Rock Blast
Rock Slide

Endure
Iron Head
Magnet Rise

Curse
Taunt
Protect
Smack Down
Earthquake
Dig
Payback
Gyro Ball
Bulldoze
Dragon Tail
Fissure
Bide

Scizor (M)

Nature: Careful
+1 SpD, -1 SpA

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

Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

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

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

Light Metal (DW):
(Passive) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Item:
Occa Berry

Stats:
HP: 100
Atk: 5
Def: 4
SpA-: 1
SpD+: 4
Spe: 65
SC: 3
WC: 5 [4 LM]
BST: 20

Attacks:
Bullet Punch
Quick Attack
Vacuum Wave
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Metal Claw
Fury Cutter
Slash
Swords Dance
Double Team
Razor Wind
Iron Defense
X-Scissor
Night Slash
Double Hit
Iron Head
Air Slash
Feint

Counter
Endure
Light Screen
Razor Wind
Reversal

Bug Bite
Superpower
Tailwind

Protect
Rain Dance
Brick Break
Aerial Ace
Fling
Acrobatics
Giga Impact
U-turn
Rock Smash
Bide

Shuckle (F)

Nature: Adamant
+1 Atk, -1 SpA

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

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

Abilities:
Sturdy:
(Passive) 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.

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

Contrary (DW):
(Toggle) There is no default effect. When toggled, this Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Ability:
Sturdy

Item:
Metronome

Stats:
HP: 80
Atk+: 2
Def: 9
SpA-: 0
SpD: 9
Spe: 5
SC: 1
WC: 2
BST: 22

Attacks:
Withdraw
Constrict
Bide
Struggle Bug
Encore
Wrap
Safeguard
Rest
Gastro Acid
Bug Bite
Rollout
Power Trick
Power Split
Guard Split

Final Gambit
Helping Hand
Knock Off
Rock Blast
Sand Tomb

Defense Curl
Endure
Rock Slide

Toxic
Protect
Smack Down
Earthquake
Sandstorm
Rock Tomb
Gyro Ball
Bulldoze

Heracross (M)

Nature: Jolly
+15% Speed, +11% Accuracy, -1 SpA

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

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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

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.

Moxie (DW):
(Passive) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.

Ability:
Guts

Item:
Toxic Orb

Stats:
HP: 100
Atk: 5
Def: 3
SpA-: 1
SpD: 3
Spe+: 98
SC: 3
WC: 4
BST: 19

Attacks:
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Take Down
Close Combat
Reversal
Feint
Megahorn

Bide
Flail
Focus Punch
Pursuit
Revenge

Bug Bite
Counter
Low Kick
Sleep Talk

Protect
Smack Down
Earthquake
Dig
Shadow Claw
Retaliate
Stone Edge
Bulldoze
Rock Slide
Cut

Ursaring (F)

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

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

Abilities:
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.

Quick Feet:
(Passive) 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.

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

Ability:
Guts

Item:
Flame Orb

Stats:
HP: 100
Atk+: 6
Def: 3
SpA: 3
SpD: 3
Spe-: 47
SC: 3
WC: 5
BST: 19

Attacks:
Covet
Scratch
Leer
Lick
Fake Tears
Fury Swipes
Faint Attack
Sweet Scent
Rest
Slash
Snore
Scary Face
Thrash
Hammer Arm

Belly Drum
Close Combat
Counter
Cross Chop
Crunch
Focus Energy
Metal Claw
Night Slash

DynamicPunch
Endure
Fire Punch
Fury Cutter
Ice Punch
Last Resort
Low Kick
Rock Slide
Seed Bomb
Superpower
Swords Dance
ThunderPunch

Hone Claws
Focus Punch
Bulk Up
Zap Cannon
Hidden Power Electric 7
Protect
Frustration
Smack Down
Earthquake
Return
Brick Break
Facade
Focus Blast
Fling
Shadow Claw
Payback
Retaliate
Giga Impact
Stone Edge
Avalanche
Bulldoze

Skarmory (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Steel / Flying
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.

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

Abilities:
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.

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.

Weak Armor (DW):
(Toggle) There is no default effect. When toggled, the Pokemon will 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.

Ability:
Sturdy

Item:
Power Weight

Stats:
HP: 100:
Atk+: 4
Def: 5
SpA-: 1
SpD: 3
Spe: 70
SC: 3
WC: 4
BST: 19

Attacks:
Leer
Peck
Sand-Attack
Swift
Agility
Fury Attack
Feint
Air Cutter
Spikes
Metal Sound
Steel Wing
Automotize
Air Slash
Slash
Night Slash

Brave Bird
Curse
Drill Peck
Endure
Sky Attack

Counter
Iron Defense
Sleep Talk
Substitute
Tailwind

Toxic
Taunt
Protect
Double Team
Sandstorm
Detect
Torment
Rest
Attract
Sky Drop
Steel Wing
Roost
Payback
Flash
Swords Dance
Rock Slide
X-Scissor
Pluck
Fly

Kingdra (F)

Nature: Rash
+1 SpA, -1 SpD

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

Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

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

Sniper:
(Passive) 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.

Damp (DW):
(Passive) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Ability:
Swift Swim

Item:
Mystic Water

Stats:
HP: 100
Atk: 3
Def: 3
SpA+: 4
SpD-: 2
Spe: 85
SC: 3
WC: 5
BST: 18

Attacks:
Yawn
Bubble
Smokescreen
Leer
Water Gun
Focus Energy
BubbleBeam
Agility
Twister
Brine
Hydro Pump
Dragon Dance
Dragon Pulse

Clear Smog
Disable
DragonBreath
Muddy Water
Outrage

Dive
Draco Meteor
Endure
Ice Beam
Icy Wind
Substitute

Hidden Power Rock 7
Blizzard
Hyper Beam
Protect
Rain Dance
Scald
Squash
Flash Cannon
Surf
Waterfall

Blissey (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:
Natural Cure:
(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.

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

Healer (DW):
(Passive) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

Ability:
Serene Grace (Singles), Healer (Otherwise)

Item:
Expert Belt

Stats:
HP: 140:
Atk-: 0
Def: 1
SpA+: 4
SpD: 5
Spe: 55
SC: 3
WC: 3
BST: 21

Attacks:
Defense Curl
Pound
Growl
Tail Whip
Refresh
Softboiled
DoubleSlap
Minimize
Sing
Egg Bomb
Fling
Light Screen
Healing Wish
Bestow
Take Down
Heal Pulse
Double-Edge
Charm
Copycat
Sweet Kiss

Aromatherapy
Counter
Endure
Gravity
Heal Bell
Helping Hand
Substitute

DynamicPunch
Endeavor
Icy Wind
Mimic
Seismic Toss
Thunder Wave

Water Pulse
Calm Mind
Toxic
Hail
Zap Cannon
Hidden Power Rock 7
Sunny Day
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Safeguard
SolarBeam
Thunderbolt
Thunder
Psychic
Shadow Ball
Flamethrower
Sandstorm
Fire Blast
Attract
Skill Swap
Snatch
Focus Blast
Charge Beam
Incinerate
Grass Knot
BubbleBeam
Water Gun
Reflect
Bide
Tri Attack

Blaziken (M)

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

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

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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)

Speed Boost (DW):
(Passive) 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).

Ability:
Speed Boost

Item:
Air Balloon

Stats:
HP: 100
Atk: 5
Def: 3
SpA+: 5
SpD: 3
Spe-: 69
SC: 3
WC: 4
BST: 21

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

Counter
Feint
Flame Burst
Low Kick
Night Slash
Reversal
Rock Slide

Blast Burn
Heat Wave
Helping Hand
Knock Off
Magic Coat
Thunderpunch
Vacuum Wave

Hone Claws
Bulk Up
Hidden Power Water 7
Sunny Day
Solarbeam
Earthquake
Dig
Brick Break
Fire Blast
Flame Charge
Focus Blast
Incinerate
Will-O-wisp
Acrobatics
Shadow Claw
Stone Edge
Swords Dance

Ludicolo (F)

Nature: Mild
+1 SpA, -1 Def

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

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

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

Own Tempo (DW):
(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.

Ability:
Rain Dish

Item:
Miracle Seed

Stats:
HP: 100
Atk: 3
Def-: 2
SpA+: 4
SpD: 4
Spe: 70
SC: 3
WC: 4
BST: 19

Attacks:
Astonish
Growl
Mega Drain
Absorb
Nature Power
Fake Out
Mist
Fury Swipes
Natural Gift
Water Sport
BubbleBeam
Zen Headbutt
Uproar
Rain Dance
Energy Ball
Hydro Pump

Counter
Giga Drain
Leech Seed
Razor Leaf
Teeter Dance

Dive
Fire Punch
Headbutt
Ice Punch
Substitute
Swords Dance
ThunderPunch

Focus Punch
Bullet Seed
Hidden Power Rock 7
Ice Beam
Blizzard
Brick Break
Focus Blast
Scald
Drain Punch
Grass Knot
Surf
Waterfall

Breloom (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Grass / Fighting
Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Effect Spore:
(Toggle) On default, this Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When toggled, the Pokemon is more adept at using Powder attacks, resulting in their accuracy being increased by 10%.

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

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

Ability:
Poison Heal (Singles), Technician (Otherwise)

Item:
Toxic Orb (Singles), Shell Bell (Otherwise)

Stats:
HP: 90
Atk+: 6
Def: 3
SpA-: 1
SpD: 2
Spe: 70
SC: 3
WC: 3
BST: 17

Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
Mach Punch
PoisonPowder
Counter
Force Palm
Worry Seed
Sky Uppercut
Growth
Mind Reader
Giga Drain
Seed Bomb
DynamicPunch
Spore

Bullet Seed
Drain Punch
Focus Punch
Helping Hand
Wake-Up Slap

Endure
Substitute
Swords Dance
Synthesis
ThunderPunch

Toxic
Bulk Up
Brick Break
Facade
Snatch
Fling
Giga Impact
Stone Edge
Rock Slide

Slaking (M)

Nature: Adamant
+1 Atk, -1 SpA

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

Abilities:
Truant:
(Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.

Ability:
Truant

Item:
Muscle Band

Stats:
HP: 125
Atk+: 7
Def: 4
SpA-: 2
SpD: 3
Spe: 100
SC: 4
WC: 5
BST: 25

Attacks:
Scratch
Yawn
Encore
Slack Off
Faint Attack
Amnesia
Focus Energy
Uproar
Fury Swipes
Endure
Covet
Swagger
Chip Away
Counter
Flail
Fling
Punishment
Hammer Arm
Slash
Focus Punch
Reversal

Body Slam
Crush Claw
Night Slash
Pursuit
Slash

Fire Punch
Ice Punch
Sucker Punch
ThunderPunch

Frustration
Earthquake
Return
Brick Break
Facade
Shadow Claw
Retaliate
Giga Impact
Bulldoze
Rock Slide

Ninjask (F)

Nature: Adamant
+1 Atk, -1 SpA

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

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

Abilities:
Speed Boost:
(Passive) 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).

