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

I would like to challenge the Battle Subway!

Mode: Singles
Thread: N/A

Chosen Abilities:
Porygon2: download
Exeggutor: harvest
Ampharos: static

Chosen Items:
Porygon2: n/a
Exeggutor: oran berry
Ampharos: n/a

Porygon2(*) (Floyd)
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: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 51 (-)

EC: 7/9
MC: 0
DC: 5/5

Attacks:
Conversion 2(*)
Tackle(*)
Conversion(*)
Sharpen(*)
Psybeam(*)
Agility(*)
Recover(*)
Magnet Rise(*)
Defense Curl
Tri Attack
Magic Coat
Hyper Beam
Signal Beam

Ice Beam(*)
Thunderbolt(*)
Trick Room(*)
Shadow Ball
Psyshock
Charge Beam
Substitute


Exeggutor(*) (Jethro) M
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Grass / Psychic
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.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Harvest (DW): (Innate) At the end of each round, this Pokemon recycles a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 2 (-)
Spe: 55

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

Attacks:
Barrage(*)
Uproar(*)
Hypnosis(*)
Reflect(*)
Leech Seed(*)
Bullet Seed(*)
Stun Spore(*)
Poisonpowder(*)
Sleep Powder(*)
Seed Bomb
Stomp
SolarBeam
Psyshock
Wood Hammer

Synthesis(*)
Leaf Storm(*)
Giga Drain(*)

Trick Room(*)
Psychic(*)
Dream Eater(*)
Sunny Day
Toxic
Sludge Bomb
Energy Ball


Ampharos (Conchord) M
Nature: Quiet (Adds One (1) Rank to Special 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: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

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

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 47 (55/1.15) (-)

EC: 9/9
MC: 1
DC: 2/5

Attacks:
Tackle
Growl
Thundershock
Thunder Wave
Cotton Spore
Charge
Fire Punch
Light Screen
Power Gem
ThunderPunch

Body Slam
Iron Tail
Agility

Thunderbolt
Charge Beam
Toxic
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Need a subref for this one please.
Would ref the above two but I'm really busy at the moment with irl issues so I can't get around to reffing them right now.
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
I'll subref for you, elDino.

Also, fighting a Garchomp looks fun so taking Limewire aboard!
 
I would like to challenge the Battle Subway!

Mode: Singles
Thread: N/A

Chosen Abilities:
Porygon2: download
Exeggutor: harvest
Ampharos: static

Chosen Items:
Porygon2: n/a
Exeggutor: oran berry
Ampharos: n/a

Porygon2(*) (Floyd)
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: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 51 (-)

EC: 7/9
MC: 0
DC: 5/5

Attacks:
Conversion 2(*)
Tackle(*)
Conversion(*)
Sharpen(*)
Psybeam(*)
Agility(*)
Recover(*)
Magnet Rise(*)
Defense Curl
Tri Attack
Magic Coat
Hyper Beam
Signal Beam

Ice Beam(*)
Thunderbolt(*)
Trick Room(*)
Shadow Ball
Psyshock
Charge Beam
Substitute

Exeggutor(*) (Jethro) M
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Grass / Psychic
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.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Harvest (DW): (Innate) At the end of each round, this Pokemon recycles a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 2 (-)
Spe: 55

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

Attacks:
Barrage(*)
Uproar(*)
Hypnosis(*)
Reflect(*)
Leech Seed(*)
Bullet Seed(*)
Stun Spore(*)
Poisonpowder(*)
Sleep Powder(*)
Seed Bomb
Stomp
SolarBeam
Psyshock
Wood Hammer

Synthesis(*)
Leaf Storm(*)
Giga Drain(*)

Trick Room(*)
Psychic(*)
Dream Eater(*)
Sunny Day
Toxic
Sludge Bomb
Energy Ball

Ampharos (Conchord) M
Nature: Quiet (Adds One (1) Rank to Special 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: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

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

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 47 (55/1.15) (-)

EC: 9/9
MC: 1
DC: 2/5

Attacks:
Tackle
Growl
Thundershock
Thunder Wave
Cotton Spore
Charge
Fire Punch
Light Screen
Power Gem
ThunderPunch

Body Slam
Iron Tail
Agility

Thunderbolt
Charge Beam
Toxic
This looks like an interesting team! I'll ref it!
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
This looks like fun!

Mode: Singles
Thread: N/A

Chosen Abilities:
Cyclohm: Shield Dust
Dusclops: Pressure
Snorlax: Immunity

Chosen Items:
Cyclohm: Pecha Berry
Dusclops: Leppa Berry
Snorlax: Oran Berry


Cyclohm[Thor] (Male)
Nature: Quiet (+Spa, -Spe, +10% accuracy for opposing attacks)
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. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
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.

