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

Discussion in 'Network Center' started by Rising_Dusk, Apr 28, 2011.

  1. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Dec 27, 2009
    Messages:
    4,806
    [​IMG][​IMG]
    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.
    Last edited by a moderator: Jun 29, 2014
  2. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Dec 27, 2009
    Messages:
    4,806
    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]
    Top[​IMG]
    Last edited by a moderator: Aug 12, 2013
  3. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Dec 27, 2009
    Messages:
    4,806
    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
    (1) Servine (open)

    [​IMG]
    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
    (2) Servine (open)

    [​IMG]
    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
    (3) Pignite (open)

    [​IMG]
    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
    (4) Pignite (open)

    [​IMG]
    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
    (5) Dewott (open)

    [​IMG]
    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
    (6) Dewott (open)

    [​IMG]
    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
    (7) Liepard (open)

    [​IMG]
    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
    (8) Liepard (open)

    [​IMG]
    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
    (9) Zebstrika (open)

    [​IMG]
    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
    (10) Zebstrika (open)

    [​IMG]
    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
    (11) Boldore (open)

    [​IMG]
    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
    (12) Woobat (open)

    [​IMG]
    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
    (13) Audino (open)

    [​IMG]
    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
    (14) Audino (open)

    [​IMG]
    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
    (15) Gurdurr (open)

    [​IMG]
    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
    (16) Gurdurr (open)

    [​IMG]
    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
    (17) Palpitoad (open)


    [​IMG]
    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
    (18) Throh (open)

    [​IMG]
    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
    (19) Sawk (open)

    [​IMG]
    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
    (20) Leavanny (open)

    [​IMG]
    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
    (21) Scolipede (open)

    [​IMG]
    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
    (22) Whimsicott (open)

    [​IMG]
    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
    (23) Lilligant (open)

    [​IMG]
    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
    (24) Basculin-R (open)

    [​IMG]
    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
    (25) Krokorok (open)

    [​IMG]
    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
    (26) Maractus (open)

    [​IMG]
    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
    (27) Scraggy (open)

    [​IMG]
    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
    (28) Scraggy (open)

    [​IMG]
    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
    (29) Yamask (open)

    [​IMG]
    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
    (30) Archen (open)

    [​IMG]
    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
    (31) Gothorita (open)

    [​IMG]
    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
    (32) Duosion (open)

    [​IMG]
    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
    (33) Swanna (open)

    [​IMG]
    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
    (34) Vanillish (open)

    [​IMG]
    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
    (35) Emolga (open)

    [​IMG]
    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
    (36) Frillish (open)

    [​IMG]
    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
    (37) Frillish (open)

    [​IMG]
    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
    (38) Ferroseed (open)

    [​IMG]
    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
    (39) Joltik (open)

    [​IMG]
    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
    (40) Klang (open)

    [​IMG]
    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
    (41) Eelektrik (open)

    [​IMG]
    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
    (42) Eelektrik (open)

    [​IMG]
    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
    (43) Lampent (open)

    [​IMG]
    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
    (44) Fraxure (open)

    [​IMG]
    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
    (45) Cryogonal (open)

    [​IMG]
    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
    (46) Stunfisk (open)

    [​IMG]
    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
    (47) Heatmor (open)

    [​IMG]
    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
    (48) Durant (open)

    [​IMG]
    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
    (49) Zweilous (open)

    [​IMG]
    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
    (50) Larvesta (open)

    [​IMG]
    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[​IMG]
    Last edited by a moderator: Sep 17, 2013
  4. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Dec 27, 2009
    Messages:
    4,806
    Pokemon List (Continued):

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

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

    75 Possible Pokemon
    (1) Sandslash (open)

    [​IMG]
    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
    (2) Nidoking (open)

    [​IMG]
    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
    (3) Ninetales (open)

    [​IMG]
    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
    (4) Venomoth (open)

    [​IMG]
    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
    (5) Alakazam (open)

    [​IMG]
    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
    (6) Machamp (open)

    [​IMG]
    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
    (7) Tentacruel (open)

    [​IMG]
    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
    (8) Slowbro (open)

    [​IMG]
    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
    (9) Gengar (open)

    [​IMG]
    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
    (10) Starmie (open)

    [​IMG]
    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
    (11) Pinsir (open)