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

Ability:
Infiltrator

Item:
SilverPowder

Stats:
HP: 100
Atk+: 4
Def: 2
SpA- 1
SpD: 2
Spe: 160
SC: 1
WC: 2
BST: 18

Attacks:
Bug Bite
Scratch
Harden
Leech Life
Sand-Attack
Fury Swipes
Mind Reader
Double Team
Fury Cutter
Screech
Swords Dance
False Swipe
Slash
Agility
Baton Pass
X-Scissor
Mud-Slap
Metal Claw
Dig

Endure
Faint Attack
Final Gambit
Gust
Night Slash

Toxic
Protect
Aerial Ace
Roost
Giga Impact
U-Turn

Shedinja (F)

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

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

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:
Wonder Guard:
(Passive) Pokemon with this ability have their maximum HP set to 60, but suffer no damage from attacks that are not Super Effective.

Ability:
Wonder Guard

Item:
Enigma Berry

Stats:
HP: 60
Atk: 3
Def: 2
SpA+: 3
SpD: 2
Spe-: 34
SC: 1
WC: 1
BST: 12

Attacks:
Scratch
Harden
Leech Life
Sand-Attack
Fury Swipes
Mind Reader
Spite
Confuse Ray
Shadow Sneak
Shadow Ball
Grudge
Heal Block
False Swipe
Mud-Slap
Metal Claw
Dig
Screech
Fury Cutter
Swords Dance
Slash
Agility
Baton Pass
X-Scissor

Bug Bite
Bug Buzz
Endure
Faint Attack
Final Gambit
Night Slash

Sucker Punch
Trick

Hone Claws
Toxic
Hidden Power Fighting 7
Sunny Day
Hyper Beam
Protect
Telekinesis
Giga Drain
SolarBeam
Dig
Rest
Will-O-Wisp
Shadow Claw
Giga Impact
Struggle Bug
X-Scissor
Sleep Talk

Sableye (M)

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

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

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

Abilities:
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.

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

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

Ability:
Prankster

Item:
Focus Sash

Stats:
HP: 90
Atk+: 4
Def: 3
SpA: 3
SpD: 3
Spe-: 43
SC: 1
WC: 2
BST: 16

Attacks:
Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Knock Off
Faint Attack
Punishment
Shadow Claw
Power Gem
Confuse Ray
Foul Play
Zen Headbutt
Shadow Ball
Mean Look

Feint
Flatter
Metal Burst
Moonlight
Nasty Plot
Recover
Sucker Punch
Trick

Counter
DynamicPunch
Endure
Fire Punch
Gravity
Ice Punch
Low Kick
Pain Split
ThunderPunch

Focus Punch
Toxic
Hidden Power Water 7
Sunny Day
Taunt
Protect
Rain Dance
Telekinesis
Dig
Brick Break
Shock Wave
Torment
Snatch
Incinerate
Will-O-Wisp
Payback

Aggron (M)

Nature: Adamant
+1 Atk, -1 SpA

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

Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
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.

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

Heavy Metal (DW):
(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.

Ability:
Rock Head

Item:
Hard Stone

Stats:
HP: 100
Atk+: 5
Def: 7
SpA-: 1
SpD: 2
Spe: 50
SC: 4
WC: 8
BST: 20

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

Curse
Dragon Rush
Endeavor
Head Smash
Superpower

Counter
Fire Punch
Ice Punch
Magnet Rise
Thunderpunch

Hone Claws
Dragon Claw
Smack Down
Earthquake
Dig
Brick Break
Sandstorm
Rock Polish
Stone Edge
Thunder Wave
Rock Slide

Sharpedo (M)


Nature: Rash
+1 SpA, -1 SpD

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

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

Abilities:
Rough Skin:
(Passive) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Speed Boost (DW):
(Passive) 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).

Ability:
Speed Boost

Item:
Life Orb

Stats:
HP: 100
Atk: 5
Def: 2
SpA+: 4
SpD-: 1
Spe: 95
SC: 3
WC: 4
BST: 18

Attacks:
Feint
Leer
Bite
Rage
Focus Energy
Scary Face
Ice Fang
Screech
Swagger
Assurance
Crunch
Slash
Aqua Jet
Taunt
Agility
Skull Bash
Night Slash
Brine
Hydro Pump

Bounce
Dive
Endure
Icy Wind
Super Fang

Hail
Hidden Power Electric 7
Ice Beam
Blizzard
Rain Dance
Earthquake
Torment
Scald
Payback
Dark Pulse
Substitute
Surf
Waterfall

Flygon (F)

Nature: Adamant
+1 Atk, -1 SpA

Type: Ground / Dragon
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.

Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

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. Ground moves can still hit.

Ability:
Levitate

Item:
Lum Berry

Stats:
HP: 100
Atk+: 5
Def: 3
SpA-: 2
SpD: 3
Spe: 100
SC: 4
WC: 4
BST: 20

Attacks:
Sonicboom
Bite
Sand-Attack
Faint Attack
Sand Tomb
Supersonic
Crunch
Dragonbreath
Screech
Dragon Claw
Sandstorm
Hyper Beam
Dragon Tail
Dig
Earth Power
Earthquake
Feint
Fissure

Bug Bite
Fire Punch
Outrage
Tailwind
Thunderpunch

Hone Claws
Dragon Claw
Taunt
Protect
Earthquake
Brick Break
Aerial Ace
Incinerate
Stone Edge
Struggle Bug
Bulldoze
Rock Slide
Fly

Cacturne (M)

Nature: Mild
+1 SpA, -1 Def

Type: Grass / Dark
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.

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

Abilities:
Sand Veil:
(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.

Water Absorb (DW):
(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.

Ability:
Sand Veil

Item:
BrightPowder

Stats:
HP: 100:
Atk: 4
Def-: 1
SpA+: 5
SpD: 2
Spe: 55
SC: 3
WC: 4
BST: 17

Attacks:
Revenge
Poison Sting
Leer
Absorb
Growth
Leech Seed
Sand-Attack
Pin Missile
Ingrain
Faint Attack
Spikes
Sucker Punch
Payback
Needle Arm
Cotton Spore
Sandstorm
Destiny Bond

Counter
Disable
GrassWhistle
Low Kick
Magical Leaf
Nasty Plot
Seed Bomb
Switcheroo
Worry Seed

Magic Coat
Substitute
Swords Dance
ThunderPunch

Focus Punch
Hidden Power Fire 7
Giga Drain
Brick Break
Double Team
Sandstorm
Focus Blast
Energy Ball
Drain Punch
Embargo
Dark Pulse
Grass Knot

Altaria (F)

Nature: Impish
+1 Def, -1 SpA

Type: Dragon / Flying
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

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

Abilities:
Natural Cure:
(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.

Cloud Nine (DW):
(Activated) Pokemon with Cloud Nine will not suffer any negative effects of weather, but will benefit from all positive effects. Sunny Day and Rain Dance do not increase the damage of attacks against them, or decrease the damage of their attacks. They suffer no damage in Hail and Sandstorm. Their SolarBeam will retain its BAP in Hail, Rain Dance, and Sandstorm, while the charge is still removed under Sunny Day. SolarBeam always charges against them, Blizzard, Thunder and Hurricane will always check with their 70% accuracy (or 50% if a weather effect reduces it.)

Ability:
Cloud Nine

Item:
Focus Band

Stats:
HP: 100:
Atk: 3
Def+: 4
SpA-: 2
SpD: 4
Spe: 80
SC: 2
WC: 2
BST: 19

Attacks:
Peck
Growl
Astonish
Pluck
Sing
Fury Attack
Safeguard
Mist
Take Down
Natural Gift
DragonBreath
Dragon Dance
Cotton Guard
Refresh
Perish Song
Dragon Pulse
Sky Attack
Mirror Move

Agility
Roost

Heal Bell

Earthquake
Incinerate
Substitute
Fly

Cradily (F)

Nature: Impish
+1 Def, -1 SpA

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

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:
Suction Cups:
(Passive) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.

Storm Drain (DW):
(Passive) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Ability:
Storm Drain

Item:
Rocky Helmet

Stats:
HP: 100:
Atk: 3
Def+: 5
SpA-: 2
SpD: 4
Spe: 43
SC: 3
WC: 4
BST: 19

Attacks:
Astonish
Constrict
Acid
Ingrain
Confuse Ray
Amnesia
AncientPower
Stockpile
Spit Up
Gastro Acid
Energy Ball
Swallow
Wring Out

Curse
Endure
Mirror Coat
Recover
Rock Slide

Pain Split
Seed Bomb
Substitute
Worry Seed

Toxic
Bullet Seed
Protect
Smack Down
Earthquake
Sandstorm
Stone Edge
Swords Dance
Bulldoze

Milotic (F)

Nature: Modest
+1 SpA, -1 Atk

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

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

Cute Charm (DW):
(Passive) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.

Ability:
Marvel Scale

Item:
Binding Band

Stats:
HP: 100
Atk-: 1
Def: 3
SpA+: 5
SpD: 5
Spe: 81
SC: 5
WC: 5
BST: 20

Attacks:
Water Gun
Wrap
Water Sport
Refresh
Water Pulse
Twister
Recover
Captivate
Aqua Tail
Rain Dance
Hydro Pump
Attract
Safeguard
Aqua Ring
Splash
Tackle
Flail

Brine
Confuse Ray
Hypnosis
Light Screen
Mirror Coat

Endure
Icy Wind
Substitute

Toxic
Hail
Hidden Power Rock 7
Ice Beam
Blizzard
Protect
Rain Dance
Attract
Dragon Pulse
Scald
Surf
Whirlpool

Walrein (F)

Nature: Adamant
+1 Atk, -1 SpA

Type: Ice / Water
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.

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

Abilities:
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.)

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

Oblivious (DW):
(Passive) This Pokemon is incapable of being effected by Attract or Cute Charm.