Stats:

HP: 110
Atk: Rank 2
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 3
Spe: 69 (80/1.15) (-)

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

Attacks:
Tackle
Growl
Dragon Rage
Leer
Thundershock
Charge
Rain Dance
Twister
Spark
Sonicboom
Double Hit
Hyper Beam
Slack Off
Hurricane
Whirlwind
Bide
Weather Ball

Hydro Pump
Magnet Rise
Heal Bell

Thunderbolt
Flamethrower
Dragon Pulse
Thunder Wave
Protect
Light Screen



Dusclops * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 21 (25*0.85v) (-)

EC: 6/9
MC: 0
DC: doesn't matter

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.

Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Fire Punch
Thunder Punch
Ice Punch
Gravity
Bind
Shadow Punch

Destiny Bond
Pain Split
Imprison

Trick Room
Will-o-Wisp
Return
Earthquake
Rock Slide
Focus Punch
Counter



Snorlax [Hector] (M)
Nature: Quiet (+Spa, -Spe)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 125
Atk: Rank 4
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 26 (30/1.15)

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

Abilities:
Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony: (DW Locked) (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Moves:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Headbutt
Belly Drum
Yawn
Rest
Body Slam
Sleep Talk
Giga Impact
Crunch

Counter
Substitute
Double Edge

Ice Beam
Surf
Fire Blast
Earthquake
 
This looks like fun!

Mode: Singles
Thread: N/A

Chosen Abilities:
Cyclohm: Shield Dust
Dusclops: Pressure
Snorlax: Immunity

Chosen Items:
Cyclohm: Pecha Berry
Dusclops: Leppa Berry
Snorlax: Oran Berry


Cyclohm[Thor] (Male)
Nature: Quiet (+Spa, -Spe, +10% accuracy for opposing attacks)
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. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
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.

Stats:

HP: 110
Atk: Rank 2
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 3
Spe: 69 (80/1.15) (-)

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

Attacks:
Tackle
Growl
Dragon Rage
Leer
Thundershock
Charge
Rain Dance
Twister
Spark
Sonicboom
Double Hit
Hyper Beam
Slack Off
Hurricane
Whirlwind
Bide
Weather Ball

Hydro Pump
Magnet Rise
Heal Bell

Thunderbolt
Flamethrower
Dragon Pulse
Thunder Wave
Protect
Light Screen



Dusclops * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 21 (25*0.85v) (-)

EC: 6/9
MC: 0
DC: doesn't matter

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.

Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Fire Punch
Thunder Punch
Ice Punch
Gravity
Bind
Shadow Punch

Destiny Bond
Pain Split
Imprison

Trick Room
Will-o-Wisp
Return
Earthquake
Rock Slide
Focus Punch
Counter



Snorlax [Hector] (M)
Nature: Quiet (+Spa, -Spe)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 125
Atk: Rank 4
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 26 (30/1.15)

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

Abilities:
Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony: (DW Locked) (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Moves:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Headbutt
Belly Drum
Yawn
Rest
Body Slam
Sleep Talk
Giga Impact
Crunch

Counter
Substitute
Double Edge

Ice Beam
Surf
Fire Blast
Earthquake
By the time I'm done reffing this, I'll probably be raging at Cyclohm too. Good Luck!
 
Ok, I'm pretty sure I've waited enough.
My last team is preparing for a Raid so I'll pull out a different crew this time.

Mode: Singles
Thread: Subway Challenge

Abilities:
Marowak: Rock Head
Galvantula: Compoundeyes
Krillowatt: Magic Guard

Items:
Marowak: Thick Club
Galvantula: Pecha Berry
Krillowatt: Chesto Berry


Galvantula [Omicron] (Female)
Nature: Modest (+SpA, -Atk)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 108

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

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm: (DW) (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:
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electro Web
Bug Bite
Gastro Acid
Bug Buzz

Cross Poison
Disable
Faint Attack

Protect
Thunderbolt
Energy Ball
Thunder
Toxic
Volt Switch
Hyper Beam
Substitute
Struggle Bug


Krillowatt [Delta]
Nature: Quiet (+SpA, -15% Spe and +5% accuracy on enemy attacks)

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

Stats:
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 89 (-15%)

EC: 6/6
MC: 0
DC: 5/5
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Charge
Confuse Ray
Imprison
Aqua Jet
Thunder
Hydro Pump

Counter
Mirror Coat
Signal Beam

Thunder Wave
Thunderbolt
Scald
Earthquake
Hone Claws
Waterfall
Low Kick
Blizzard



Marowak [Rho a.k.a Boner] (Male)
Nature: Brave (+Atk, -Spe)

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

HP: 90
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 39 (-)

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

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.
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Battle Armour (DW): (Innate) This Pokemon’s thick armor prevents it from taking critical hits.

Attacks:
Bone Club
Growl
Tail Whip
Headbutt
Leer
Focus Energy
Bonemerang
Rage

Belly Drum
Detect
Skull Bash
Endure

Smack Down
Aerial Ace
Fire Blast
Stone Edge
Earthquake
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Ok, I'm pretty sure I've waited enough.
My last team is preparing for a Raid so I'll pull out a different crew this time.