    [​IMG]
    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
    (12) Gyarados (open)

    [​IMG]
    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
    (13) Vaporeon (open)

    [​IMG]
    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
    (14) Jolteon (open)

    [​IMG]
    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
    (15) Flareon (open)

    [​IMG]
    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
    (16) Lanturn (open)

    [​IMG]
    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
    (17) Xatu (open)

    [​IMG]
    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
    (18) Politoed (open)

    [​IMG]
    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
    (19) Quagsire (open)

    [​IMG]
    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
    (20) Espeon (open)

    [​IMG]
    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
    (21) Wobbuffet (open)

    [​IMG]
    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
    (22) Dunsparce (open)

    [​IMG]
    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
    (23) Steelix (open)

    [​IMG]
    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
    (24) Scizor (open)

    [​IMG]
    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
    (25) Shuckle (open)

    [​IMG]
    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
    (26) Heracross (open)

    [​IMG]
    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
    (27) Ursaring (open)

    [​IMG]
    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
    (28) Skarmory (open)

    [​IMG]
    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
    (29) Kingdra (open)

    [​IMG]
    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
    (30) Blissey (open)

    [​IMG]
    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
    (31) Blaziken (open)

    [​IMG]
    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
    (32) Ludicolo (open)

    [​IMG]
    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
    (33) Breloom (open)

    [​IMG]
    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
    (34) Slaking (open)

    [​IMG]
    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
    (35) Ninjask (open)

    [​IMG]
    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
    (36) Shedinja (open)

    [​IMG]
    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
    (37) Sableye (open)

    [​IMG]
    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
    (38) Aggron (open)

    [​IMG]
    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
    (39) Sharpedo (open)

    [​IMG]
    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
    (40) Flygon (open)

    [​IMG]
    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
    (41) Cacturne (open)

    [​IMG]
    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
    (42) Altaria (open)

    [​IMG]
    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
    (43) Cradily (open)

    [​IMG]
    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
    (44) Milotic (open)

    [​IMG]
    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
    (45) Walrein (open)

    [​IMG]
    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
    (46) Infernape (open)

    [​IMG]
    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
    (47) Empoleon (open)

    [​IMG]
    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
    (48) Rampardos (open)

    [​IMG]
    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
    (49) Bronzong (open)

    [​IMG]
    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
    (50) Hippowdon (open)

    [​IMG]
    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
    (51) Drapion (open)

    [​IMG]
    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
    (52) Toxicroak (open)

    [​IMG]
    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
    (53) Abomasnow (open)

    [​IMG]
    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
    (54) Electivire (open)

    [​IMG]
    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
    (55) Togekiss (open)

    [​IMG]
    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
    (56) Yanmega (open)

    [​IMG]
    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
    (57) Gliscor (open)

    [​IMG]
    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
    (58) Mamoswine (open)

    [​IMG]
    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
    (59) Porygon-Z (open)

    [​IMG]
    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
    (60) Dusknoir (open)

    [​IMG]
    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
    (61) Serperior (open)

    [​IMG]
    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
    (62) Emboar (open)

    [​IMG]
    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
    (63) Gigalith (open)

    [​IMG]
    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
    (64) Krookodile (open)

    [​IMG]
    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
    (65) Darmanitan (open)

    [​IMG]
    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
    (66) Scrafty (open)

    [​IMG]
    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
    (67) Sigilyph (open)

    [​IMG]
    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
    (68) Cofagrigus (open)

    [​IMG]
    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
    (69) Zoroark (open)

    [​IMG]
    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
    (70) Reuniclus (open)

    [​IMG]
    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
    (71) Vanilluxe (open)

    [​IMG]
    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
    (72) Jellicent (open)

    [​IMG]
    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
    (73) Ferrothorn (open)

    [​IMG]
    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
    (74) Golurk (open)

    [​IMG]
    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
    (75) Volcarona (open)

    [​IMG]
    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

    Top[​IMG]
  5. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Dec 27, 2009
    Messages:
    4,806
    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.
    [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.

    Top[​IMG]
  6. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Dec 27, 2009
    Messages:
    4,806
    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!

