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

#26
Let's all ride on the Pokesaur train~

Singles Challenge

Abilities:
1) Vibrava : Levitate
2) Kecleon : Color Change
3) Shieldon : Sturdy

Items:
1) Vibrava @ Leppa Berry
2) Kecleon @ Lum Berry
3) Shieldon @ Oran Berry


Vibrava (*) Myrmeleon (m)
Nature: Hardy
Personality: The change in life cycle drastically altered his behavior. Whereas before Myrmeleon was laid-back and always hungry, as a Vibrava he is very active, moving almost constantly, and is now very alert to sounds. His underlying personality, however, remains mostly the same-- he remains a staunch competitor due to his unfailing grit and perseverance in tough situations. In battle, he has developed separate fighting styles: one reminiscent of his days as a Trapinch, where he would huddle underground and strike with powerful Ground attacks, and one above-ground, where his new wings give him much higher mobility as well as access to sonic attacks. He is still developing his ability to fly, as well as his affinity for moves of his newfound Dragon typing.

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

Stats:

HP: 90
Atk: ***
Def: **
SpA: **
SpD: **
Spe: 70

EC: 5/9
MC: 0

Ability: Levitate
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.

Attacks:
(o) Sonicboom
(*) Bite
(*) Sand-Attack
(*) Faint Attack
(*) Sand Tomb
(o) Supersonic
(o) Crunch
(o) Earthquake
(o) Fissure

(*) Quick Attack
(*) Bug Bite
(*) Earth Power
(o) Draco Meteor
(o) Roost

(*) Dig
(*) Rock Slide
(*) Protect


Shieldon Toronero (m)
Nature: Sassy
Personality: Very stubborn and strong-willed, he would rather defend than move in to attack, and is unfaltering in his dedication to holding his ground. His stubbornness makes him more likely to defend if ordered to attack unless forced under extreme pressure. He has a very well-roundedly defensive fighting style, specializing in ranged attacks and protective techniques.

Type: Rock / Steel
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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: 90
Atk: **
Def: ****
SpA: **
SpD: **** (+)
Spe: 26 (-)

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

Abilities: Sturdy, Soundproof [DW]
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.
Soundproof [DW Locked]: (innate) 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. Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.

Attacks:
(+) Tackle
(+) Protect
(+) Taunt
(+) Metal Sound
(+) Take Down
(+) Iron Defense
(+) Swagger
(o) Metal Burst

(+) Rock Blast
(+) Stealth Rock
(+) Counter
(o) Magic Coat

(+) Flash Cannon
(+) Ice Beam
(+) Flamethrower


Kecleon (*) Espio (m)
Nature: Adamant

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

Stats:

HP: 90
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: ****
Spe: 40

MC: 0

Ability: Color Change
Color Change: (innate) When hit with an attack, this Pokemon alters its cell structure to change its type to the type of that attack.

Attacks:
(+) Thief
(+) Tail Whip
(+) Astonish
(+) Scratch
(+) Lick
(+) Bind
(+) Faint Attack
(+) Fury Swipes
(+) Feint
(+) Psybeam
(+) Shadow Sneak
(+) Screech
(+) Slash

(+) Skill Swap
(+) Recover
(+) Snatch
(o) Magic Coat

(+) Claw Sharpen
(+) Rock Smash
(+) Thunder Wave
 

SilvanRaptor

formerly Doran Dragon
#27
Mode:
Singles

Chosen Abilities:
Whismur: Soundproof
Poliwag: Water Absorb
Voltorb: Static

Chosen Items:
Whismur: Pecha Berry
Poliwag: Cherri Berry
Voltorb: Oran Berry


Whismur [Ga-chan] (Female)
Nature:
Rash
Type:
Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 100
Atk: **
Def: *
SpA: ***
SpD: *
Spe: 24
EC: 0/9
MC: 0/4
DC: 0/5
Abilities:
Ability 1: Soundproof: (Innate) 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.
Dream World: Rattled: (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.
Attacks:
Level-up
Lvl 1 - Pound(*)
Lvl 5 - Uproar
Lvl 11 - Astonish
Lvl 15 - Howl
Lvl 21 - Supersonic
Lvl 25 - Stomp
Egg-learned
Extrasensory
Fake Tears
Smokescreen
BW-TM
Shadow Ball
Sunny Day
Solar Beam



Poliwag [Poli-chan] (Female)
Nature:
Adamant
Type:
Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: **
SpA: *
SpD: **
Spe: 90
EC: 1/9
MC: 1/4
DC: 1/5
Abilities:
Ability 1: Water Absorb: (Innate)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 2: Damp: (Innate)This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Dream World: Swift Swim: (Innate)The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Level-up
Lvl 1 - Water Sport(*)
Lvl 5 - Bubble(*)
Lvl 8 - Hypnosis(*)
Lvl 11 - Water Gun(*)
Lvl 15 - DoubleSlap(*)
Lvl 18 - Rain Dance(*)
Lvl 21 - Body Slam(*)
Lvl 25 - BubbleBeam(*)
Egg-learned
Ice Ball(*)
Refresh(*)
Haze(*)
BW-TM
Watefall(*)
Dig(*)
Toxic(*)



Voltorb [Trode-chan] (Male)
Nature:
Timid
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.
Stats:
HP: 90
Atk: *
Def: **
SpA: **
SpD: **
Spe: 115
EC: 0/9
MC: 0/4
DC: 0/5
Abilities:
Ability 1: Soundproof: (Innate) 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 2: Static: (Innate) 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.
Dream World: Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Attacks:
Level-up
Charge(*)
Tackle(*)
Sonicboom(*)
Spark(*)
Rollout(*)
Screech(*)
Charge Beam(*)
Light Screen(*)
Selfdestruct(*)
Electro Ball(*)
Magnet Rise(*)
Mirror Coat(*)
BW-TM
Rain Dance(*)
Thunder(*)
Volt Switch(*)
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#29
The Battle Subway's ready to take you on! I'll get you set up sooner or later.