Mode: Singles
Thread: Subway Challenge

Abilities:
Marowak: Rock Head
Galvantula: Compoundeyes
Krillowatt: Magic Guard

Items:
Marowak: Thick Club
Galvantula: Pecha Berry
Krillowatt: Chesto Berry


Galvantula [Omicron] (Female)
Nature: Modest (+SpA, -Atk)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 108

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

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm: (DW) (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:
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electro Web
Bug Bite
Gastro Acid
Bug Buzz

Cross Poison
Disable
Faint Attack

Protect
Thunderbolt
Energy Ball
Thunder
Toxic
Volt Switch
Hyper Beam
Substitute
Struggle Bug


Krillowatt [Delta]
Nature: Quiet (+SpA, -15% Spe and +5% accuracy on enemy attacks)

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

Stats:
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 89 (-15%)

EC: 6/6
MC: 0
DC: 5/5
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Charge
Confuse Ray
Imprison
Aqua Jet
Thunder
Hydro Pump

Counter
Mirror Coat
Signal Beam

Thunder Wave
Thunderbolt
Scald
Earthquake
Hone Claws
Waterfall
Low Kick
Blizzard



Marowak [Rho a.k.a Boner] (Male)
Nature: Brave (+Atk, -Spe)

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

HP: 90
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 39 (-)

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

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.
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Battle Armour (DW): (Innate) This Pokemon’s thick armor prevents it from taking critical hits.

Attacks:
Bone Club
Growl
Tail Whip
Headbutt
Leer
Focus Energy
Bonemerang
Rage

Belly Drum
Detect
Skull Bash
Endure

Smack Down
Aerial Ace
Fire Blast
Stone Edge
Earthquake
I'll ref this one for you, as I have some time. Good luck!
 
Bumping this to note that the 9-16 battle Pokemon are now ready for battle! This means that if your challenge reaches that far, you can go ahead and keep going!
 
Mode: Singles
Thread

Chosen Abilities:
Dunsparce: Serene Grace
Camerupt: Solid Rock
Krillowatt: Magic Guard

Chosen Items:
Dunsparce: Chesto Berry
Camerupt: Oran Berry
Krillowatt: Leppa Berry


Dunsparce [Flinch] Male
Nature: Quirky (no changes)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats: 100/70/70/65/65/45

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 45

MC: 0
DC: 3/5

Abilities:
Ability 1: Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Ability 2: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Ability 3: Rattled: (Innate, DW locked) 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:

Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Roost
Coil

Headbutt
Secret Power
Bite

Rock Slide
Rock Smash
Blizzard
Protect

Zen Headbutt


Camerupt (Flare) (F)
Nature: Quiet (+1 Rank in special attack; A 15% decrease in Base Speed [truncated] and a +10% flat increase in accuracy (e.g. 85 Accuracy becomes 95) on an opponent's attacks.)
Type: Fire/Ground
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.
Ground:
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Magma Armor: (innate) This Pokemon has a heated armor that makes it incapable of being frozen.
Ability 2: Solid Rock: (innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Ability 3: Anger Point: When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Stats: 70/100/70/105+/75/40-
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)

EC: 6/6
MC: 1
DC: 5/5- DW unlocked!


Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Amnesia
Flame Burst
Earth Power
Flamethrower
Eruption

Heat Wave
Yawn
Stockpile

Flame Charge
Earthquake
Rock Slide
Will O' Wisp
Protect
Fire Blast
SolarBeam
Toxic



Krillowatt [Float] Female
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats: 151/84+/73-/83/74/105

HP: 125
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 105

EC: 6/6
MC: 2
DC: 5/5- DW unlocked!

Abilities:
Ability 1: Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Ability 2: 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.
Ability 3: Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:

Bubble (*)
Charge (*)
Tackle (*)
ThunderShock (*)
Detect (*)
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Aqua Jet
Counter
Thunder
Hydro Pump
Copycat
Heart Swap
Zap Cannon
Volt Switch

Muddy Water (*)
Whirlpool (*)
Signal Beam (*)
Follow Me

Wild Charge (*)
Scald (*)
Ice Beam (*)
Hone Claws
Earthquake
Substitute
Hidden Power (base 7, Grass)


Since apparently so long as I use the non-tourney versions of the mon it's okay to use my mons in the tourney here...
 
Mode: Singles
Thread

Chosen Abilities:
Dunsparce: Serene Grace
Camerupt: Solid Rock
Krillowatt: Magic Guard

Chosen Items:
Dunsparce: Chesto Berry
Camerupt: Oran Berry
Krillowatt: Leppa Berry


Dunsparce [Flinch] Male
Nature: Quirky (no changes)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats: 100/70/70/65/65/45

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 45

MC: 0
DC: 3/5

Abilities:
Ability 1: Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Ability 2: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Ability 3: Rattled: (Innate, DW locked) 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:

Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Roost
Coil

Headbutt
Secret Power
Bite

Rock Slide
Rock Smash
Blizzard
Protect

Zen Headbutt


Camerupt (Flare) (F)
Nature: Quiet (+1 Rank in special attack; A 15% decrease in Base Speed [truncated] and a +10% flat increase in accuracy (e.g. 85 Accuracy becomes 95) on an opponent's attacks.)
Type: Fire/Ground
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.
Ground:
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Magma Armor: (innate) This Pokemon has a heated armor that makes it incapable of being frozen.
Ability 2: Solid Rock: (innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Ability 3: Anger Point: When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Stats: 70/100/70/105+/75/40-
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)

EC: 6/6
MC: 1
DC: 5/5- DW unlocked!


Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Amnesia
Flame Burst
Earth Power
Flamethrower
Eruption

Heat Wave
Yawn
Stockpile

Flame Charge
Earthquake
Rock Slide
Will O' Wisp
Protect
Fire Blast
SolarBeam
Toxic



Krillowatt [Float] Female
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats: 151/84+/73-/83/74/105

HP: 125
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 105

EC: 6/6
MC: 2
DC: 5/5- DW unlocked!

Abilities:
Ability 1: Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Ability 2: 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.
Ability 3: Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:

Bubble (*)
Charge (*)
Tackle (*)
ThunderShock (*)
Detect (*)
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Aqua Jet
Counter
Thunder
Hydro Pump
Copycat
Heart Swap
Zap Cannon
Volt Switch

Muddy Water (*)
Whirlpool (*)
Signal Beam (*)
Follow Me

Wild Charge (*)
Scald (*)
Ice Beam (*)
Hone Claws
Earthquake
Substitute
Hidden Power (base 7, Grass)


Since apparently so long as I use the non-tourney versions of the mon it's okay to use my mons in the tourney here...
Alright, you're on!
 
Mode: Singles
Thread: None

Chosen Abilities:
Kitsunoh: Limber
Empoleon: Torrent
Chandelure: Shadow Tag

Chosen Items:
Kitsunoh: Oran Berry
Empoleon: Pecha Berry
Chandelure: Enigma Berry


Kitsunoh [Nox] (M)
Nature: Adamant (+Atk, -SpA)

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.

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) UNLOCKED: (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.

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

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

Attacks
Tackle
Leer
Scratch
Tail Whip
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Ice Fang
Thunder Fang
Curse
ShadowStrike
Fake Out
Revenge
Perish Song

Magic Coat
Meteor Mash
Pain Split
Psycho Shift
Yawn

Aerial Ace
Dig
Earthquake
Taunt
Will-o-Wisp



Empoleon [Pengwin] (M)
Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

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

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) UNLOCKED: (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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 53 (-) (60/1.15)

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

Attacks:
Pound
Growl
Bide
Bubble
Water Sport
Peck
Bubblebeam
Fury Attack
Metal Claw
Swagger
Drill Peck
Mist
Aqua Jet
Hydro Pump

FeatherDance
Mud-Slap
Mud Sport
Yawn

Water Pledge

Brick Break
Dig
Ice Beam
Protect
Scald



Chandelure [Danse Macabre] (Male) (*)
Nature: Modest (+SpA,-Atk)

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.

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).
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.
Shadow Tag (DW, UNLOCKED): (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.

Levitate: (Command) The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.

Stats:

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

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

Attacks:
Level up:
Ember*
Astonish*
Minimize*
Smog*
Fire Spin*
Confuse Ray*
Night Shade*
Will-O-Wisp*
Flame Burst*
Imprison*
Shadow Ball
Pain Split
Overheat
Hex

Acid Armor*
Clear Smog*
Heat Wave*

Taunt*
Calm Mind*
Toxic*
Double Team
Flamethrower
Energy Ball
Protect
Psychic
Safeguard
Substitute
Sunny Day
Trick Room
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Mode: Singles
Thread: None

Chosen Abilities:
Kitsunoh: Limber
Empoleon: Torrent
Chandelure: Shadow Tag

Chosen Items:
Kitsunoh: Oran Berry
Empoleon: Pecha Berry
Chandelure: Enigma Berry


Kitsunoh [Nox] (M)
Nature: Adamant (+Atk, -SpA)

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.

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) UNLOCKED: (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.

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

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

Attacks
Tackle
Leer
Scratch
Tail Whip
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Ice Fang
Thunder Fang
Curse
ShadowStrike
Fake Out
Revenge
Perish Song

Magic Coat
Meteor Mash
Pain Split
Psycho Shift
Yawn

Aerial Ace
Dig
Earthquake
Taunt
Will-o-Wisp



Empoleon [Pengwin] (M)
Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

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

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) UNLOCKED: (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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 53 (-) (60/1.15)

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

Attacks:
Pound
Growl
Bide
Bubble
Water Sport
Peck
Bubblebeam
Fury Attack
Metal Claw
Swagger
Drill Peck
Mist
Aqua Jet
Hydro Pump

FeatherDance
Mud-Slap
Mud Sport
Yawn

Water Pledge

Brick Break
Dig
Ice Beam
Protect
Scald



Chandelure [Danse Macabre] (Male) (*)
Nature: Modest (+SpA,-Atk)

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.

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).
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.
Shadow Tag (DW, UNLOCKED): (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.