Ability:
Ice Body

Item:
Metronome

Stats:
HP: 110
Atk+: 4
Def: 3
SpA-: 2
SpD: 3
Spe: 65
SC: 4
WC: 5
BST: 19

Attacks:
Crunch
Powder Snow
Growl
Defense Curl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Hail
Swagger
Rest
Snore
Ice Fang
Blizzard
Sheer Cold

Aqua Ring
Fissure
Rock Slide
Rollout
Yawn

Dive
Endure
Fury Cutter
Substitute
Super Fang

Protect
Iron Tail
Earthquake
Return
Bulldoze
Frost Breath
Avalanche
Waterfall

Infernape (M)

Nature: Naughty
+1 Atk, -1 SpD

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

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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)

Iron Fist (DW):
(Passive) 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)

Ability:
Iron Fist

Item:
Life Orb

Stats:
HP: 100
Atk+: 5
Def: 3
SpA: 4
SpD-: 2
Spe: 108
SC: 3
WC: 4
BST: 21

Attacks:
Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Feint
Punishment
Close Combat
Fire Spin
Calm Mind
Acrobatics
Flare Blitz
Torment
Slack Off
Nasty Plot
Facade
Flamethrower

Assist
Blaze Kick
Counter
Encore
Fake Out
Fire Punch
Heat Wave
Helping Hand
Quick Guard
ThunderPunch

Blast Burn
Magic Coat
ThunderPunch
Vacuum Wave

Focus Punch
Bulk Up
Hidden Power Ice 7
Sunny Day
Taunt
SolarBeam
Earthquake
Dig
Brick Break
Fire Blast
Flame Charge
Overheat
Focus Blast
Incinerate
Stone Edge
Swords Dance
Rock Slide
Work Up
Grass Knot
Substitute

Empoleon (M)

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

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

Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

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

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

Ability:
Torrent

Item:
Petaya Berry

Stats:
HP: 100
Atk: 3
Def: 3
SpA+: 5
SpD: 4
Spe-: 52
SC: 3
WC: 4
BST: 19

Attacks:
Tackle
Growl
Bubble
Swords Dance
Peck
Metal Claw
BubbleBeam
Swagger
Fury Attack
Brine
Aqua Jet
Whirlpool
Mist
Drill Peck
Hydro Pump
Water Sport
Bide
Pound

Agility
Bide
Flail
Mud Sport
Yawn

Hydro Cannon
Knock Off

Toxic
Hail
Hidden Power Fire 7
Ice Beam
Blizzard
Protect
Rain Dance
Earthquake
Dig
Brick Break
Aerial Ace
Brine
Endure
Avalanche
Rock Slide
Grass Knot
Pluck
Substitute
Surf
Waterfall

Rampardos (M)

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

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

Abilities:
Mold Breaker:
(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.)

Sheer Force (DW):
(Toggle) This Pokemon can energize all its attacks with secondary effect chances less than 100%. There is no default effect. When toggled, 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.

Ability:
Sheer Force

Item:
Expert Belt

Stats:
HP: 110
Atk: 7
Def: 2
SpA+: 4
SpD: 2
Spe-: 50
SC: 3
WC: 5
BST: 20

Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Chip Away
AncientPower
Endeavor
Zen Headbutt
Screech
Head Smash

Crunch
Hammer Arm
Iron Head
Whirlwind

Earth Power
Fire Punch
Pain Split
ThunderPunch

Ice Beam
Hyper Beam
Thunderbolt
Earthquake
Dig
Brick Break
Sandstorm
Fire Blast
Focus Blast
Payback
Avalanche
Stone Edge
Rock Slide

Bronzong (—)

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

Type: Psychic / Steel
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.

Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

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. Ground moves can still hit.

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):
(Passive) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.

Ability:
Heatproof (50%), Heavy Metal (50%)

Item:
Power Belt

Stats:
HP: 100
Atk+: 4
Def: 4
SpA: 3
SpD: 4
Spe-: 28
SC: 3
WC: 5
BST: 19

Attacks:
Sunny Day
Rain Dance
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Iron Defense
Safeguard
Block
Gyro Ball
Future Sight
Faint Attack
Payback
Heal Block
Heavy Slam

Iron Head
Trick
Zen Headbutt

Psyshock
Calm Mind
Hidden Power Fire 7
Light Screen
Protect
Telekinesis
Safeguard
SolarBeam
Earthquake
Psychic
Reflect
Sandstorm
Charge Beam
Explosion
Payback
Gyro Ball
Psych Up
Rock Slide
Grass Knot
Flash Cannon
Trick Room

Hippowdon (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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Sand Stream:
(Passive) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.

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

Ability:
Sand Stream

Item:
Soft Sand

Stats:
HP: 110
Atk: 4
Def: 4
SpA: 3
SpD: 3
Spe: 47
SC: 4
WC: 7
BST: 20

Attacks:
Ice Fang
Fire Fang
Thunder Fang
Tackle
Sand-Attack
Bite
Yawn
Take Down
Dig
Sand Tomb
Crunch
Earthquake
Double-Edge
Fissure

Body Slam
Curse
Revenge
Sand Tomb
Slack Off

Superpower

Protect
Dig
Endure
Stone Edge
Bulldoze
Rock Slide
Substitute

Drapion (F)

Nature: Adamant
+1 Atk, -1 SpA

Type: Poison / Dark
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.

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

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

Sniper:
(Passive) 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.

Keen Eye (DW):
(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.

Ability:
Sniper

Item:
Scope Lens

Stats:
HP: 100
Atk+: 4
Def: 4
SpA-: 1
SpD: 3
Spe: 95
SC: 3
WC: 4
BST: 18

Attacks:
Thunder Fang
Ice Fang
Fire Fang
Bite
Poison Sting
Leer
Knock Off
Pin Missile
Acupressure
Scary Face
Toxic Spikes
Bug Bite
Poison Fang
Crunch
Hone Claws
Venoshock
Crunch
Cross Poison

Agility
Faint Attack
Night Slash
Poison Tail
Sand-Attack

Bug Bite
Knock Off

Taunt
Earthquake
Double Team
Torment
Payback
Giga Impact
Swords Dance
Rock Slide
X-Scissor
Poison Jab

Toxicroak (M)

Nature: Lonely
+1 Atk, -1 Def

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

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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

Dry Skin:
(Passive) 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 2 damage/action to this Pokemon in sunlight and recovering 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 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

Poison Touch (DW):
(Toggle) This Pokemon's body is covered with a film of poison. On default, whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When toggled, this Pokemon's natural toxins are more potent, and so all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead, with the same chance of effect.

Ability:
Anticipation (50%), Dry Skin (50%)

Item:
Black Sludge

Stats:
HP: 100
Atk+: 5
Def-: 2
SpA: 3
SpD: 3
Spe: 85
SC: 3
WC: 3
BST: 19

Attacks:
Astonish
Mud-Slap
Poison Sting
Taunt
Pursuit
Faint Attack
Revenge
Swagger
Mud Bomb
Sucker Punch
Nasty Plot
Poison Jab
Venoshock
Sludge Bomb
Flatter

Bullet Punch
Counter
Drain Punch
Fake Out
Feint
Me First
Meditate
Vacuum Wave

Gunk Shot
Helping Hand
Ice Punch
Knock Off
Low Kick
Magic Coat
Super Fang
ThunderPunch

Focus Punch
Toxic
Hidden Power Water 7
Protect
Rain Dance
Earthquake
Dig
Shadow Ball
Brick Break
Double Team
Sludge Wave
Snatch
Focus Blast
Endure
Payback
Stone Edge
Swords Dance
Dark Pulse
Rock Slide
Substitute

Abomasnow (M)

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

Type: Grass / Ice
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.

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

Abilities:
Snow Warning:
(Passive) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect.

Soundproof (DW):
(Passive) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Ability:
Snow Warning

Item:
Occa Berry

Stats:
HP: 100
Atk: 3
Def: 3
SpA+: 4
SpD: 3
Spe-: 52
SC: 4
WC: 5
BST: 17

Attacks:
Ice Punch
Powder Snow
Leer
Razor Leaf
Icy Wind
GrassWhistle
Swagger
Mist
Ice Shard
Ingrain
Wood Hammer
Blizzard
Sheer Cold

Avalanche
Bullet Seed
Leech Seed
Seed Bomb

Magic Coat
Worry Seed

Focus Punch
Water Pulse
Hidden Power Fire 7
Ice Beam
Light Screen
Protect
Giga Drain
Earthquake
Focus Blast
Energy Ball
Endure
Swords Dance
Frost Breath
Grass Knot
Substitute

Electivire (M)

Nature: Rash
+1 SpA, -1 SpD

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.

Abilities:
Motor Drive:
(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. 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.

Vital Spirit (DW):

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

Ability:
Motor Drive

Item:
Expert Belt

Stats:
HP: 100
Atk: 5
Def: 3
SpA+: 4
SpD-: 2
Spe: 95
SC: 3
WC: 5
BST: 20

Attacks:
Fire Punch
Quick Attack
Leer
ThunderShock
Low Kick
Swift
Shock Wave
Light Screen
Electro Ball
ThunderPunch
Discharge
Thunderbolt
Screech
Thunder
Giga Impact

Cross Chop
DynamicPunch
Feint
Focus Punch
Ice Punch
Meditate

Helping Hand
Low Kick
Magnet Rise
Counter
Uproar

Hidden Power Grass 7
Light Screen
Rain Dance
Thunderbolt
Thunder
Earthquake
Brick Break
Flamethrower
Focus Blast
Thunder Wave
Rock Slide
Wild Charge
Zap Cannon
Bide

Togekiss (F)

Nature: Bold
+1 Def, -1 Atk

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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Hustle:
(Toggle) There is no default effect. When toggled, this Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3); however, the haste lowers their accuracy to 80% of normal.

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

Super Luck (DW):

(Passive) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Ability:
Serene Grace (50%), Super Luck (50%)

Item:
Expert Belt (Serene Grace), Razor Claw (Super Luck)

Stats:
HP: 100
Atk-: 1
Def+: 4
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BST: 20

Attacks:
Sky Attack
ExtremeSpeed
Aura Sphere
Air Slash
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Wish
Safeguard
Double-Edge
Baton Pass
Last Resort
After You

Foresight
Nasty Plot
Psycho Shift
Stored Power

Endeavor
Heal Bell
Heat Wave
Magic Coat
Tailwind
Trick

Hidden Power Ice 7
Telekinesis
Shadow Ball
Shock Wave
Flamethrower
Fire Blast
Roost
Incinerate
Thunder Wave
Grass Knot
Pluck
Fly

Yanmega (F)

Nature: Modest
+1 SpA, -1 Atk

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

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

Abilities:
Speed Boost:
(Passive) 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).

Tinted Lens:
(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).

Frisk (DW):

(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.

Ability:
Tinted Lens

Item:
Wise Glasses

Stats:
HP: 100
Atk-: 2
Def: 3
SpA+: 5
SpD: 2
Spe: 95
SC: 3
WC: 4
BST: 18

Attacks:
Night Slash
Bug Bite
Tackle
Foresight
Quick Attack
Double Team
SonicBoom
Detect
Supersonic
Uproar
Pursuit
AncientPower
Feint
Slash
Screech
U-turn
Air Slash
Bug Buzz
Hypnosis
Swift
Wing Attack

Feint
Leech Life
Ominous Wind
Tailwind
Whirlwind

Hidden Power Ground 7
Hyper Beam
Protect
Giga Drain
SolarBeam
Psychic
Shadow Ball
Struggle Bug
U-turn
Substitute
Defog

Gliscor (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Ground / Flying
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.