Let's all ride on the Pokesaur train~

Singles Challenge

Abilities:
1) Vibrava : Levitate
2) Kecleon : Color Change
3) Shieldon : Sturdy

Items:
1) Vibrava @ Leppa Berry
2) Kecleon @ Lum Berry
3) Shieldon @ Oran Berry


Vibrava (*) Myrmeleon (m)
Nature: Hardy
Personality: The change in life cycle drastically altered his behavior. Whereas before Myrmeleon was laid-back and always hungry, as a Vibrava he is very active, moving almost constantly, and is now very alert to sounds. His underlying personality, however, remains mostly the same-- he remains a staunch competitor due to his unfailing grit and perseverance in tough situations. In battle, he has developed separate fighting styles: one reminiscent of his days as a Trapinch, where he would huddle underground and strike with powerful Ground attacks, and one above-ground, where his new wings give him much higher mobility as well as access to sonic attacks. He is still developing his ability to fly, as well as his affinity for moves of his newfound Dragon typing.

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

Stats:

HP: 90
Atk: ***
Def: **
SpA: **
SpD: **
Spe: 70

EC: 5/9
MC: 0

Ability: Levitate
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.

Attacks:
(o) Sonicboom
(*) Bite
(*) Sand-Attack
(*) Faint Attack
(*) Sand Tomb
(o) Supersonic
(o) Crunch
(o) Earthquake
(o) Fissure

(*) Quick Attack
(*) Bug Bite
(*) Earth Power
(o) Draco Meteor
(o) Roost

(*) Dig
(*) Rock Slide
(*) Protect


Shieldon Toronero (m)
Nature: Sassy
Personality: Very stubborn and strong-willed, he would rather defend than move in to attack, and is unfaltering in his dedication to holding his ground. His stubbornness makes him more likely to defend if ordered to attack unless forced under extreme pressure. He has a very well-roundedly defensive fighting style, specializing in ranged attacks and protective techniques.

Type: Rock / Steel
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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: 90
Atk: **
Def: ****
SpA: **
SpD: **** (+)
Spe: 26 (-)

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

Abilities: Sturdy, Soundproof [DW]
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.
Soundproof [DW Locked]: (innate) 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. Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.

Attacks:
(+) Tackle
(+) Protect
(+) Taunt
(+) Metal Sound
(+) Take Down
(+) Iron Defense
(+) Swagger
(o) Metal Burst

(+) Rock Blast
(+) Stealth Rock
(+) Counter
(o) Magic Coat

(+) Flash Cannon
(+) Ice Beam
(+) Flamethrower


Kecleon (*) Espio (m)
Nature: Adamant

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

Stats:

HP: 90
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: ****
Spe: 40

MC: 0

Ability: Color Change
Color Change: (innate) When hit with an attack, this Pokemon alters its cell structure to change its type to the type of that attack.

Attacks:
(+) Thief
(+) Tail Whip
(+) Astonish
(+) Scratch
(+) Lick
(+) Bind
(+) Faint Attack
(+) Fury Swipes
(+) Feint
(+) Psybeam
(+) Shadow Sneak
(+) Screech
(+) Slash

(+) Skill Swap
(+) Recover
(+) Snatch
(o) Magic Coat

(+) Claw Sharpen
(+) Rock Smash
(+) Thunder Wave
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#30
Mode:
Singles

Chosen Abilities:
Whismur: Soundproof
Poliwag: Water Absorb
Voltorb: Static

Chosen Items:
Whismur: Pecha Berry
Poliwag: Cherri Berry
Voltorb: Oran Berry


Whismur [Ga-chan] (Female)
Nature:
Rash
Type:
Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 100
Atk: **
Def: *
SpA: ***
SpD: *
Spe: 24
EC: 0/9
MC: 0/4
DC: 0/5
Abilities:
Ability 1: Soundproof: (Innate) 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.
Dream World: Rattled: (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.
Attacks:
Level-up
Lvl 1 - Pound(*)
Lvl 5 - Uproar
Lvl 11 - Astonish
Lvl 15 - Howl
Lvl 21 - Supersonic
Lvl 25 - Stomp
Egg-learned
Extrasensory
Fake Tears
Smokescreen
BW-TM
Shadow Ball
Sunny Day
Solar Beam



Poliwag [Poli-chan] (Female)
Nature:
Adamant
Type:
Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: **
SpA: *
SpD: **
Spe: 90
EC: 1/9
MC: 1/4
DC: 1/5
Abilities:
Ability 1: Water Absorb: (Innate)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 2: Damp: (Innate)This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Dream World: Swift Swim: (Innate)The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Level-up
Lvl 1 - Water Sport(*)
Lvl 5 - Bubble(*)
Lvl 8 - Hypnosis(*)
Lvl 11 - Water Gun(*)
Lvl 15 - DoubleSlap(*)
Lvl 18 - Rain Dance(*)
Lvl 21 - Body Slam(*)
Lvl 25 - BubbleBeam(*)
Egg-learned
Ice Ball(*)
Refresh(*)
Haze(*)
BW-TM
Watefall(*)
Dig(*)
Toxic(*)



Voltorb [Trode-chan] (Male)
Nature:
Timid
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.
Stats:
HP: 90
Atk: *
Def: **
SpA: **
SpD: **
Spe: 115
EC: 0/9
MC: 0/4
DC: 0/5
Abilities:
Ability 1: Soundproof: (Innate) 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 2: Static: (Innate) 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.
Dream World: Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Attacks:
Level-up
Charge(*)
Tackle(*)
Sonicboom(*)
Spark(*)
Rollout(*)
Screech(*)
Charge Beam(*)
Light Screen(*)
Selfdestruct(*)
Electro Ball(*)
Magnet Rise(*)
Mirror Coat(*)
BW-TM
Rain Dance(*)
Thunder(*)
Volt Switch(*)
taking this one as well.
 

Athenodoros

Official Smogon Know-It-All
#31
I wasn't going to challenge until I got knocked out of the tournament, but I have a few who aren't battling:

Mode:
Singles

Chosen Abilities:
Gyarados: Overconfidence
Tirtouga: Sturdy
Piplup: Torrent

Chosen Items:
Gyarados: Enigma Berry
Tirtouga: Enigma Berry
Piplup: Enigma Berry

Pokemon said:
[PIMG]130[/PIMG]
Gyarados (M), "Jormungandr"

Nature:
Rash - Special Attack increased by *. Special Defense decreased by *

Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
Intimidate - Can be Activated - When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again
Moxie - 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.