Levitate: (Command) The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.

Stats:

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

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

Attacks:
Level up:
Ember*
Astonish*
Minimize*
Smog*
Fire Spin*
Confuse Ray*
Night Shade*
Will-O-Wisp*
Flame Burst*
Imprison*
Shadow Ball
Pain Split
Overheat
Hex

Acid Armor*
Clear Smog*
Heat Wave*

Taunt*
Calm Mind*
Toxic*
Double Team
Flamethrower
Energy Ball
Protect
Psychic
Safeguard
Substitute
Sunny Day
Trick Room
MINE
 

Athenodoros

Official Smogon Know-It-All
It has been far far too long since I continued my challenge:

Mode: Singles
Thread: http://www.smogon.com/forums/showthread.php?t=3448055

Abilities:
Typhon: Hydration
Astraea: Natural Cure
Nidhogg: Multiscale

Items:
Typhon: Expert Belt
Astraea: Life Orb
Nidhogg: Enigma Berry


Male Dragonite (*), "Nidhogg"

Nature:
Mild - Increase of Special Attack by *. Subtracts * from Defence.

Type:
Dragon - Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
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).

Abilities:
Inner Focus - (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (DW) - (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

HP: 100
Atk: *****
Def: ** (-)
SpA: ***** (+)
SpD: ****
Spe: 80

EC: Fully Evolved
MC: 0
DC: Unlocked

Attacks:
-Wrap (*)
-Leer (*)
-Thunder Wave (*)
-Twister (*)
-Dragon Rage (*)
-Slam (*)
-Agility (*)
-Dragon Pulse (*)
-Extremespeed (*)
-Haze (*)
-Rain Dance (*)
-Thunder (*)
-Surf (*)
-Outrage
-Toxic
-Fire Blast
-Ice Beam
-Fire Punch
-Thunderpunch
-Roost
-Hurricane
-Earthquake
-Stone Edge
-Light Screen
-Substitute
-Focus Blast
-Brick Break
-Aqua Tail
-Dragon Tail
-Bide
-Razor Wind
-Double Team
-Dragon Dance
-Draco Meteor
-Aerial Ace
-Safeguard
-Tailwind
-Superpower
-Ominous Wind
-Heat Wave
-Shock Wave


Lapras (M), "Typhon"

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

Abilities:
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.
Shell Armour - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Hydration (DW) - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

HP: 120
Atk: ***
Def: ***
SpA: **** (+)
SpD: ***
Spe: 51 (-)

EC: Doesn't Evolve
MC: 1
DC: Unlocked

Attacks:
-Sing
-Growl
-Water Gun
-Mist
-Confuse Ray
-Ice Shard
-Water Pulse
-Rain Dance
-Body Slam
-Perish Song
-Foresight
-Fissure
-Dragon Pulse
-Toxic
-Thunder
-Ice Beam
-Psychic
-Sheer Cold
-Hydro Pump
-Solarbeam
-Signal Beam
-Hidden Power Fighting (7)
-Substitute
-Bide
-Roar
-Bulldoze
-Protect
-Brine
-Shock Wave


Starmie, "Astraea"

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

Abilities:
Illuminate - (Can be activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
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.
Analytic - (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.

HP: 90
Atk: ** (-)
Def: ***
SpA: ***** (+)
SpD: ***
Spe: 115

EC: Fully Evolved
MC: 1
DC: Unlocked

Attacks:
-Tackle
-Harden
-Water Gun
-Rapid Spin
-Recover
-Camouflage
-Swift
-Minimize
-Power Gem
-Hydro Pump
-Psychic
-Thunderbolt
-Ice Beam
-Signal Beam
-Magic Coat
-Pain Split
-Confuse Ray
-Skill Swap
-Grass Knot
-Light Screen
-Reflect
-Thunder Wave
-Rain Dance
-Bide
-Teleport
-Trick
-Brine
-Natural Gift
-Psych Up
-Substitute
-Gravity
 
I would like to challenge the Battle Subway!

Mode: Singles
Thread: Battle Subway

Chosen Abilities:
Duohm: Shield Dust
Machoke: No Guard
Flarelm: Battle Armour

Chosen Items:
Duohm: Oran Berry
Machoke: Rawst Berry
Flarelm: Cheri Berry



Duohm (Gale) F
Nature:Calm
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. Superior senses in power plant environments.
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: 100
Atk (-1): Rank 1
Def: Rank 3
SpA: Rank 3
SpD (+1): Rank 3
Spe: 60

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): (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.