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

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

Sand Veil:
(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.

Poison Heal (DW):

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

Ability:
Poison Heal

Item:
Toxic Orb

Stats:
HP: 100
Atk+: 4
Def: 5
SpA-: 1
SpD: 3
Spe: 95
SC: 3
WC: 3
BST: 19

Attacks:
Thunder Fang
Ice Fang
Fire Fang
Poison Jab
Sand-Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Screech
Night Slash
Acrobatics
Swords Dance
U-turn
X-Scissor
Guillotine
Poison Sting
Slash

Agility
Counter
Night Slash
Power Trick
Razor Wind

Aqua Tail
Knock Off

Toxic
Taunt
Protect
Earthquake
Dig
Brick Break
Sandstorm
Facade
Roost
Fling
Acrobatics
Stone Edge
Swords Dance
Rock Slide
Detect

Mamoswine (F)

Nature: Mild
+1 SpA, -1 Def

Type: Ice / Ground
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.

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:
Oblivious:
(Passive) This Pokemon is incapable of being effected by Attract or Cute Charm.

Snow Cloak:
(Passive) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

Thick Fat (DW):

(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.)

Ability:
Thick Fat

Item:
Muscle Band

Stats:
HP: 110
Atk: 5
Def-: 2
SpA+: 4
SpD: 2
Spe: 80
SC: 5
WC: 7
BST: 20

Attacks:
AncientPower
Peck
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Hail
Ice Fang
Take Down
Double Hit
Earthquake
Mist
Blizzard
Scary Face
Icy Wind
Horn Attack
Fury Attack
Amnesia
Tackle
Ice Shard

Avalanche
Bite
Icicle Crash
Icicle Spear

Earth Power
Endeavor
Superpower
Endure
Ice Beam
Icy Wind

Hidden Power Fire 7
Ice Beam
Blizzard
Light Screen
Earthquake
Dig
Reflect
Stone Edge
Rock Slide

Porygon-Z (—)

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

Download:
(Passive) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.

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

Ability:
Adaptability

Item:
Silk Scarf

Stats:
HP: 100
Atk-: 2
Def: 3
SpA+: 6
SpD: 3
Spe: 90
SC: 2
WC: 3
BST: 20

Attacks:
Trick Room
Conversion 2
Tackle
Conversion
Nasty Plot
Psybeam
Agility
Recover
Magnet Rise
Signal Beam
Embargo
Discharge
Lock-On
Tri Attack
Magic Coat
Zap Cannon
Hyper Beam
Defense Curl
Recycle
Sharpen

Psyshock
Hidden Power Fighting 7
Ice Beam
Blizzard
Hyper Beam
Solarbeam
Thunderbolt
Thunder
Psychic
Shadow Ball
Charge Beam

Dusknoir (F)

Nature: Brave
+1 Atk, -15% 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.

Abilities:
Pressure:
(Passive) 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.

Ability:
Pressure

Item:
Nanab Berry

Stats:
HP: 90:
Atk+: 5
Def: 5
SpA: 3
SpD: 5
Spe-: 39
SC: 4
WC: 5
BST: 21

Attacks:
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Curse
Will-O-Wisp
Shadow Punch
Hex
Mean Look
Payback
Future Sight

Destiny Bond
Faint Attack
Imprison
Pain Split

Sucker Punch
Trick

Hidden Power
Taunt
Ice Beam
Blizzard
Earthquake
Brick Break
Snatch
Focus Blast
Charge Beam
Natural Gift
Trick Room

Serperior (M)

Nature: Modest
+1 SpA, -1 Atk

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.

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)

Contrary (DW):
(Toggle) There is no default effect. When toggled, this Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Ability:
Contrary

Item:
Choice Specs

Stats:
HP: 100
Atk-: 2
Def: 3
SpA+: 4
SpD: 3
Spe: 113
SC: 3
WC: 4
BST: 19

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

Hidden Power Fire 7
Energy Ball

Emboar (M)

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

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

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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).

Reckless (DW):
(Passive) 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.

Ability:
Reckless

Item:
Life Orb

Stats:
HP: 110
Atk+: 6
Def: 3
SpA: 4
SpD: 3
Spe-: 56

SC: 3
WC: 5
BST: 22

Attacks:
Hammer Arm
Tackle
Tail Whip
Ember
Odor Sleuth
Tail Whip
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash
Assurance
Flamethrower
Head Smash
Roar
Flare Blitz

Blast Burn

Hidden Power Ice 7
Sunny Day
Protect
SolarBeam
Smack Down
Earthquake
Brick Break
Fire Blast
Overheat
Scald
Stone Edge
Rock Slide
Grass Knot
Wild Charge

Gigalith (M)

Nature: Careful
+1 SpD, -1 SpA

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

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

Ability:
Sturdy

Item:
Focus Sash

Stats:
HP: 100
Atk: 5
Def: 5
SpA-: 1
SpD+: 4
Spe: 25

SC: 4
WC: 6
BST: 19

Attacks:
Tackle
Harden
Sand-Attack
Headbutt
Rock Blast
Mud-Slap
Iron Defense
Smack Down
Power Gem
Rock Slide
Stealth Rock
Sandstorm
Stone Edge
Explosion

Curse
Gravity

Earthquake
Sandstorm
Rest
Giga Impact
Substitute

Krookodile (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Ground / Dark
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.

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


Abilities:
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.

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

Anger Point (DW):
(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).

Ability:
Anger Point (Singles), Moxie (Otherwise)

Item:
Razor Fang

Stats:
HP: 100
Atk+: 5
Def: 3
SpA-: 2
SpD: 3
Spe: 92
SC: 3
WC: 4
BST: 19

Attacks:
Leer
Rage
Bite
Sand-Attack
Torment
Sand Tomb
Assurance
Mud-Slap
Embargo
Swagger
Crunch
Dig
Scary Face
Foul Play
Earthquake
Outrage
Thrash

Beat Up
Counter
Fire Fang
Pursuit
Thunder Fang

Hone Claws
Bulk Up
Taunt
Smack Down
Earthquake
Dig
Brick Break
Sandstorm
Torment
Incinerate
Shadow Claw
Payback
Stone Edge
Rock Slide
Dragon Tail

Darmanitan (F)

Nature: Adamant
+1 Atk, -1 SpA

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

Abilities:
Sheer Force:
(Toggle) This Pokemon can energize all its attacks with secondary effect chances less than 100%. There is no default effect. When toggled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Zen Mode (DW):
(Toggle) There is no default effect. When toggled, if the Pokemon is below 50% of its maximum HP, the Pokemon focuses incredible energy into its body and change forms.

Ability:
Sheer Force

Item:
Charcoal

Stats:
HP: 110
Atk+: 6
Def: 2
SpA-: 1
SpD: 2
Spe: 95
SC: 3
WC: 4
BST: 18

Attacks:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Swagger
Facade
Fire Punch
Work Up
Thrash
Belly Drum
Flare Blitz
Hammer Arm
Taunt
Superpower
Overheat
Uproar

Encore
Endure
Flame Wheel
Focus Punch
Hammer Arm

Bulk Up
Sunny Day
Smack Down
Earthquake
Flame Charge
Giga Impact
Stone Edge
Rock Slide

Scrafty (M)

Nature: Adamant
+1 Atk, -1 SpA

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

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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.

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.

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

Ability:
Shed Skin

Item:
Leftovers

Stats:
HP: 100
Atk+: 4
Def: 4
SpA-: 1
SpD: 4
Spe: 58
SC: 2
WC: 3
BST: 18

Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Chip Away
Hi Jump Kick
Scary Face
Crunch
Facade
Rock Climb
Focus Punch
Head Smash

Counter
Detect
Dragon Dance
Drain Punch
Faint Attack
Fake Out
Fire Punch
Ice Punch
ThunderPunch
Zen Headbutt

Bulk Up
Brick Break
Incinerate
Payback
Stone Edge
Rock Slide
Substitute

Sigilyph (F)

Nature: Modest
+1 SpA, -1 Atk

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 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.

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

Abilities:
Wonder Skin:
(Passive) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.

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

Tinted Lens (DW):
(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).

Ability:
Magic Guard

Item:
Flame Orb

Stats:
HP: 100
Atk+: 1
Def: 3
SpA+: 5
SpD: 3
Spe: 97
SC: 3
WC: 2
BST: 19

Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Reflect
Synchronoise
Mirror Move
Gravity
Air Slash
Psychic
Cosmic Power
Sky Attack

AncientPower
Psycho Shift
Roost
Skill Swap
Stored Power

Psyshock
Calm Mind
Toxic
Hidden Power Fighting 7
Ice Beam
Protect
Telekinesis
Shadow Ball
Energy Ball
Charge Beam
Thunder Wave
Psych Up
Pluck
Substitute
Trick Room
Fly

Cofagrigus (F)

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.

Abilities:
Mummy:
(Passive) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Ability:
Mummy

Item:
Spell Tag

Stats:
HP: 90
Atk-: 1
Def: 6
SpA+: 4
SpD: 4
Spe: 30
SC: 3
WC: 4
BST: 19

Attacks:
Astonish
Protect
Disable
Haze
Night Shade
Hex
Will-O-Wisp
Ominous Wind
Curse
Power Split
Guard Split
Scary Face
Shadow Ball
Grudge
Mean Look
Destiny Bond

Disable
Endure
Heal Block
Imprison
Nasty Plot

Calm Mind
Hidden Power Fighting 7
Psychic
Double Team
Energy Ball
Embargo
Grass Knot
Substitute
Trick Room

Zoroark (F)

Nature: Lonely
+1 Atk, -1 Def

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

Abilities:
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. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Ability:
Illusion (Copies another random, available Subway Pokemon and is treated as it until Illusion wears off, including item)

Item:
Life Orb

Stats:
HP: 90
Atk+: 5
Def-: 1
SpA: 5
SpD: 2
Spe: 105
SC: 3
WC: 4
BST: 19

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

Counter
Dark Pulse
Detect
Extrasensory
Snatch
Sucker Punch

Calm Mind
Hidden Power Ice 7
Taunt
Dig
Shadow Ball
Flamethrower
Torment
Incinerate
Shadow Claw
Payback
Swords Dance
Grass Knot
Snarl

Reuniclus (M)

Nature: Quiet
+1 SpA, -15% Speed, -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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Overcoat:
(Passive) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

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

Regenerator (DW):
(Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Ability:
Magic Guard

Item:
Iron Ball

Stats:
HP: 110
Atk: 3
Def: 3
SpA+: 6
SpD: 3
Spe-: 26
SC: 2
WC: 2
BST: 20

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power
Light Screen
Charm
Recover
Psyshock
Endeavor
Future Sight
Pain Split
Psychic
Dizzy Punch
Skill Swap
Heal Block
Wonder Room

Acid Armor
Confuse Ray
Imprison
Secret Power
Trick

Calm Mind
Toxic
Hidden Power Fire 7
Light Screen
Telekinesis
Thunder
Psychic
Shadow Ball
Reflect
Focus Blast
Energy Ball
Explosion
Thunder Wave
Gyro Ball
Rock Slide
Flash Cannon
Trick Room

Vanilluxe (M)

Nature: Modest
+1 SpA, -1 Atk

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

Abilities:
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):
(Toggle) There is no default effect. When toggled, the Pokemon will 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.