HP: 100
Atk: *****
Def: ***
SpA: *** (+)
SpD: *** (-)
Spe: 81

EC: Fully Evolved
MC: 0
DC: Unlocked

Attacks:
-Splash
-Tackle
-Flail
-Bounce
-Bubble
-Reversal
-Bite
-Dragon Rage
-Thrash
-Thunderbolt
-Ice Beam
-Flamethrower
-Stone Edge
-Earthquake
-Aqua Tail
-Hydro Pump
-Bide



Tirtouga (M), Ao

Nature:
Lonely - Attack increased by *. Defense Decreased by *

Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Rock - Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).

Abilities:
Solid Rock - This Pokemon’s body is extremely solid and durable, and it takes three (3) less damage from all super-effective enemy attacks.
Sturdy - 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 is slick, rainy conditions, doubling (x2) its speed in the rain.

HP: 90
Atk: ***
Def: ****
SpA: **
SpD: **
Spe: 22

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

Attacks:
-Bide
-Withdraw
-Water Gun
-Rollout
-Bite
-Protect
-Aqua Jet
-Ancientpower
-Crunch
-Wide Guard
-Whirlpool
-Iron Defence
-Body Slam
-Earthquake
-Ice Beam
-Stone Edge
-Shell Smash
-Hydro Pump
-Rain Dance
-Rock Slide
-Brine
-Surf
-Smack Down
-Substitute


[PIMG]396[/PIMG]
Hephaestus the Piplup (M)

Nature:
Rash - Adds * to Special Attack, and take * from Special Defence.

Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).[/I][/I]

Abilities:
Torrent - (Innate) 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) - (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

HP: 53
Atk: **
Def: **
SpA: ****
SpD: *
Spe: 40

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

Attacks:
-Pound
-Growl
-Bubble
-Water Sport
-Peck
-Bubblebeam
-Bide
-Fury Attack
-Hydro Pump
-Yawn
-Flail
-Ice Beam
-Grass Knot
-Substitute
-Bide
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#32
I have finally noticed that I was doing absolutely nothing for the past 2 hours. I'm picking this up. GL and HF!

I wasn't going to challenge until I got knocked out of the tournament, but I have a few who aren't battling:

Mode:
Singles

Chosen Abilities:
Gyarados: Overconfidence
Tirtouga: Sturdy
Piplup: Torrent

Chosen Items:
Gyarados: Enigma Berry
Tirtouga: Enigma Berry
Piplup: Enigma Berry
 
#33
I'd like to challenge the Battle Subway, too!

Format: 2v2 Doubles

Abilities:
Lucario: Justified
Weavile: Pickpocket
Aerodactyl: Pressure
Milotic: Marvel Scale

Items:
Lucario: Rawst Berry
Weavile: Chople Berry
Aerodactyl: Oran Berry
Milotic: Oran Berry

Pokemon:

Lucario (M)*

Nature: Naive
+15% Spe, +10.8% Accuracy, -1 SpD

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

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:
(Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

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

Justified (DW):
(Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Stats:
HP: 100
Atk: 4
Def: 3
SpA: 4
SpD-: 2
Spe+: 104

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

Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Reversal*
Screech*
Bone Rush
Nasty Plot
Metal Sound
Dark Pulse
Detect
Metal Claw
ExtremeSpeed
Aura Sphere
Heal Pulse
Quick Guard
Me First

Vacuum Wave*
Agility*
Crunch*
Hi Jump Kick
Circle Throw
Blaze Kick

Magnet Rise
ThunderPunch

Swords Dance*
Brick Break*
Hidden Power Ice 7*
Psychic
Substitute


Weavile (M)*

Nature: Jolly
+15% Spe, +20.7% Accuracy, -1 SpA

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

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:
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.

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

Stats:
HP: 100
Atk: 4
Def: 3
SpA-: 1
SpD: 3
Spe+: 144

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

Attacks:
Scratch*
Leer*
Taunt*
Quick Attack*
Screech*
Faint Attack*
Fury Swipes*
Agility*
Beat Up
Embargo
Revenge
Assurance
Nasty Plot
Night Slash
Hone Claws

Ice Shard*
Ice Punch*
Pursuit*

DynamicPunch
Counter

Swords Dance*
Brick Break*
Aerial Ace*
Reflect
Hail
Snatch
Shadow Claw
Dig


Aerodactyl (F)

Nature: Jolly
+15% Spe, +22.5% Accuracy, -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:
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.

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.

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

Stats:
HP: 100
Atk: 4
Def: 3
SpA-: 1
SpD: 3
Spe+: 150

MC: 0
DC: 2/5

Attacks:
Ice Fang-
Fire Fang-
Thunder Fang-
Wing Attack-
Supersonic-
Bite-
Scary Face-
Roar-
Agility-
AncientPower-
Rock Slide
Crunch

Roost-
Tailwind-
Whirlwind-

Stone Edge-
Earthquake-
Taunt-
Stealth Rock
Sky Attack
Toxic
Smack Down
Substitute
Reflect


Milotic (F)

Nature: Bold
+1 Def, -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:
(Innate) 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):
(Innate) 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.

Stats:
HP: 100
Atk-: 1
Def+: 4
SpA: 4
SpD: 5
Spe: 81

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

Attacks:
Splash-
Tackle-
Water Gun-
Wrap-
Water Sport-
Refresh-
Water Pulse-
Twister-
Recover-
Captivate-
Hydro Pump
Rain Dance
Safeguard

Haze-
Mirror Coat-
Light Screen-

Surf-
Ice Beam-
Scald-
Blizzard
Dragon Tail
Toxic
Substitute
Hail
Protect
Hidden Power Electric 7
 
#35
I got some new Pokes that can I feel like trying out.