Moves:
Double Hit
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Slack Off
Hurricane
Discharge

Hydro Pump
Dragon Breath
Magnet Rise

Flamethrower
Thunderbolt
Thunder wave

EC: 4/9
DW: 2/5
MC: 1



Machoke (Blue) M
Nature: Quiet
Type: Fight

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

Abilities:
Guts (Innate): This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

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

DW:
Steadfast (Innate): If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA (+1): Rank 3
SpD: Rank 2
Spe: 39 (45/1.15)

Moves:
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismic Toss
Revenge
Dynamic Punch

Close Combat
Ice Punch
Encore
Counter

Fire Blast
Stone Edge
Substitute
Light Screen

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



Embirch (Gary) M
Nature: Brave
Type: Fire/Grass

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flammes are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Stats
HP: 100
Atk (+1): Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 48 (factoring nature)

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Moves:
Leaf Blade
Bullet Seed*
Sweet Scent*
Growth*
Ember*
Leech Seed*
Flame Wheel*
Giga Drain*
Fire Spin*
Energy Ball

Dragon Breath*
Earth Power*
Aromatherapy*
Psywave

Fire Blast*
Reflect*
Brick Break*
Substitute
Sunny Day

EC: 6/9
DW:5/5 Chlorophyll unlocked
MC: 0
 
This should be challenging. (See what I did there?)

Mode: Doubles
Thread: http://www.smogon.com/forums/showthread.php?t=3449427

Chosen Abilities:
Colossoil: Pressure
Salamence: Moxie
Volcarona: Flame Body
Krillowatt: Magic Guard

Chosen Items:
Colossoil: Rawst Berry
Salamence: Leppa Berry
Volcarona: Oran Berry
Krillowatt: Leppa Berry


Colossoil(*) [Neville] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing: Dark/Ground
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

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.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Innate) (UNLOCKED) 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.

Stats:
HP: 120
Atk: Rank 5
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 95

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

Attacks:
Leer(*)
Tackle(*)
Mud Shot(*)
Rapid Spin(*)
Bubblebeam(*)
Mud Bomb(*)
Pursuit(*)
Dark Pulse
Crunch
Dig
Peck(*)
Horn Attack(*)
Bite(*)
Magnitude(*)
Bounce
Megahorn

Sucker Punch(*)
Earth Power(*)
Water Spout(*)

Earthquake(*)
Payback(*)
U-Turn(*)
Stone Edge
Taunt
Knock Down
Torment

Aqua Tail


Salamence(*) [Draco] (M)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Typing: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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 (DW): (Innate) (UNLOCKED) 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.

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

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

Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Claw
Double-Edge
Protect
Fire Fang(*)
Thunder Fang(*)
Dragon Tail

Dragon Dance(*)
Dragon Pulse(*)
Hydro Pump(*)
Dragon Rush

Brick Break(*)
Fire Blast(*)
Rock Slide(*)
Draco Meteor
Rock Slide
Hone Claws

Roost


Volcarona(*) [Harry] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing: Bug/Fire
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.
Swarm (DW): (Innate) (UNLOCKED) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

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

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

Attacks:
Ember(*)
String Shot(*)
Leech Life(*)
Take Down(*)
Bug Buzz
Flare Blitz
Flame Charge
Gust(*)
Quiver Dance
Hurricane
Fiery Dance
Whirlwind

Magnet Rise(*)
Morning Sun(*)
Zen Headbutt(*)

Sunny Day(*)
SolarBeam(*)
Flamethrower(*)
Psychic
Double Team
Toxic


Krillowatt [Dobby] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) (UNLOCKED) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:
HP: 125
Atk: Rank 3
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 105

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

Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Confuse Ray
Aqua Jet
Mirror Coat
Imprison
Volt Switch
Heart Swap
Discharge
Hydro Pump
Thunder

Counter
Me First
Signal Beam

Ice Beam
Thunderbolt
Scald
Toxic
Substitute

Earth Power
 
I would like to challenge the Battle Subway!

Mode: Singles
Thread: http://www.smogon.com/forums/showthread.php?t=3450870

Chosen Abilities:
Porygon2: download
Exeggutor: harvest
Ampharos: static

Chosen Items:
Porygon2: n/a
Exeggutor: oran berry
Ampharos: n/a

Porygon2(*) (Floyd)
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: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 51 (-)

EC: 7/9
MC: 0
DC: 5/5

Attacks:
Conversion 2(*)
Tackle(*)
Conversion(*)
Sharpen(*)
Psybeam(*)
Agility(*)
Recover(*)
Magnet Rise(*)
Defense Curl
Tri Attack
Magic Coat
Hyper Beam
Signal Beam

Ice Beam(*)
Thunderbolt(*)
Trick Room(*)
Shadow Ball
Psyshock
Charge Beam
Substitute


Exeggutor(*) (Jethro) M
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Grass / Psychic
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.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Harvest (DW): (Innate) At the end of each round, this Pokemon recycles a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 2 (-)
Spe: 55

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

Attacks:
Barrage(*)
Uproar(*)
Hypnosis(*)
Reflect(*)
Leech Seed(*)
Bullet Seed(*)
Stun Spore(*)
Poisonpowder(*)
Sleep Powder(*)
Seed Bomb
Stomp
SolarBeam
Psyshock
Wood Hammer

Synthesis(*)
Leaf Storm(*)
Giga Drain(*)

Trick Room(*)
Psychic(*)
Dream Eater(*)
Sunny Day
Toxic
Sludge Bomb
Energy Ball


Ampharos (Conchord) M
Nature: Quiet (Adds One (1) Rank to Special 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: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

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

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 47 (55/1.15) (-)

EC: 9/9
MC: 1
DC: 2/5

Attacks:
Tackle
Growl
Thundershock
Thunder Wave
Cotton Spore
Charge
Fire Punch
Light Screen
Power Gem
ThunderPunch

Body Slam
Iron Tail
Agility

Thunderbolt
Charge Beam
Toxic


/c+p
 
I would like to challenge the Battle Subway!