Ability:
Ice Body

Item:
NeverMeltIce

Stats:
HP: 100
Atk-: 2
Def: 3
SpA+: 5
SpD: 3
Spe: 79
SC: 3
WC: 4
BST: 19

Attacks:
Weather Ball
Icicle Spear
Harden
Astonish
Uproar
Icy Wind
Mist
Avalanche
Taunt
Mirror Shot
Acid Armor
Ice Beam
Hail
Mirror Coat
Blizzard
Sheer Cold

Autotomize
Ice Shard
Imprison
Iron Defense
Magnet Rise
Water Pulse

Hidden Power Electric 7
Light Screen
Protect
Rain Dance
Double Team
Frost Breath
Substitute
Flash Cannon

Jellicent (M)

Nature: Modest
+1 SpA, -1 Atk

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

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:
Water Absorb:
(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.

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

Damp (DW):
(Passive) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Ability:
Cursed Body

Item:
Leftovers

Stats:
HP: 110
Atk-: 1
Def: 3
SpA+: 4
SpD: 4
Spe: 60
SC: 4
WC: 5
BST: 18

Attacks:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Ominous Wind
Brine
Rain Dance
Hex
Hydro Pump
Wring Out
Water Spout

Acid Armor
Confuse Ray
Constrict
Pain Split
Recover

Toxic
Hail
Hidden Power Fire 7
Taunt
Ice Beam
Blizzard
Rain Dance
Safeguard
Shadow Ball
Sludge Wave
Sludge Bomb
Energy Ball
Scald
Will-o-Wisp
Substitute
Trick Room
Surf

Ferrothorn (M)

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

Type: Grass / Steel
Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

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

Ability:
Iron Barbs

Item:
Rocky Helmet

Stats:
HP: 100
Atk+: 4
Def: 5
SpA: 2
SpD: 4
Spe-: 17
SC: 2
WC: 5
BST: 18

Attacks:
Rock Climb
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Iron Defense
Mirror Shot
Ingrain
Selfdestruct
Power Whip
Iron Head
Payback
Flash Cannon
Explosion

Bullet Seed
Gravity
Leech Seed
Rock Climb
Worry Seed

Protect
Sandstorm
Explosion
Shadow Claw
Payback
Thunder Wave
Gyro Ball
Swords Dance
Bulldoze

Golurk (—)

Nature: Adamant
+1 Atk, -1 SpA

Type: Ground / Ghost
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 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:
(Passive) 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:
(Toggle) 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, though an item is necessary to pull it off. When toggled, there is no effect.

No Guard (DW):
(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 a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy.

Ability:
No Guard

Item:
Muscle Band

Stats:
HP: 100
Atk+: 6
Def: 3
SpA-: 1
SpD: 3
Spe: 55
SC: 5
WC: 7
BST: 18

Attacks:
Pound
Astonish
Defense Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
DynamicPunch
Night Shade
Curse
Heavy Slam
Earthquake
Hammer Arm
Focus Punch

Toxic
Brick Break
Focus Blast
Giga Impact
Rock Polish
Stone Edge
Rock Slide
Fly

Volcarona (F)

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

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

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

Abilities:
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.

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

Ability:
Flame Body

Item:
Macho Brace

Stats:
HP: 100
Atk-: 1
Def: 3
SpA: 5
SpD: 4
Spe+: 115
SC: 3
WC: 3
BST: 22

Attacks:
Ember
String Shot
Leech Life
Gust
Fire Spin
Whirlwind
Silver Wind
Quiver Dance
Heat Wave
Bug Buzz
Rage Powder
Hurricane
Fiery Dance
Bug Bite
Flame Wheel

Endure
Foresight
Magnet Rise
Morning Sun

Hidden Power Rock 7
Sunny Day
Light Screen
SolarBeam
Psychic
Flamethrower
Fire Blast
Overheat
Incinerate
Will-o-Wisp
Struggle Bug

Fly

 
#5
Challenges:

[a]15[/a]Challenge Application

To apply to take the Subway challenge, you must use the following form and post in this thread. There are some requirements that must be adhered to, and some intricacies that might not be totally obvious at first glance. That's why this information is in its own post and not the first post. You need to make sure you meet the rules here! One last important thing to note is that for a singles challenge, the first Pokemon you list will be the Pokemon that gets used for all 1v1 match-ups, and for a doubles challenge, the first two Pokemon you list will be the Pokemon that get used for all 2v2 match-ups. Make sure you choose your order carefully! Your last Pokemon are only used for the Bosses! Include your streak number for the subway line you are challenging!

The only posts made in this thread should be those posting to take the Subway challenge and those posting to ref a Subway challenge. All other posts should not go there and will be moderated!

[a]16[/a]Challenge Form

You should tailor the form to your personal team. Quote this post to see the BBCode for the challenge form.
I would like to challenge the Battle Subway!

Mode: Singles
Thread: N/A
Current Streak: X

Chosen Abilities:
Riolu: Inner Focus
Sneasel: Keen Eye
Scraggy: Shed Skin

Chosen Items:
Riolu: Life Orb
Sneasel: Chople Berry
Scraggy: Leftovers

Riolu (M)*

Nature: Naive
+15% Spe, +5% Accuracy, -1 SpD

Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

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.

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.

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

Stats:
HP: 90
Atk: ***
Def: **
SpA: **
SpD-: *
Spe+: 69

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

Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Reversal*
Screech*
Nasty Plot

Vacuum Wave*
Agility*
Crunch*

Swords Dance*
Brick Break*
Hidden Power Ice (7)*


Sneasel (M)*

Nature: Jolly
+15% Spe, +5% Accuracy, -1 SpA

Type: Dark / Ice
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).

Ice STAB; Immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.

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.

Keen Eye:
(Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.

Wicked Thief (DW):
(Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and the opposing Pokemon strikes it with a contact attack, their item is stolen and becomes the held item of this Pokemon.

Stats:
HP: 90
Atk: ***
Def: **
SpA-: *
SpD: ***
Spe+: 133

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

Attacks:
Scratch*
Leer*
Taunt*
Quick Attack*
Screech*
Faint Attack*
Fury Swipes*
Agility*

Ice Shard*
Ice Punch*
Pursuit*

Swords Dance*
Brick Break*
Aerial Ace*


Scraggy (F)


Nature: Careful
+1 SpD, -1 SpA

Type: Dark / Fighting
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).

Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

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

Moxie:
(Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.

Intimidate (DW):
(Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.

Stats:
HP: 90
Atk: 3
Def: 3
SpA-: 1
SpD+: 4
Spe: 48

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

Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Crunch

Counter
Fire Punch
Ice Punch

Dragon Claw
Roar
Toxic
Bulk Up
Taunt
Protect
Torment
Facade
Rest
Incinerate
Rock Slide
Dragon Tail
Substitute
Snarl
[a]17[/a]Repeat Challenges

Every time you lose a challenge in the Subway, you may challenge the Subway again after waiting at least 7 days from the end of your last challenge. If you beat your first challenge, then your streak continues when you challenge it again, and you may continue your challenge or challenge another train immediately. If you lost, then your streak starts anew; however, if you have reached Battle 9 in a format you may start with an initial streak of eight, skipping the first eight battles. Every time you challenge the Subway, including for your second challenge and later, you will post a new challenge form in this thread. If you already have a thread, please link to it where appropriate in the challenge submission, otherwise mark it as N/A so the refs know to post a new one. It is through this that you can change your team between challenges. If you want to test out a new Pokemon, or maybe a new item you just bought on your old Pokemon, then know that the challenge form is the only place these changes can be made. Changes, obviously, cannot be made while a challenge is going on, only between challenges.

[a]18[/a]Challenge Threads

Each player gets their own challenge thread. For however many times you challenge the Subway, your battles all occur and are reffed in your specific Subway thread. The only posts that get made in this topic are the challenges themselves, nothing else. You will not post your own challenge thread, the referee that is reffing your matches will post it. This referee may change when you issue new challenges, but the same thread is used regardless.

The title of a challenge thread should be in the following form: Battle Subway Challenge: <USER NAME>

So, for an example, let's say I personally challenged the Subway. My thread would be named "Battle Subway Challenge: Rising_Dusk" without the quotation marks.

 
#6
Referees:

[a]19[/a]Information

Unsurprisingly, I need referees for the Battle Subway. Now, immediately you're wondering a few things, but I've already prepared answers for any questions you might have below.

  • How much of a commitment am I making?

    The Battle Subway requires lots of reffing. Instead of reffing just one battle at a time, you ref entire sequences of battles that all have tricky rules, randomized opponents, and more. Not only do you have to ref the battles, but you also have to play as the NPCs for the battles. This means that you're both a player and a referee, which puts a huge weight on your shoulders to be honest and be fair to the rules and the challenger. The Subway is intended to be hard, but outside of the specific rule for RNG manipulation, the Subway is not supposed to cheat against the players.
  • That's a lot of responsibility! What do I get out of this?!

    Most of it is explained here, though I'll reiterate it a bit here. Basically, you get paid in Universal Counters (UC). You get UC according to the table below, and then two more for good measure. The extra two is because you, as the ref, are doubling as NPC battler and referee according to my strict rulings, which can be tricky. Let's do an example so you're not totally confused.
[box]1v1 Singles: 3 UC
3v3 Singles: 10 UC
2v2 Doubles: 6 UC
4v4 Doubles: 15 UC
3v3 Triples: 10 UC
6v6 Triples: 28 UC[/box]​
  • A player participates in 3 normal Singles Subway battles, and wins them all and the following 3v3 Boss battle 1-0.
    You earn: 2+(3+3+3+10) = 21 UC

    A player participates in 3 normal Doubles Subway battles, and wins them all 2-0 and the following 4v4 Boss battle 1-0.
    You earn: 2+(6+6+6+15) = 35 UC

    A player participates in 3 normal Triples Subway battles, wins the first two 1-0, and loses in the third 1-0.
    You earn: 2+(10+10+10) = 32 UC
  • What's different between these battles and normal battles?