Mode:
Singles

Chosen Abilities:
Magby: Flame Body
Budew: Natural Cure
Duskull: Levitate

Chosen Items:
Magby: Oran Berry
Budew: Oran Berry
Duskull: Chesto Berry


Magby (M) - Tormod
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)

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

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

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

EC: 0/9
MC: 0
DC: 0/5
Moves:
Ember
Smog
Leer
Fire Punch
Smokescreen
Faint Attack
Fire Spin
Confuse Ray

Barrier
Cross Chop
Flare Blitz

Psychic
Flame Charge
Overheat


Budew (F) - Mia
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)

Types: Grass/Poison
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

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.
Poison Point: (Can be Disabled.) 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 disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Leaf Guard (DW): (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 63 (+) +13 Accuracy

Moves:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed

Sleep Powder
Razor Leaf
Extrasensory

Shadow Ball
Sludge Bomb
Energy Ball


Duskull (M) - Gatrie
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

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

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

Stats:
HP: 80
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 22 (-)

Moves:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit

Imprison
Ominous Wind
Pain Split

Taunt
Return
Payback
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#36
I got some new Pokes that can I feel like trying out.

Mode:
Singles

Chosen Abilities:
Magby: Flame Body
Budew: Natural Cure
Duskull: Levitate

Chosen Items:
Magby: Oran Berry
Budew: Oran Berry
Duskull: Chesto Berry


Magby (M) - Tormod
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)

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

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

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

EC: 0/9
MC: 0
DC: 0/5
Moves:
Ember
Smog
Leer
Fire Punch
Smokescreen
Faint Attack
Fire Spin
Confuse Ray

Barrier
Cross Chop
Flare Blitz

Psychic
Flame Charge
Overheat


Budew (F) - Mia
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)

Types: Grass/Poison
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

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.
Poison Point: (Can be Disabled.) 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 disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Leaf Guard (DW): (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 63 (+) +13 Accuracy

Moves:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed

Sleep Powder
Razor Leaf
Extrasensory

Shadow Ball
Sludge Bomb
Energy Ball


Duskull (M) - Gatrie
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

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

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

Stats:
HP: 80
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 22 (-)

Moves:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit

Imprison
Ominous Wind
Pain Split

Taunt
Return
Payback
I will be insane and attempt to ref this one as well.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#37
I'd like to challenge the Battle Subway!

Mode:
Singles

Chosen Abilities:
Megawhal: Storm Drain
Utilitand: Vital Spirit
Shockish: Static

Chosen Items:
Megawhal: Cheri Berry
Utilitand: Cheri Berry
Shockish: Aspear Berry


Colosshale Megawhal (M)
Nature: Adamant

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.

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

Stats:

HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 85

EC: 4/6
MC: 2
DC: 1/5

Abilities:
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.

Storm Drain: (Innate) 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.

Heat Rampage (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit

Fire Fang
Thunder Fang
Sucker Punch

Earthquake
Rock Slide
U-Turn
---

Breezi Utilitand (M)
Nature: Hardy

Type:
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.

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: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 85

EC: 3/6
MC: 2
DC: 1/5

Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.

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

Unburden(DW): (Innate) 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.

Attacks:
Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment

Stealth Rock
Spikes
Earth Power

Acrobatics
U-Turn
Sludge Bomb
---

Stunfisk Shockish (M)
Nature: Relaxed

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.

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

Stats:
HP: 110
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 27 (-)

EC: N/A
MC: 0
DC: 3/5

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

Sand Veil (DW): (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.

Attacks:
Mud-Slap
Mud Sport
Bide
Thundershock
Mud Shot
Camouflage
Mud Bomb
Discharge
Thunderbolt
Bounce

Earth Power
Yawn
Pain Split

Sludge Bomb
Scald
Stone Edge
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#38
I'll take this. Good luck Random!

I'd like to challenge the Battle Subway!

Mode:
Singles

Chosen Abilities:
Megawhal: Storm Drain
Utilitand: Vital Spirit
Shockish: Static

Chosen Items:
Megawhal: Cheri Berry
Utilitand: Cheri Berry
Shockish: Aspear Berry


Colosshale Megawhal (M)
Nature: Adamant

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.

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

Stats:

HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 85

EC: 4/6
MC: 2
DC: 1/5

Abilities:
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.

Storm Drain: (Innate) 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.

Heat Rampage (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit

Fire Fang
Thunder Fang
Sucker Punch

Earthquake
Rock Slide
U-Turn
---

Breezi Utilitand (M)
Nature: Hardy

Type:
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.

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: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 85

EC: 3/6
MC: 2
DC: 1/5

Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.

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

Unburden(DW): (Innate) 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.

Attacks:
Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment

Stealth Rock
Spikes
Earth Power

Acrobatics
U-Turn
Sludge Bomb
---

Stunfisk Shockish (M)
Nature: Relaxed

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.

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

Stats:
HP: 110
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 27 (-)

EC: N/A
MC: 0
DC: 3/5

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

Sand Veil (DW): (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.

Attacks:
Mud-Slap
Mud Sport
Bide
Thundershock
Mud Shot
Camouflage
Mud Bomb
Discharge
Thunderbolt
Bounce

Earth Power
Yawn
Pain Split

Sludge Bomb
Scald
Stone Edge
 
#39
I want to try this!

Mode: Singles

Chosen Abilities:
Aviatrix:
Magic Guard
Fellow: Adaptibility
Equinox: Flame Body

Chosen Items:
Aviatrix:
Oran Berry
Fellow: Pecha Berry
Equinox: Chesto Berry

Pokemon:

Sigilyph (F) (Aviatrix)
Nature: Bold (Adds One Rank to Defense, Subtracts One Rank from Attack)
Type: Psychic/Flying
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.
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 1
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 97

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

Abilities:
Wonder Skin:
(Innate) 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: (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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Tinted Lens(DW): (Innate) 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).

Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Ancientpower
Roost
Stored Power
Calm Mind
Charge Beam
Shadow Ball


Eevee (M) (Full Name: Follow the Wind, Nickname: Fellow)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced by *)
Type: Normal
Normal: Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 64 (53x1.15)

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

Abilities:
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.
Adaptibility: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation(DW): (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.

Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Yawn(*)
Detect(*)
Wish(*)
Shadow Ball(*)
Hidden Power Fire Power 6(*)
Substitute(*)


Volcarona(*) (F) (Equinox)
Nature: Mild (Special Attack increased by *, Defense reduced by *)
Type: Bug/Fire
Bug:Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
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. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 100
Atk:Rank 2
Def:Rank 2
SpA:Rank 6
SpD:Rank 4
Spe:100

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

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

Attacks:
Ember (*)
String Shot (*)
Leech Life (*)
Take Down (*)
Bug Buzz
Flare Blitz
Quiver Dance
Fiery Dance
Rage Powder
Hurricane
Morning Sun (*)
Zen Headbutt (*)
Endure (*)
Incinerate (*)
Solar Beam (*)
Sunny Day (*)
 
#40
Okay, gonna try this.