Mode: Singles
Thread: Battle Subway

Chosen Abilities:
Duohm: Shield Dust
Machoke: No Guard
Flarelm: Battle Armour

Chosen Items:
Duohm: Oran Berry
Machoke: Rawst Berry
Flarelm: Cheri Berry



Duohm (Gale) F
Nature:Calm
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. Superior senses in power plant environments.
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: 100
Atk (-1): Rank 1
Def: Rank 3
SpA: Rank 3
SpD (+1): Rank 3
Spe: 60

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): (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.

Moves:
Double Hit
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Slack Off
Hurricane
Discharge

Hydro Pump
Dragon Breath
Magnet Rise

Flamethrower
Thunderbolt
Thunder wave

EC: 4/9
DW: 2/5
MC: 1



Machoke (Blue) M
Nature: Quiet
Type: Fight

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

Abilities:
Guts (Innate): This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

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

DW:
Steadfast (Innate): If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA (+1): Rank 3
SpD: Rank 2
Spe: 39 (45/1.15)

Moves:
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismic Toss
Revenge
Dynamic Punch

Close Combat
Ice Punch
Encore
Counter

Fire Blast
Stone Edge
Substitute
Light Screen

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



Embirch (Gary) M
Nature: Brave
Type: Fire/Grass

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flammes are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Stats
HP: 100
Atk (+1): Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 48 (factoring nature)

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Moves:
Leaf Blade
Bullet Seed*
Sweet Scent*
Growth*
Ember*
Leech Seed*
Flame Wheel*
Giga Drain*
Fire Spin*
Energy Ball

Dragon Breath*
Earth Power*
Aromatherapy*
Psywave

Fire Blast*
Reflect*
Brick Break*
Substitute
Sunny Day

EC: 6/9
DW:5/5 Chlorophyll unlocked
MC: 0
Reffing this
 
This should be challenging. (See what I did there?)

Mode: Doubles
Thread: http://www.smogon.com/forums/showthread.php?t=3449427

Chosen Abilities:
Colossoil: Pressure
Salamence: Moxie
Volcarona: Flame Body
Krillowatt: Magic Guard

Chosen Items:
Colossoil: Rawst Berry
Salamence: Leppa Berry
Volcarona: Oran Berry
Krillowatt: Leppa Berry


Colossoil(*) [Neville] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing: Dark/Ground
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

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.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Innate) (UNLOCKED) 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.

Stats:
HP: 120
Atk: Rank 5
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 95

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

Attacks:
Leer(*)
Tackle(*)
Mud Shot(*)
Rapid Spin(*)
Bubblebeam(*)
Mud Bomb(*)
Pursuit(*)
Dark Pulse
Crunch
Dig
Peck(*)
Horn Attack(*)
Bite(*)
Magnitude(*)
Bounce
Megahorn

Sucker Punch(*)
Earth Power(*)
Water Spout(*)

Earthquake(*)
Payback(*)
U-Turn(*)
Stone Edge
Taunt
Knock Down
Torment

Aqua Tail


Salamence(*) [Draco] (M)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Typing: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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 (DW): (Innate) (UNLOCKED) 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.

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

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

Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Claw
Double-Edge
Protect
Fire Fang(*)
Thunder Fang(*)
Dragon Tail

Dragon Dance(*)
Dragon Pulse(*)
Hydro Pump(*)
Dragon Rush

Brick Break(*)
Fire Blast(*)
Rock Slide(*)
Draco Meteor
Rock Slide
Hone Claws

Roost


Volcarona(*) [Harry] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing: Bug/Fire
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.
Swarm (DW): (Innate) (UNLOCKED) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

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

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

Attacks:
Ember(*)
String Shot(*)
Leech Life(*)
Take Down(*)
Bug Buzz
Flare Blitz
Flame Charge
Gust(*)
Quiver Dance
Hurricane
Fiery Dance
Whirlwind

Magnet Rise(*)
Morning Sun(*)
Zen Headbutt(*)

Sunny Day(*)
SolarBeam(*)
Flamethrower(*)
Psychic
Double Team
Toxic


Krillowatt [Dobby] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) (UNLOCKED) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:
HP: 125
Atk: Rank 3
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 105

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

Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Confuse Ray
Aqua Jet
Mirror Coat
Imprison
Volt Switch
Heart Swap
Discharge
Hydro Pump
Thunder

Counter
Me First
Signal Beam

Ice Beam
Thunderbolt
Scald
Toxic
Substitute

Earth Power
I'll ref this!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Its_A_Random has done his time & is back with a vengance. I wish to Challenge the Battle Subway again!