    Most importantly, be aware of the RNG adjustment for the Subway. After that, it's important to note as a referee for the Subway that you must post all damage calculations, energy costs, and RNG rolls made in a battle. This is more important than anything else, and is to keep the challenger informed. Also, flavor and storytelling isn't necessary in the Subway at all. Focus more on updating quickly, making the calculations appropriately visible, and moving forward. If you can update very quickly and include a story, then that's cool, but the responsibility is yours to update in a timely manner.
  • Is there anything else I should know?

    Yes, there's one last thing. Whenever a player's streak reaches 12 or 24, PM me with the challenger's thread. I will have a special surprise for them that I'll handle personally.
[a]20[/a]Workflow
  • Accept to referee a Subway challenge.
  • Post a new thread as explained here if it's a new challenger, otherwise post in the challenger's old thread.
  • Post some background fun stuff in your post in that topic if you want.
  • Randomly select Pokemon of different species from the appropriate list for the challenger.
  • Ref the battle as you would ref any battle of that type in the challenger's thread. Assume, for purposes of move order, the battle was issued by the challenger and that the NPC is the acceptor. Remember the rules.
  • Continue reffing matches until the challenger beats the Boss and wins the challenge, loses, is disqualified, or forfeits.
  • Post challenge rewards at the end of the challenge, including EC/MC/DC/KO Counters/your UCs.
[a]21[/a]Approved Referees

The following referees are approved as Battle Subway referees. Super Line referees may ref all Subway challenges, while Normal Line referees may ref only challenges with a starting streak of zero or four.

Super Line Referees
  • deadfox081
  • Elevator Music
  • Engineer Pikachu
  • Frosty
  • Gerard
  • Its_A_Random
Normal Line Referees
  • Geodude6
  • Leethoof
  • Psyco_Josho
  • Ragnarokalex
  • Rediamond
  • starwarsfan
  • The Wanderer
  • TheWolfe
[a]22[/a]Applications

When applying, send them to Engineer Pikachu by PM. When applying, provide links to as many battles as you've reffed in the past and are proud of. Explain in your applications why you want to be a Subway ref and what qualities you bring to the job. Don't make it a super lengthy application, but I'm curious to know these things, and they help me get to know the type of person you are and whether you'd be good for the job. I will be slightly picky, and very demanding, so please make sure you know what you're getting into before you apply. You've been warned!

 
Last edited by a moderator:
#7
I would like to challenge the Battle Subway!

Mode:
Singles

Chosen Abilities:
Carracosta: Sturdy
Golett: Iron Fist
Ralts: Trace

Chosen Items:
Carracosta: Rawst Berry
Golett: Rawst Berry
Ralts: Oran Berry


Carracosta(*) - Shellstrike (M)
Nature: Adamant (Adds * to Attack; Subtracts * from Special Attack)
Type: Water/Rock
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and it takes three (3) less damage from all super-effective enemy attacks.
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.
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 32

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

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

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

Earthquake(*)
Stone Edge(*)
Waterfall(*)


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

Stats:

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

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

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

Rock Slide(*)
Return(*)
Rock Polish(*)
Protect


Ralts - Mindstrike (M)
Nature: Brave (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

HP: 90
Atk: Rank 2 (+)
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 34 (40 / 1.15v)

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

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

Disable
Encore
Shadow Sneak

Thunderbolt
Shadow Ball
Will-O-Wisp
 
#8
Alright! The Subway accepts your challenge!

For those onlookers wondering why the thread is closed, it is because this is the test challenge for the Subway. That means that I will claim the reffing for this challenge and use it as an example for how the other referees should handle it! Once the test challenge finishes, I will open the subway to anyone and everyone! Expect your thread to be posted shortly, Flamestrike!
 
#9
Alright, and that concludes the test challenge in the Battle Subway! Flamestrike went on to defeat all 3 of his beginning matches, but was bested 1-0 in the Boss battle against Ingo. All referees can now use this challenge that I've reffed as an example of what is expected, the Speed with which it should move, and the style.

With that taken care of, I now open up the Battle Subway to all challengers. Be forewarned that it's unlikely we'll be able to take on a dozen people at once. Also note that the Tournament is starting up soon, so be careful not to take any Pokemon on the Subway with you that you want to use in the Tournament. Any Pokemon you bring with you to the Subway cannot be used in any other RP or battle in ASB for as long as your challenge is going on! Remember also that your battle starts when a Subway-approved ref claims it and posts your challenge. That may or may not be shortly after you post your challenge.

Good luck!
 
#10
I would like to challenge the Battle Subway!

Mode:
Doubles

Chosen Abilities:
Honchkrow: Insomnia
Medicham: Pure Power
Jellicent: Water Absorb
Gliscor: Hyper Cutter

Chosen Items:
Honchkrow: Cheri Berry
Medicham: Rawst Berry
Jellicent: Pecha Berry
Gliscor: Rawst Berry


Honchkrow (*) [Facilier] (M)
Nature: Naive (+Speed, -Special Defence)

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

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 82 (+) (Accuracy boost: 7%)

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

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)
Sucker Punch
Swagger

Confuse Ray (*)
Faint Attack (*)
Whirlwind (*)
Roost

Taunt (*)
Aerial Ace (*)
Snarl (*)

Heat Wave



Medicham (*) [Frollo] (M)
Nature: Adamant (+Attack, -Special Attack)

Type: Fighting/Psychic
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 80

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

Abilities:
Pure Power: (Innate) This Pokemon has immense inner strength, raising its Attack by **. If skill swapped, the swapped Pokemon's Attack is only raised by *.
Telepathy (DW UNLOCKED): (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.

Attacks:
Bide (*)
Meditate (*)
Confusion (*)
Detect (*)
Hidden Power Fighting 6 (*)
Swagger
Mind Reader (*)
Feint (*)
Calm Mind (*)
Force Palm
Recover

Drain Punch (*)
Ice Punch (*)
ThunderPunch (*)
Fire Punch
Foresight

Bulk Up (*)
Brick Break (*)
Rock Slide(*)



Jellicent [Ursula] (F)
Nature: Modest (+Special Attack, -Attack)

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

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60

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

Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Attacks:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Water Spout
Rain Dance

Acid Armor
Confuse Ray
Pain Split

Ice Beam
Shadow Ball
Surf
Scald
Energy Ball



Gliscor [Jafar] (M)
Nature: Adamant (+Attack, -Special Attack)

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

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95

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

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW UNLOCKED): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

Attacks:
Poison Sting
Sand-Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Swords Dance
Acrobatics
Thunder Fang
Fire Fang
Ice Fang
Poison Jab

Metal Claw
Night Slash
Wing Attack

Earthquake
Stone Edge
X-Scissor
Roost
 
#11
I'm going to give it a go please, in Singles.

Abilities:
Hydreigon: Levitate
Venusaur: Overgrow
Krillowatt: Magic Coat

Items:
Hydregion: Cheri Berry
Venusaur: Oran Berry
Krillowatt: Chesto Berry


Hydreigon (Sazandora) [Onyx] (Female)
Nature: Brave (Adds 1 to Attack, Subtracts 15% from Speed, -10% to Evasion flat)

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

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

HP: 100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 85 (98/1.15)

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

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

Tri Attack
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Outrage

Dark Pulse
Earth Power
Thunder Fang

Thunder Wave
Work Up
Dragon Tail
Taunt
Dragon Pulse
Flamethrower
Surf
Fly
Earthquake


Venusaur [Jade] (F)

Nature: Brave (Adds a Rank to Attack, 15% less speed, -10% Evasion flat)

Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).


HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 69 (-15%)

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

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)

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

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

Giga Drain
Power Whip
Skull Bash

Hidden Power Rock
Earthquake
Sludge Bomb
Swords Dance

Outrage



Krillowatt [Magic Shrimp] (M)
Nature: Modest (+1 to Special Attack, -1 to Attack)

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

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Stats

HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105

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

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

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

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

Bubble *
Charge *
Tackle *
Detect *
ThunderShock *
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Counter
Heart Swap
Copycat
Hydro Pump


Signal Beam *
Whirlpool *
Shock Wave *

Thunderbolt *
Ice Beam *
Boiling Water *
 
#12
I'm giving this a go also! Doubles please!

Abilities:
Chansey: Friend Guard
Croagunk: Dry Skin
Dunsparce: Serene Grace
Porygon: Download

Items:
Chansey: Pecha Berry
Croagunk: Oran Berry
Dunsparce: Cheri Berry
Porygon: Oran Berry


Chansey [Elincia] (F)
Nature: Modest (Attack is decreased by *; Special Attack increased by *)

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

Stats:
Chansey
HP: 140
Atk: (-)
Def: *
SpA: *** (+)
SpD: ****
Spe: 50

Abilities:
Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Friend Guard: (Innate) The Pokemon's body emits an aura of joy that reduces damage for allies in multiple battles by two (2).

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

Attacks:
Pound
Charm
Copycat
Refresh
Sweet Kiss
Defense Curl
Growl
Tail Whip
Softboiled
DoubleSlap
Minimize
Sing
Bestow

Counter
Gravity
Mud Bomb

Toxic
Fire Blast
Shadow Ball
Tri-Attack


Croagunk [Edward] (M)
Nature: Naughty (Special Defense reduced by *; Attack increased by *)

Type: Poison / Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
Croagunk
HP: 90
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 50

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

Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion and explosion for two (2).
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 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 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Poison Touch (DW): (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

Attacks:
Astonish
Mud-Slap
Poison Sting
Taunt
Pursuit
Faint Attack
Revenge
Swagger

Drain Punch
Fake Out
Vacuum Wave

Bulk Up
Dark Pulse
Rain Dance


Dunsparce [Makalov] (M)
Nature: Brave (Speed is decreased by 15% and evasion is reduced by 10%; Attack increased by *)

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

Stats:
Dunsparce
HP: 110
Atk: ****(+)
Def: ***
SpA: ***
SpD: ***
Spe: 39(-)

Abilities:
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Run Away:
(Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Rattled (DW): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.

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

Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit

Bite
Headbutt
Magic Coat

Rock Slide
Roost
Dig


Porygon [Pelleas]
Nature: Quiet (Speed is decreased by 15% and evasion is reduced by 10%; Special Attack increased by *)

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

Stats:
Porygon
HP: 100
Atk: **
Def: ***
SpA: ****(+)
SpD: ***
Spe: 34 (-)

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download:
(Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

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

Attacks:
Conversion 2
Tackle
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Discharge
Tri-Attack
Magic Coat

Psyshock
Ice Beam
Reflect
 
#13
I would like to challenge the Battle Subway!