Mode:
Singles

Chosen Abilities:
007: Blaze
Hedwig: Tinted Lens
Paul: Sniper

Chosen Items:
007: Oran Berry
Hedwig: Pecha Berry
Paul: Rawst Berry


Torchic [007] (M)

Lonely: Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense

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.

Stats:
45/60/40/70/50/45

HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 45

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

Abilities:

Blaze: 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): 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).

Attacks:

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

Rock Slide(*)
Night Slash(*)
Counter(*)

Flamethrower(*)
Swords Dance(*)
Shadow Claw(*)






Hoothoot(*) [Hedwig] [Female]

Mild: Adds * to Special Attack; Subtracts * from Defense

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.

Stats:

60/30/30/36/56/50

HP: 100
Atk: **
Def: * (-)
SpA: ***(+)
SpD: ***
Spe: 50

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

Abilities:

Insomnia: 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. (Inate)

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. (Inate)

Tinted Lens (DW unlocked): 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). (Inate)

Attacks:

Tackle(*)
Growl(*)
Foresight(*)
Hypnosis(*)
Peck(*)
Uproar(*)
Reflect(*)
Confusion(*)
Take Down(*)
Roost
Air Slash
Extrasensory

Agility(*)
Whirlwind(*)
Mirror Move(*)

Work Up(*)
Double Team(*)
Pluck(*)



Remoraid
[Paul] [Male]

Quiet: Adds * to Special 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: Water

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

Stats:

35/65/35/65/35/65

HP: 90
Atk: ***
Def: **
SpA: ***
SpD: **
Spe: 65

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

Abilities:


Hustle: This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal. (Can be Enabled)

Sniper: This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits. (Inate)

Moody (DW): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops. (Inate)

Attacks:

Water Gun(*)
Lock-on(*)
Psybeam(*)
Aurora Beam(*)
Bubblebeam(*)
Focus Energy(*)

Flail(*)
Rock Blast(*)
Water Spout(*)

Waterfall(*)
Flamethrower(*)
Charge Beam(*)
 
#41
I'll take this one. Expect it up shortly.
I want to try this!

Mode: Singles

Chosen Abilities:
Aviatrix:
Magic Guard
Fellow: Adaptibility
Equinox: Flame Body

Chosen Items:
Aviatrix:
Oran Berry
Fellow: Pecha Berry
Equinox: Chesto Berry

Pokemon:

Sigilyph (F) (Aviatrix)
Nature: Bold (Adds One Rank to Defense, Subtracts One Rank from Attack)
Type: Psychic/Flying
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.
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 1
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 97

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

Abilities:
Wonder Skin:
(Innate) 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: (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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Tinted Lens(DW): (Innate) 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).

Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Ancientpower
Roost
Stored Power
Calm Mind
Charge Beam
Shadow Ball


Eevee (M) (Full Name: Follow the Wind, Nickname: Fellow)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced by *)
Type: Normal
Normal: Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 64 (53x1.15)

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

Abilities:
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.
Adaptibility: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation(DW): (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.

Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Yawn(*)
Detect(*)
Wish(*)
Shadow Ball(*)
Hidden Power Fire Power 6(*)
Substitute(*)


Volcarona(*) (F) (Equinox)
Nature: Mild (Special Attack increased by *, Defense reduced by *)
Type: Bug/Fire
Bug:Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
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. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 100
Atk:Rank 2
Def:Rank 2
SpA:Rank 6
SpD:Rank 4
Spe:100

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

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

Attacks:
Ember (*)
String Shot (*)
Leech Life (*)
Take Down (*)
Bug Buzz
Flare Blitz
Quiver Dance
Fiery Dance
Rage Powder
Hurricane
Morning Sun (*)
Zen Headbutt (*)
Endure (*)
Incinerate (*)
Solar Beam (*)
Sunny Day (*)
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#42
And I'll follow up with this one. Good luck!

Okay, gonna try this.

Mode:
Singles

Chosen Abilities:
007: Blaze
Hedwig: Tinted Lens
Paul: Sniper

Chosen Items:
007: Oran Berry
Hedwig: Pecha Berry
Paul: Rawst Berry


Torchic [007] (M)

Lonely: Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense

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.

Stats:
45/60/40/70/50/45

HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 45

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

Abilities:

Blaze: 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): 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).

Attacks:

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

Rock Slide(*)
Night Slash(*)
Counter(*)

Flamethrower(*)
Swords Dance(*)
Shadow Claw(*)






Hoothoot(*) [Hedwig] [Female]

Mild: Adds * to Special Attack; Subtracts * from Defense

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.

Stats:

60/30/30/36/56/50

HP: 100
Atk: **
Def: * (-)
SpA: ***(+)
SpD: ***
Spe: 50

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

Abilities:

Insomnia: 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. (Inate)

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. (Inate)

Tinted Lens (DW unlocked): 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). (Inate)

Attacks:

Tackle(*)
Growl(*)
Foresight(*)
Hypnosis(*)
Peck(*)
Uproar(*)
Reflect(*)
Confusion(*)
Take Down(*)
Roost
Air Slash
Extrasensory

Agility(*)
Whirlwind(*)
Mirror Move(*)

Work Up(*)
Double Team(*)
Pluck(*)



Remoraid
[Paul] [Male]

Quiet: Adds * to Special 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: Water

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

Stats:

35/65/35/65/35/65

HP: 90
Atk: ***
Def: **
SpA: ***
SpD: **
Spe: 65

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

Abilities:


Hustle: This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal. (Can be Enabled)

Sniper: This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits. (Inate)

Moody (DW): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops. (Inate)

Attacks:

Water Gun(*)
Lock-on(*)
Psybeam(*)
Aurora Beam(*)
Bubblebeam(*)
Focus Energy(*)

Flail(*)
Rock Blast(*)
Water Spout(*)

Waterfall(*)
Flamethrower(*)
Charge Beam(*)
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
#43
Mode:
Singles

Chosen Abilities:
Absol: Super Luck
Honchkrow: Insomnia
Revenankh: Shed Skin

Chosen Items:
Absol: Rawst Berry
Honchkrow: Cheri Berry
Revenankh: Oran Berry


Absol [Midnight] (M)
Nature: Mild (Adds * to Special Attack. Subtracts * from Defense.)