    Top[​IMG]
    Last edited by a moderator: Jun 29, 2014
  7. Flamestrike

    Flamestrike

    Joined:
    Aug 19, 2009
    Messages:
    849
    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

    Shellstrike the Carracosta (open)
    [​IMG]
    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(*)

    Shadowstrike the Golett (open)
    [​IMG]
    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

    Mindstrike the Ralts (open)
    [​IMG]
    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. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Dec 27, 2009
    Messages:
    4,806
    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. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Dec 27, 2009
    Messages:
    4,806
    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. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    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

    Facilier the Honchkrow (open)
    [​IMG]
    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


    Frollo the Medicham (open)
    [​IMG]
    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(*)


    Ursula the Jellicent (open)
    [​IMG]
    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


    Jafar the Gliscor (open)
    [​IMG]
    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. Kaxtar

    Kaxtar

    Joined:
    Jan 4, 2009
    Messages:
    2,103
    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) (open)

    [​IMG]
    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 (open)
    Venusaur [Jade] (F)
    [​IMG]
    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 (open)

    [​IMG]
    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. Rolf

    Rolf

    Joined:
    Jun 26, 2008
    Messages:
    915
    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

    Elincia the Chansey (open)

    [​IMG]
    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

    Edward the Croagunk (open)

    [​IMG]
    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

    Makalov the Dunsparce (open)

    [​IMG]
    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

    Pelleas the Porygon (open)

    [​IMG]
    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. (makeup)

    (makeup) kevin
    is a Site Staff Alumnusis a Contributor Alumnus

    Joined:
    Feb 22, 2010
    Messages:
    2,874
    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 (open)
    [​IMG]
    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 (open)
    [​IMG]
    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 (open)
    [​IMG]
    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
  14. Destiny Warrior

    Destiny Warrior also known as Darkwing_Duck
    is a Smogon Media Contributor Alumnus

    Joined:
    Dec 30, 2009
    Messages:
    3,171
    Snagging this boys and girls. I'll put up the thread.
  15. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Dec 27, 2009
    Messages:
    4,806
    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:
  16. Engineer Pikachu

    Engineer Pikachu Good morning, you bastards!
    is a Contributor to Smogon

    Joined:
    May 23, 2009
    Messages:
    1,592

    I'll try to ref this one. Yeah.
  17. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    4,030
    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. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Dec 27, 2009
    Messages:
    4,806
    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.
  19. Flora

    Flora Yep, that tasted purple!
    is a member of the Site Staffis a Forum Moderatoris a Pokemon Researcheris a Smogon Media Contributoris a Contributor Alumnus
    Moderator

    Joined:
    Feb 8, 2008
    Messages:
    7,695
    *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 (open)

    [​IMG]
    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 (open)

    [​IMG]
    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 (open)

    [​IMG]
    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. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

    Joined:
    Aug 20, 2010
    Messages:
    2,368
    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 (open)
    [​IMG]
    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 (open)
    [​IMG]
    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 (open)

    [​IMG]
    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
  21. Engineer Pikachu

    Engineer Pikachu Good morning, you bastards!
    is a Contributor to Smogon

    Joined:
    May 23, 2009
    Messages:
    1,592
    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...)
  22. Destiny Warrior

    Destiny Warrior also known as Darkwing_Duck
    is a Smogon Media Contributor Alumnus

    Joined:
    Dec 30, 2009
    Messages:
    3,171
    Feeling bored, I'll take this.
  23. Rising_Dusk

    Rising_Dusk
    is a Site Staff Alumnusis a Team Rater Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Super Moderator Alumnusis a CAP Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Dec 27, 2009
    Messages:
    4,806
    The Subway accepts your challenge! You'll be going live shortly.
  24. elDino

    elDino Deal With It.
    is a Contributor Alumnusis a Battle Server Moderator Alumnus

    Joined:
    Jan 9, 2010
    Messages:
    1,489
    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 (open)

    [​IMG]
    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 (open)

    [​IMG]
    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 (open)
    [​IMG]
    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.
  25. Flora

    Flora Yep, that tasted purple!
    is a member of the Site Staffis a Forum Moderatoris a Pokemon Researcheris a Smogon Media Contributoris a Contributor Alumnus
    Moderator

    Joined:
    Feb 8, 2008
    Messages:
    7,695
    Hehe, freshly accepted Subway ref Flora will take this challenge head on! Expect this to be up... soon!

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