Mode:
Singles

Chosen Abilities:
Volcarona: Flame Body
Mismagius: Levitate
Scizor: Technician

Chosen Items:
Volcarona: Oran Berry
Mismagius: Oran Berry
Scizor: Rawst Berry


Volcarona [FlyerFries] (F)

Nature:
Modest

Type:
Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 4
Spe: 100

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

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

Attacks:
Ember
String Shot
Leech Life
Take Down
Fire Blast
Will-O-Wisp
SolarBeam
Morning Sun
Zen Headbutt
Magnet Rise
Sunny Day
Gust
Bug Buzz
Hidden Power [Rock] (7)


Mismagius [Breeze] (F)

Nature:
Modest

Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:

HP: 100
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: ****
Spe: 105

EC: 6/6
MC: 1

Abilities:
Levitate: This Pokémon is immune to Ground-type moves, Spikes, Toxic Spikes, and Arena Trap.

Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Evil Eye
Nasty Plot
Destiny Bond
Shadow Sneak
Will-O-Wisp
Thunderbolt
Shadow Ball
Hidden Power [Fighting] (7)
Energy Ball
Pain Split
Taunt
Magical Leaf
Lucky Chant


Scizor [Mantis] (M)

Nature:
Adamant

Type:
Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Stats:

Scizor
HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 65

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

Abilities:

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

Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

Light Metal: (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Brick Break
Swords Dance
X-Scissor
Night Slash
Counter
Steel Wing
Roost
Bullet Punch
Metal Claw
Giga Impact
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#14
I would like to challenge the Battle Subway!

Mode:
Doubles

Chosen Abilities:
Honchkrow: Insomnia
Medicham: Pure Power
Jellicent: Water Absorb
Gliscor: Hyper Cutter

Chosen Items:
Honchkrow: Cheri Berry
Medicham: Rawst Berry
Jellicent: Pecha Berry
Gliscor: Rawst Berry


Honchkrow (*) [Facilier] (M)
Nature: Naive (+Speed, -Special Defence)

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

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 82 (+) (Accuracy boost: 7%)

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

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)
Sucker Punch
Swagger

Confuse Ray (*)
Faint Attack (*)
Whirlwind (*)
Roost

Taunt (*)
Aerial Ace (*)
Snarl (*)

Heat Wave



Medicham (*) [Frollo] (M)
Nature: Adamant (+Attack, -Special Attack)

Type: Fighting/Psychic
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 80

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

Abilities:
Pure Power: (Innate) This Pokemon has immense inner strength, raising its Attack by **. If skill swapped, the swapped Pokemon's Attack is only raised by *.
Telepathy (DW UNLOCKED): (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.

Attacks:
Bide (*)
Meditate (*)
Confusion (*)
Detect (*)
Hidden Power Fighting 6 (*)
Swagger
Mind Reader (*)
Feint (*)
Calm Mind (*)
Force Palm
Recover

Drain Punch (*)
Ice Punch (*)
ThunderPunch (*)
Fire Punch
Foresight

Bulk Up (*)
Brick Break (*)
Rock Slide(*)



Jellicent [Ursula] (F)
Nature: Modest (+Special Attack, -Attack)

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

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60

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

Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Attacks:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Water Spout
Rain Dance

Acid Armor
Confuse Ray
Pain Split

Ice Beam
Shadow Ball
Surf
Scald
Energy Ball



Gliscor [Jafar] (M)
Nature: Adamant (+Attack, -Special Attack)

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

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95

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

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW UNLOCKED): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

Attacks:
Poison Sting
Sand-Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Swords Dance
Acrobatics
Thunder Fang
Fire Fang
Ice Fang
Poison Jab

Metal Claw
Night Slash
Wing Attack

Earthquake
Stone Edge
X-Scissor
Roost
Snagging this boys and girls. I'll put up the thread.
 
#15
Kaxtar, before we can accept your challenge, you need to specify the mode of your challenge (singles or doubles). I mean, I understand you probably intended singles, but you gotta specify!

I will ref this one:
Rolf said:
I'm giving this a go also! Doubles please!

Abilities:
Chansey: Friend Guard
Croagunk: Dry Skin
Dunsparce: Serene Grace
Porygon: Download

Items:
Chansey: Pecha Berry
Croagunk: Oran Berry
Dunsparce: Cheri Berry
Porygon: Oran Berry


Chansey [Elincia] (F)
Nature: Modest (Attack is decreased by *; Special Attack increased by *)

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

Stats:
Chansey
HP: 140
Atk: (-)
Def: *
SpA: *** (+)
SpD: ****
Spe: 50

Abilities:
Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Friend Guard: (Innate) The Pokemon's body emits an aura of joy that reduces damage for allies in multiple battles by two (2).

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

Attacks:
Pound
Charm
Copycat
Refresh
Sweet Kiss
Defense Curl
Growl
Tail Whip
Softboiled
DoubleSlap
Minimize
Sing
Bestow

Counter
Gravity
Mud Bomb

Toxic
Fire Blast
Shadow Ball
Tri-Attack


Croagunk [Edward] (M)
Nature: Naughty (Special Defense reduced by *; Attack increased by *)

Type: Poison / Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
Croagunk
HP: 90
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 50

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

Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion and explosion for two (2).
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 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 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Poison Touch (DW): (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

Attacks:
Astonish
Mud-Slap
Poison Sting
Taunt
Pursuit
Faint Attack
Revenge
Swagger

Drain Punch
Fake Out
Vacuum Wave

Bulk Up
Dark Pulse
Rain Dance


Dunsparce [Makalov] (M)
Nature: Brave (Speed is decreased by 15% and evasion is reduced by 10%; Attack increased by *)

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

Stats:
Dunsparce
HP: 110
Atk: ****(+)
Def: ***
SpA: ***
SpD: ***
Spe: 39(-)

Abilities:
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Run Away:
(Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Rattled (DW): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.

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

Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit

Bite
Headbutt
Magic Coat

Rock Slide
Roost
Dig


Porygon [Pelleas]
Nature: Quiet (Speed is decreased by 15% and evasion is reduced by 10%; Special Attack increased by *)

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

Stats:
Porygon
HP: 100
Atk: **
Def: ***
SpA: ****(+)
SpD: ***
Spe: 34 (-)

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download:
(Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

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

Attacks:
Conversion 2
Tackle
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Discharge
Tri-Attack
Magic Coat

Psyshock
Ice Beam
Reflect
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#16
I'm going to give it a go please, in Singles.

Abilities:
Hydreigon: Levitate
Venusaur: Overgrow
Krillowatt: Magic Coat

Items:
Hydregion: Cheri Berry
Venusaur: Oran Berry
Krillowatt: Chesto Berry


Hydreigon (Sazandora) [Onyx] (Female)
Nature: Brave (Adds 1 to Attack, Subtracts 15% from Speed, -10% to Evasion flat)

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

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

HP: 100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 85 (98/1.15)

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

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

Tri Attack
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Outrage

Dark Pulse
Earth Power
Thunder Fang

Thunder Wave
Work Up
Dragon Tail
Taunt
Dragon Pulse
Flamethrower
Surf
Fly
Earthquake


Venusaur [Jade] (F)

Nature: Brave (Adds a Rank to Attack, 15% less speed, -10% Evasion flat)

Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).


HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 69 (-15%)

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

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)

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

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

Giga Drain
Power Whip
Skull Bash

Hidden Power Rock
Earthquake
Sludge Bomb
Swords Dance

Outrage



Krillowatt [Magic Shrimp] (M)
Nature: Modest (+1 to Special Attack, -1 to Attack)

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

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Stats

HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105

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

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

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

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

Bubble *
Charge *
Tackle *
Detect *
ThunderShock *
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Counter
Heart Swap
Copycat
Hydro Pump


Signal Beam *
Whirlpool *
Shock Wave *

Thunderbolt *
Ice Beam *
Boiling Water *

I'll try to ref this one. Yeah.
 
#17
Do Subway challenges count towards the limit of 3 ASB battles?

Also, I'm guessing the answer is no, but can Pokemon which were part of an ongoing battle but are currently fainted be used?
 
#18
Lord Jesseus said:
Do Subway challenges count towards the limit of 3 ASB battles?

Also, I'm guessing the answer is no, but can Pokemon which were part of an ongoing battle but are currently fainted be used?
They do not count toward the 3 battle limit because they are an RP. That said, any Pokemon that you use in the Subway cannot be in another battle in any form (fainted or otherwise), and any Pokemon in the Subway cannot be used in other battles at all until the challenge ends.
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#19
*Flora enters the Battle Subway... with brave intentions. She... seeks glory and victory!*

I'd like to challenge please! :D

Mode:
Singles

Chosen Abilities:
Pyroak: Rock Head
Excadrill: Sand Force
Dusknoir: Pressure

Chosen Items:
Pyroak: Chesto Berry
Excadrill: Rawst Berry
Dusknoir: Oran Berry

Pyroak (Ginger) (F)
Nature: Quiet (+SpA, -Spe | 10% increased accuracy for opponents).

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

Stats:
HP: 110
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 51 (-)

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

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

Attacks:
Wood Hammer
Flare Blitz
Heat Wave
Leaf Blade
Pound
Sweet Scent
Growth
Ember
Leech Seed
Giga Drain
Bullet Seed
Flame Wheel
Synthesis
Zap Cannon

Sunny Day
Flamethrower
SolarBeam
Will-O-Wisp
Light Screen
Substitute
Earthquake
Dragon Tail

Revenge
Counter
Earth Power


Excadrill (Poppy) (F)
Nature: Adamant (+Atk, -SpA).

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

Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 88

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

Abilities:
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Drill Run

Rock Climb
Skull Bash
Iron Defense

Rock Slide
X-Scissor
Sandstorm
Earthquake
Swords Dance


Dusknoir (Sage) (F)
Nature: Quiet (+SpA, x.85 Spe | 10% increased accuracy for opponents).

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.

Stats:
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 38 (-)

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

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

Attacks:
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Curse

Shadow Ball
Ice Beam
Will-O-Wisp
Earthquake
Psychic

Pain Split
Skill Swap
Imprison
 
#20
Je voudrais lancer un défi au métro.

Mode:
Singles

Chosen Abilities:
Weezing: Levitate
Gothitelle: Shadow Tag
Mienshao: Regeneration

Chosen Items:
Weezing: Oran Berry
Gothitelle: Oran Berry
Mienshao: Rawst Berry


Weezing(*) Polaris (M)
Nature: Modest (Special Attack increased by *; Attack decreased by *)
Type: Poison
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu,
Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and
Glare have Energy Cost reduced by one (1).