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


Stats:
HP: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75

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

Abilities:
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.
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.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Attacks:
Scratch (*)
Feint (*)
Leer (*)
Taunt (*)
Quick Attack (*)
Razor Wind (*)
Bite (*)
Pursuit (*)
Swords Dance (*)
Night Slash

Zen Headbutt (*)
Megahorn (*)
Magic Coat (*)

Counter

Fire Blast (*)
Stone Edge (*)
Thunderbolt (*)


Honchkrow [Bosskrow] (M)
Nature: Naughty (Adds a Rank to Attack. Subtracts a Rank from Special Defense.)

Type: Dark / Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 71

EC: 6 / 6
MC: 0
DC: 2 / 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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)
Night Slash

Brave Bird (*)
Confuse Ray(*)
Roost (*)

Heat Wave

Taunt (*)
Shadow Ball (*)
Hidden Power (Fighting, 7) (*)


Revenankh [Ankhles] (F)
Nature: Relaxed (Adds * to Defense. Subtracts 15% from Speed.)

Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, 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.)
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate has Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 56 (-)

EC: 0 / 0 (Does not evolve)
MC: 0
DC: 0 / 5

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) 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.

Attacks:
Wrap (*)
Bide (*)
Sand Tomb (*)
Wring Out (*)
Rock Tomb (*)
Arm Thrust (*)
Mean Look (*)
Glare (*)
Shadow Punch (*)

Shadow Sneak (*)
Counter (*)
Drain Punch (*)

Rock Slide (*)
Bulk Up (*)
Taunt (*)
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#44
Mode:
Singles

Chosen Abilities:
Absol: Super Luck
Honchkrow: Insomnia
Revenankh: Shed Skin

Chosen Items:
Absol: Rawst Berry
Honchkrow: Cheri Berry
Revenankh: Oran Berry


Absol [Midnight] (M)
Nature: Mild (Adds * to Special Attack. Subtracts * from Defense.)

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


Stats:
HP: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75

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

Abilities:
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.
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.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Attacks:
Scratch (*)
Feint (*)
Leer (*)
Taunt (*)
Quick Attack (*)
Razor Wind (*)
Bite (*)
Pursuit (*)
Swords Dance (*)
Night Slash

Zen Headbutt (*)
Megahorn (*)
Magic Coat (*)

Counter

Fire Blast (*)
Stone Edge (*)
Thunderbolt (*)


Honchkrow [Bosskrow] (M)
Nature: Naughty (Adds a Rank to Attack. Subtracts a Rank from Special Defense.)

Type: Dark / Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 71

EC: 6 / 6
MC: 0
DC: 2 / 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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)
Night Slash

Brave Bird (*)
Confuse Ray(*)
Roost (*)

Heat Wave

Taunt (*)
Shadow Ball (*)
Hidden Power (Fighting, 7) (*)


Revenankh [Ankhles] (F)
Nature: Relaxed (Adds * to Defense. Subtracts 15% from Speed.)

Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, 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.)
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate has Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 56 (-)

EC: 0 / 0 (Does not evolve)
MC: 0
DC: 0 / 5

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) 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.

Attacks:
Wrap (*)
Bide (*)
Sand Tomb (*)
Wring Out (*)
Rock Tomb (*)
Arm Thrust (*)
Mean Look (*)
Glare (*)
Shadow Punch (*)

Shadow Sneak (*)
Counter (*)
Drain Punch (*)

Rock Slide (*)
Bulk Up (*)
Taunt (*)
MINE.
 

zarator

^_^
is a Forum Moderatoris a Community Contributoris a Contributor Alumnus
Moderator
#45
I WANT TO PARTICIPATE!!

Format: 2v2 Doubles

Abilities

Hydreigon: Levitate
Kitsunoh: Frisk
Revenankh: Shed Skin
Chandelure: Flash Fire

Items

Hydreigon: Oran Berry
Kitsunoh: None
Revenankh: Leppa Berry
Chandelure: Oran Berry


Hydreigon* (Tiamat) (F)
Nature: Rash (Special Attack raised by *; Special Defense lowered by *)
Type: Dragon/Dark
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.

Stats
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 2 (-)
Spe: 98

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

Ability:
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.


Attacks:
Bite(*)
Crunch(*)
Dark Pulse(*)
Dragon Pulse
Dragon Rage(*)
Dragonbreath(*)
Earth Power(*)
Flamethrower
Focus Blast
Focus Energy(*)
Head Smash(*)
Headbutt(*)
Incinerate(*)
Roar(*)
Surf
Tackle(*)
Taunt
Thief(*)
Thunder Wave(*)



Kitsunoh* (Mask) (M)
Nature: Adamant (Attack raised by *; Special Attack lowered by *)
Type: Steel/Ghost
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.

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: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110

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

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.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (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.

Attacks:

Curse(*)
Dig(*)
Double Team
Earthquake
Faint Attack(*)
Featherdance(*)
Ice Fang
Iron Defense(*)
Leer(*)
Lick(*)
Meteor Mash(*)
Odor Sleuth(*)
Perish Song
Protect
Psycho Shift(*)
Rock Slide(*)
Scratch(*)
Shadow Sneak(*)
Shadowstrike
Substitute
Taunt
Thunder Fang
Will-O-Wisp(*)




Chandelure (Shar) (F)
Nature: Modest (Attack reduced by *; Special Attack raised by *).

Type: Ghost/Fire
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.

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.

Stats:
HP 90
Atk Rank 1 (-)
Def Rank 3
SpA Rank 7 (+)
SpD Rank 3
Spe 80

EC: N/A
MC: 1
DC: 3/5

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.
Flash Fire: (Innate) 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).
Shadow Tag (Dream World): (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.