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

Stats:
HP: 100
Atk: **(-)
Def: ****
SpA: ****(+)
SpD: ***
Spe: 60

EC: 6/6
MC: 1

Attacks:
Poison Gas(*)
Tackle(*)
Smog(*)
SmokeScreen(*)
Assurance(*)
Clear Smog(*)
Selfdestruct(*)
Sludge(*)

Curse(*)
Pain Split(*)
Destiny Bond(*)

Will-O-Wisp(*)
Sludge Bomb(*)
Thunderbolt(*)

HP Ice 7
Fire Blast


Gothitelle [Belladonna] (F)
Nature: Modest (Adds * to Special Attack, takes * from Attack)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

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

Stats:
HP: 100
Atk: *(-)
Def: ***
SpA: ****(+)
SpD: ****
Spe: 65

Abilities:
Frisk: (Can Be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Moves:
Pound
Confusion
Tickle
Fake Tears
Doubleslap
Psybeam
Embargo
Faint Attack
Psyshock

Dark Pulse
Mirror Coat
Mean Look

Calm Mind
Thunderbolt
Thunder Wave

Energy Ball
Shadow Ball
Toxic


Mienshao [Mysterio] (F)
Nature: Adamant (+Atk, -SAtk)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats
:
HP: 90
Atk: ******(+)
Def: **
SpA: **(-)
SpD: **
Spe: 65

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

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.
Regeneration: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.

Moves:
Pound
Meditate
Detect
Fake Out
Doubleslap
Swift
Calm Mind

Endure
Low Kick
Vital Throw

Bulk Up
Focus Miss
Taunt

Hi Jump Kick
U-Turn
Bounce
Drain Punch
Rock Slide
Toxic
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#21
I would like to challenge the Battle Subway!

Mode:
Singles

Chosen Abilities:
Volcarona: Flame Body
Mismagius: Levitate
Scizor: Technician

Chosen Items:
Volcarona: Oran Berry
Mismagius: Oran Berry
Scizor: Rawst Berry


Volcarona [FlyerFries] (F)

Nature:
Modest

Type:
Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 4
Spe: 100

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

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

Attacks:
Ember
String Shot
Leech Life
Take Down
Fire Blast
Will-O-Wisp
SolarBeam
Morning Sun
Zen Headbutt
Magnet Rise
Sunny Day
Gust
Bug Buzz
Hidden Power [Rock] (7)


Mismagius [Breeze] (F)

Nature:
Modest

Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:

HP: 100
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: ****
Spe: 105

EC: 6/6
MC: 1

Abilities:
Levitate: This Pokémon is immune to Ground-type moves, Spikes, Toxic Spikes, and Arena Trap.

Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Evil Eye
Nasty Plot
Destiny Bond
Shadow Sneak
Will-O-Wisp
Thunderbolt
Shadow Ball
Hidden Power [Fighting] (7)
Energy Ball
Pain Split
Taunt
Magical Leaf
Lucky Chant


Scizor [Mantis] (M)

Nature:
Adamant

Type:
Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Stats:

Scizor
HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 65

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

Abilities:

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

Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

Light Metal: (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Brick Break
Swords Dance
X-Scissor
Night Slash
Counter
Steel Wing
Roost
Bullet Punch
Metal Claw
Giga Impact
Since the line to get on the train is getting pretty long... all aboard!

(sorry if you're not allowed to take more than one challenger at a time; there are quite a few people waiting...)
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#22
Je voudrais lancer un défi à le métro.

Mode:
Singles

Chosen Abilities:
Weezing: Levitate
Gothitelle: Shadow Tag
Mienshao: Regeneration

Chosen Items:
Weezing: Oran Berry
Gothitelle: Oran Berry
Mienshao: Rawst Berry


Weezing(*) Polaris (M)
Nature: Modest (Special Attack increased by *; Attack decreased by *)
Type: Poison
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu,
Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and
Glare have Energy Cost reduced by one (1).

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

Stats:
HP: 100
Atk: **(-)
Def: ****
SpA: ****(+)
SpD: ***
Spe: 60

EC: 6/6
MC: 1

Attacks:
Poison Gas(*)
Tackle(*)
Smog(*)
SmokeScreen(*)
Assurance(*)
Clear Smog(*)
Selfdestruct(*)
Sludge(*)

Curse(*)
Pain Split(*)
Destiny Bond(*)

Will-O-Wisp(*)
Sludge Bomb(*)
Thunderbolt(*)

HP Ice 7
Fire Blast


Gothitelle [Belladonna] (F)
Nature: Modest (Adds * to Special Attack, takes * from Attack)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

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

Stats:
HP: 100
Atk: *(-)
Def: ***
SpA: ****(+)
SpD: ****
Spe: 65

Abilities:
Frisk: (Can Be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Moves:
Pound
Confusion
Tickle
Fake Tears
Doubleslap
Psybeam
Embargo
Faint Attack
Psyshock

Dark Pulse
Mirror Coat
Mean Look

Calm Mind
Thunderbolt
Thunder Wave

Energy Ball
Shadow Ball
Toxic


Mienshao [Mysterio] (F)
Nature: Adamant (+Atk, -SAtk)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats
:
HP: 90
Atk: ******(+)
Def: **
SpA: **(-)
SpD: **
Spe: 65

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

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.
Regeneration: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.

Moves:
Pound
Meditate
Detect
Fake Out
Doubleslap
Swift
Calm Mind

Endure
Low Kick
Vital Throw

Bulk Up
Focus Miss
Taunt

Hi Jump Kick
U-Turn
Bounce
Drain Punch
Rock Slide
Toxic
Feeling bored, I'll take this.
 
#23
The Subway accepts your challenge! You'll be going live shortly.
*Flora enters the Battle Subway... with brave intentions. She... seeks glory and victory!*

I'd like to challenge please! :D

Mode:
Singles

Chosen Abilities:
Pyroak: Rock Head
Excadrill: Sand Force
Dusknoir: Pressure

Chosen Items:
Pyroak: Chesto Berry
Excadrill: Rawst Berry
Dusknoir: Oran Berry

Pyroak (Ginger) (F)
Nature: Quiet (+SpA, -Spe | 10% increased accuracy for opponents).

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

Stats:
HP: 110
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 51 (-)

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

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

Attacks:
Wood Hammer
Flare Blitz
Heat Wave
Leaf Blade
Pound
Sweet Scent
Growth
Ember
Leech Seed
Giga Drain
Bullet Seed
Flame Wheel
Synthesis
Zap Cannon

Sunny Day
Flamethrower
SolarBeam
Will-O-Wisp
Light Screen
Substitute
Earthquake
Dragon Tail

Revenge
Counter
Earth Power


Excadrill (Poppy) (F)
Nature: Adamant (+Atk, -SpA).

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

Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 88

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

Abilities:
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Drill Run

Rock Climb
Skull Bash
Iron Defense

Rock Slide
X-Scissor
Sandstorm
Earthquake
Swords Dance


Dusknoir (Sage) (F)
Nature: Quiet (+SpA, x.85 Spe | 10% increased accuracy for opponents).

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.

Stats:
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 38 (-)

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

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

Attacks:
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Curse

Shadow Ball
Ice Beam
Will-O-Wisp
Earthquake
Psychic

Pain Split
Skill Swap
Imprison
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Server Moderator Alumnus
#24
elDino would like to challenge the Battle Subway!

As he enters the empty underground station, he equips his Pokemon with items, and walks into the metro, with his fans wishing him luck and weeping over the fact that he could be killed, as he walks into the dangers that confront him.

He chooses singles, and the games begin.

Chosen Abilities:
Lucario:
Justified
Garchomp: Rough Skin
Skarmory: Sturdy

Chosen Items:
Lucario:
Oran Berry
Garchomp: Chesto Berry
Skarmory: Oran Berry


Lucario* Destruction (Male)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)

Typing:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.


Abilities:
Steadfast: If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Inner Focus: When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified: This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 90

EC 6/6
MC 0
DW 5/5

Moves:

Dark Pulse
Quick Attack*
Foresight*
Detect
Metal Claw
Endure*
Counter*
Force Palm*
Feint*
Bone Rush
Metal Sound
Reversal*
Screech*
Aura Sphere
Extremespeed

Hi Jump Kick*
Crunch*
Agility*

Swords Dance*
Shadow Claw*
Dig*
Nasty Plot
Psychic
Drain Punch



Garchomp* Dino (Male)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)

Typing:
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

Abilities:
Sand Veil: 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.
Rough Skin: When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 102

EC 9/9
MC 0
DW 5/5

Moves:

Fire Fang
Tackle*
Sand-Attack*
Dragon Rage*
Sandstorm*
Take Down*
Sand Tomb*
Slash*
Dual Chop
Crunch

Outrage*
Iron Head*
Body Slam*
Earthquake

Dig*
Stone Edge*
Dragon Claw*
Swords Dance
Fire Blast
Brick Break



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

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


Abilities:
Sturdy: 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.
Keen Eye: This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Weak Armor:(DW)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.
(DW)

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70

EC None
MC 0
DW 0/5

Moves:

Leer*
Peck*
Sand Attack*
Swift*
Agility*
Fury Attack*
Feint*
Air Cutter*

Brave Bird*
Stealth Rock*
Whirlwind*

Toxic*
Swords Dance*
Taunt*


Lets do this.
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#25
Hehe, freshly accepted Subway ref Flora will take this challenge head on! Expect this to be up... soon!

elDino would like to challenge the Battle Subway!

As he enters the empty underground station, he equips his Pokemon with items, and walks into the metro, with his fans wishing him luck and weeping over the fact that he could be killed, as he walks into the dangers that confront him.

He chooses singles, and the games begin.

Chosen Abilities:
Lucario:
Justified
Garchomp: Rough Skin
Skarmory: Sturdy

Chosen Items:
Lucario:
Oran Berry
Garchomp: Chesto Berry
Skarmory: Oran Berry


Lucario* Destruction (Male)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)

Typing:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.


Abilities:
Steadfast: If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Inner Focus: When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified: This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 90

EC 6/6
MC 0
DW 5/5

Moves:

Dark Pulse
Quick Attack*
Foresight*
Detect
Metal Claw
Endure*
Counter*
Force Palm*
Feint*
Bone Rush
Metal Sound
Reversal*
Screech*
Aura Sphere
Extremespeed

Hi Jump Kick*
Crunch*
Agility*

Swords Dance*
Shadow Claw*
Dig*
Nasty Plot
Psychic
Drain Punch



Garchomp* Dino (Male)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)

Typing:
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

Abilities:
Sand Veil: 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.
Rough Skin: When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 102

EC 9/9
MC 0
DW 5/5

Moves:

Fire Fang
Tackle*
Sand-Attack*
Dragon Rage*
Sandstorm*
Take Down*
Sand Tomb*
Slash*
Dual Chop
Crunch

Outrage*
Iron Head*
Body Slam*
Earthquake

Dig*
Stone Edge*
Dragon Claw*
Swords Dance
Fire Blast
Brick Break



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

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


Abilities:
Sturdy: 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.
Keen Eye: This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Weak Armor:(DW)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.
(DW)

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70

EC None
MC 0
DW 0/5

Moves:

Leer*
Peck*
Sand Attack*
Swift*
Agility*
Fury Attack*
Feint*
Air Cutter*

Brave Bird*
Stealth Rock*
Whirlwind*

Toxic*
Swords Dance*
Taunt*


Lets do this.