Attacks

Acid Armor
Astonish
Clear Smog
Confuse Ray
Ember
Fire Spin
Flame Burst
Flamethrower
Heat Wave
Hidden Power (Fighting, 7 BP)
Imprison
Minimize
Night Shade
Protect
Psychic
Shadow Ball
Smog
Solarbeam
Sunny Day
Taunt
Will-o-wisp



Revenankh (Myrkul) (M)
Nature: Adamant (Attack raised by *; Special Attack lowered by *).

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

Stats:
HP 100
Atk Rank 5 (+)
Def Rank 3
SpA Rank 2 (-)
SpD Rank 3
Spe 65

EC: N/A
MC: 1
DC: 2/5

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (Dream World): (Innate) 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.


Attacks

Arm Thrust
Bide
Counter
Destiny Bond
Drain Punch
Earthquake
Focus Punch
Glare
Hammer Arm
Ice Punch
Mach Punch
Mean Look
Power Whip
Protect
Rock Slide
Rock Tomb
Sand Tomb
Shadow Punch
Wrap
Wring Out
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
#46
I WANT TO PARTICIPATE!!

Format: 2v2 Doubles

Abilities

Hydreigon: Levitate
Kitsunoh: Frisk
Revenankh: Shed Skin
Chandelure: Flash Fire

Items

Hydreigon: Oran Berry
Kitsunoh: None
Revenankh: Leppa Berry
Chandelure: Oran Berry


Hydreigon* (Tiamat) (F)
Nature: Rash (Special Attack raised by *; Special Defense lowered by *)
Type: Dragon/Dark
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.

Stats
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 2 (-)
Spe: 98

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

Ability:
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.


Attacks:
Bite(*)
Crunch(*)
Dark Pulse(*)
Dragon Pulse
Dragon Rage(*)
Dragonbreath(*)
Earth Power(*)
Flamethrower
Focus Blast
Focus Energy(*)
Head Smash(*)
Headbutt(*)
Incinerate(*)
Roar(*)
Surf
Tackle(*)
Taunt
Thief(*)
Thunder Wave(*)



Kitsunoh* (Mask) (M)
Nature: Adamant (Attack raised by *; Special Attack lowered by *)
Type: Steel/Ghost
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.

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: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110

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

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.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (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.

Attacks:

Curse(*)
Dig(*)
Double Team
Earthquake
Faint Attack(*)
Featherdance(*)
Ice Fang
Iron Defense(*)
Leer(*)
Lick(*)
Meteor Mash(*)
Odor Sleuth(*)
Perish Song
Protect
Psycho Shift(*)
Rock Slide(*)
Scratch(*)
Shadow Sneak(*)
Shadowstrike
Substitute
Taunt
Thunder Fang
Will-O-Wisp(*)




Chandelure (Shar) (F)
Nature: Modest (Attack reduced by *; Special Attack raised by *).

Type: Ghost/Fire
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.

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.

Stats:
HP 90
Atk Rank 1 (-)
Def Rank 3
SpA Rank 7 (+)
SpD Rank 3
Spe 80

EC: N/A
MC: 1
DC: 3/5

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.
Flash Fire: (Innate) 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).
Shadow Tag (Dream World): (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.

Attacks

Acid Armor
Astonish
Clear Smog
Confuse Ray
Ember
Fire Spin
Flame Burst
Flamethrower
Heat Wave
Hidden Power (Fighting, 7 BP)
Imprison
Minimize
Night Shade
Protect
Psychic
Shadow Ball
Smog
Solarbeam
Sunny Day
Taunt
Will-o-wisp



Revenankh (Myrkul) (M)
Nature: Adamant (Attack raised by *; Special Attack lowered by *).

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

Stats:
HP 100
Atk Rank 5 (+)
Def Rank 3
SpA Rank 2 (-)
SpD Rank 3
Spe 65

EC: N/A
MC: 1
DC: 2/5

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (Dream World): (Innate) 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.


Attacks

Arm Thrust
Bide
Counter
Destiny Bond
Drain Punch
Earthquake
Focus Punch
Glare
Hammer Arm
Ice Punch
Mach Punch
Mean Look
Power Whip
Protect
Rock Slide
Rock Tomb
Sand Tomb
Shadow Punch
Wrap
Wring Out
NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED

Taking this.
 
#47
IN IT TO FUCKING WIN IT

Mode:
Singles

Chosen Abilities:
Cyclohm:
Sheer Force
Breloom: Technician
Stratagem: Technician

Chosen Items:
Cyclohm: Leppa Berry
Breloom: Oran Berry
Duskull: Lum Berry


Breloom [Turtle] (♂)
Nature: Adamant (+ * to Attack, -* from Special Attack)

Type: Grass
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).

Stats:
HP: 90
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 70

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

Abilities:
Poison Heal: (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.
Effect Spore: (Can be disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Spore
Mach Punch
Counter

Seed Bomb
Drain Punch
Focus Punch
Synthesis
Wake-up Slap

Bullet Seed
Substitute
Swords Dance
Stone Edge
Facade

Stratagem* [Rube] ()
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Nature: Modest (+ SpA, - Attack)

Stats
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 130

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

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.
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).
Mold Breaker (DW) (Unlocked): (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.)

Moves:
Giga Drain*
Weather Ball*
Vacuum Wave*
Tackle*
Defense Curl*
Rollout*
Rock Blast*
Disable*
Acupressure*
Mud Shot*
Power Gem*
Rock Polish*
Flamethrower*
Shadow Ball*
Volt Change*
Energy Ball*
Ancientpower*
Earth Power*
Head Smash*
Substitute
Electra Ball

Cyclohm* [Swells] ()
Nature: Lonely (+ Attack, - Defense)

Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

Abilities:
Shield Dust: (Innate) 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.)
Static: (Innate) 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.
Sheer Force (DW) (Unlocked): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

HP: 110
Atk: Rank 3 (+)
Def: Rank 3 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 80

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


Attacks:
Whirlwind*
Bide*
Weather Ball*
Double Hit*
Tackle*
Growl*
Leer*
Thundershock*
Charge*
Rain Dance*
Twister*
Double Hit*
Slack Off
Gale (Hurricane)
Tri Attack

Dragon Dance*
Hydro Pump*
Dragon Rush*

Wild Charge*
Thunder*
Flamethrower*
Aerial Ace*
Thunder Wave*
Thunderbolt
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#48
Taking Venser's challenge. :)

IN IT TO FUCKING WIN IT

Mode:
Singles

Chosen Abilities:
Cyclohm:
Sheer Force
Breloom: Technician
Stratagem: Technician

Chosen Items:
Cyclohm: Leppa Berry
Breloom: Oran Berry
Duskull: Lum Berry


Breloom [Turtle] (♂)
Nature: Adamant (+ * to Attack, -* from Special Attack)

Type: Grass
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).

Stats:
HP: 90
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 70

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

Abilities:
Poison Heal: (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.
Effect Spore: (Can be disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Spore
Mach Punch
Counter

Seed Bomb
Drain Punch
Focus Punch
Synthesis
Wake-up Slap

Bullet Seed
Substitute
Swords Dance
Stone Edge
Facade

Stratagem* [Rube] ()
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Nature: Modest (+ SpA, - Attack)

Stats
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 130

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

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.
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).
Mold Breaker (DW) (Unlocked): (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.)

Moves:
Giga Drain*
Weather Ball*
Vacuum Wave*
Tackle*
Defense Curl*
Rollout*
Rock Blast*
Disable*
Acupressure*
Mud Shot*
Power Gem*
Rock Polish*
Flamethrower*
Shadow Ball*
Volt Change*
Energy Ball*
Ancientpower*
Earth Power*
Head Smash*
Substitute
Electra Ball

Cyclohm* [Swells] ()
Nature: Lonely (+ Attack, - Defense)

Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

Abilities:
Shield Dust: (Innate) 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.)
Static: (Innate) 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.
Sheer Force (DW) (Unlocked): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

HP: 110
Atk: Rank 3 (+)
Def: Rank 3 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 80

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


Attacks:
Whirlwind*
Bide*
Weather Ball*
Double Hit*
Tackle*
Growl*
Leer*
Thundershock*
Charge*
Rain Dance*
Twister*
Double Hit*
Slack Off
Gale (Hurricane)
Tri Attack

Dragon Dance*
Hydro Pump*
Dragon Rush*

Wild Charge*
Thunder*
Flamethrower*
Aerial Ace*
Thunder Wave*
Thunderbolt
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus
#49
Get ready for a masterclass in...

*shades*

Training! YEAAAHHHHHH

Mode:
Singles

Chosen Abilities:
Diana [Ninetales]: Drought
Clive [Claydol]: Levitate
Alchemator [Beheeyem]: Synchronize

Chosen Items:
Diana [Ninetales]:
Chesto Berry
Clive [Claydol]: Oran Berry
Alchemator [Beheeyem]: Leppa Berry


Ninetales [Diana] (F)
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)

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. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 100

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

Abilities:
Flash Fire: (Innate) 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 UNLOCKED): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.

Attacks:
Ember (*)
Tail Whip (*)
Roar (*)
Quick Attack (*)
Fire Spin (*)
Will-o-Wisp (*)
Confuse Ray (*)
Imprison (*)
Flame Burst (*)
Flamethrower (*)
Safeguard (*)
Disable (*)
Extrasensory (*)
Hypnosis (*)
Energy Ball (*)
Dig (*)
Dark Pulse (*)
Nasty Plot
Fire Blast
Solarbeam


Claydol [Clive] (N/A)
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)

Type:
Ground / Psychic:
[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).
[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.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 75

EC: 6/6
MC: 0
DC: N/A

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.

Attacks:
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud Slap (*)
Psybeam (*)
Rock Tomb (*)
Selfdestruct (*)
Ancient Power (*)
Earth Power (*)
Power Share (*)
Heal Block (*)
Ice Beam (*)
Psychic (*)
Rock Polish (*)
Teleport
Calm Mind
Grass Knot


Beheeyem [Alchemator] (M)
Nature: Quiet (Adds * to Special 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 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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 25 (30/1.15v)

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

Abilities:
Telepathy: (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.
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.
Analytic (DW): (Can be Enabled)
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Attacks:
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power [Fighting] [7]
Imprison
Disable
Nasty Plot
Teleport
Psyshock
Shadow Ball
Thunderbolt
Recover
Substitute
Psychic
Wonder Room
Toxic
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#50
Get ready for a masterclass in...

*shades*

Training! YEAAAHHHHHH

Mode:
Singles

Chosen Abilities:
Diana [Ninetales]: Drought
Clive [Claydol]: Levitate
Alchemator [Beheeyem]: Synchronize

Chosen Items:
Diana [Ninetales]:
Chesto Berry
Clive [Claydol]: Oran Berry
Alchemator [Beheeyem]: Leppa Berry


Ninetales [Diana] (F)
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)

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. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 100

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

Abilities:
Flash Fire: (Innate) 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 UNLOCKED): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.

Attacks:
Ember (*)
Tail Whip (*)
Roar (*)
Quick Attack (*)
Fire Spin (*)
Will-o-Wisp (*)
Confuse Ray (*)
Imprison (*)
Flame Burst (*)
Flamethrower (*)
Safeguard (*)
Disable (*)
Extrasensory (*)
Hypnosis (*)
Energy Ball (*)
Dig (*)
Dark Pulse (*)
Nasty Plot
Fire Blast
Solarbeam


Claydol [Clive] (N/A)
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)

Type:
Ground / Psychic:
[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).
[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.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 75

EC: 6/6
MC: 0
DC: N/A

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.

Attacks:
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud Slap (*)
Psybeam (*)
Rock Tomb (*)
Selfdestruct (*)
Ancient Power (*)
Earth Power (*)
Power Share (*)
Heal Block (*)
Ice Beam (*)
Psychic (*)
Rock Polish (*)
Teleport
Calm Mind
Grass Knot


Beheeyem [Alchemator] (M)
Nature: Quiet (Adds * to Special 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 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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 25 (30/1.15v)

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

Abilities:
Telepathy: (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.
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.
Analytic (DW): (Can be Enabled)
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Attacks:
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power [Fighting] [7]
Imprison
Disable
Nasty Plot
Teleport
Psyshock
Shadow Ball
Thunderbolt
Recover
Substitute
Psychic
Wonder Room
Toxic
Mineeeeeee