Mode: Rank 1 Singles
Thread: Thread

Chosen Abilities:
Gliscor: Sand Veil
Hippowdon: Sand Stream
Gastrodon (East Sea): Storm Drain

Chosen Items:
Gliscor: Enigma Berry
Hippowdon: Enigma Berry
Gastrodon (East Sea): Enigma Berry


Gliscor(*) Capers (M)
Nature: Impish

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

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 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95

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

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

Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
X-Scissor
U-Turn
Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Screech
Guillotine

Night Slash*
Agility*
Baton Pass*
Counter
Power Trick

Earthquake*
Rock Slide*
Swords Dance*
Sandstorm
Brick Break
Taunt
Stone Edge
Toxic

Aqua Tail
Roost
Endure

Hippowdon(*) Stortamus (M)
Nature: Impish

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

Stats:

HP: 110
Atk: Rank 4
Def: Rank 5 (+)
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 47

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

Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Command: (Ability: Sand Stream)

The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.

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

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

Slack Off*
Curse*
Body Slam*
Revenge

Roar*
Earthquake*
Rock Slide*
Stone Edge

Stealth Rock
Endure

Gastrodon Sleast (M)
Nature: Quiet (NC) (-10% Evasion)

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

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 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)

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

Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.

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.

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

Attacks:
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire 7)
Rain Dance
Recover
Body Slam
Muddy Water

Yawn
Stockpile
Sludge
Mirror Coat
Counter

Surf
Ice Beam
Toxic
Scald
Sandstorm

Earth Power
Pain Split
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
Mode: Singles
Thread: http://www.smogon.com/forums/showthread.php?t=3449520
Chosen Abilities:
Cyclohm: Sheer Force
Nidoking: Sheer Force
Staraptor: Reckless

Chosen Items:
Cyclohm: Life Orb
Nidoking: Air Balloon
Staraptor: Rawst Berry


Brainstorm [Cyclohm][Male]

Types
Dragon: Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Electric: Summary: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities
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.
Dream World(Unlocked)(Can be Activated):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.


Stats:
Timid Nature
HP: 110
Atk: Rank 1(-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 92(+)
9.7% flat acc boost

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

Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Twister
Double Hit
Spark
Slack Off
Hurricane

Dragon Dance
Dragon Rush
Magnet Rise
Hydro Pump

Flamethrower
Thunderbolt
Surf
Trick Room
Dragon Pulse
Blizzard
Fire Blast


NRG(Nidoking)(Male)

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.

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
Naive(x1.15 Speed, subtracts 1 Rank from SpD)
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2(-)
Spe: 98(+)
11% boost to accuracy(flat)

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

Abilities
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 Poison-type attacks will inflict Toxic level poison.
Rivalry(Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Dream World Ability(Unlocked)(Can be Activated): Sheer ForceThis 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.

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

Counter
Sucker Punch
Poison Tail

Venoshock
Thunder
Blizzard
Ice Beam
Slime Wave
Flamethrower
Earthquake

Super Fang


Staraptor (Rath)(Male)

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Adamant Nature(+Atk, -SpA)

HP: 100
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 100

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

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.
Reckless(Dream World Ability)(Innate):This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.


Attacks:
Tackle*
Growl*
Quick Attack*
Wing Attack*
Double Team*
Endeavour*
Whirlwind*
Aerial Ace*
Brave Bird
Close Combat

FeatherDance*
Foresight*
Roost*

Pluck*
Work Up*
Facade*
Fly
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Hopefully someone else can take IAR since I'll be taking this. Although... I may take it later in the day.

Mode: Singles
Thread: http://www.smogon.com/forums/showthread.php?t=3449520
Chosen Abilities:
Cyclohm: Sheer Force
Nidoking: Sheer Force
Staraptor: Reckless

Chosen Items:
Cyclohm: Life Orb
Nidoking: Air Balloon
Staraptor: Rawst Berry


Brainstorm [Cyclohm][Male]

Types
Dragon: Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Electric: Summary: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities
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.
Dream World(Unlocked)(Can be Activated):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.


Stats:
Timid Nature
HP: 110
Atk: Rank 1(-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 92(+)
9.7% flat acc boost

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

Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Twister
Double Hit
Spark
Slack Off
Hurricane

Dragon Dance
Dragon Rush
Magnet Rise
Hydro Pump

Flamethrower
Thunderbolt
Surf
Trick Room
Dragon Pulse
Blizzard
Fire Blast


NRG(Nidoking)(Male)

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.

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
Naive(x1.15 Speed, subtracts 1 Rank from SpD)
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2(-)
Spe: 98(+)
11% boost to accuracy(flat)

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

Abilities
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 Poison-type attacks will inflict Toxic level poison.
Rivalry(Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Dream World Ability(Unlocked)(Can be Activated): Sheer ForceThis 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.

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

Counter
Sucker Punch
Poison Tail

Venoshock
Thunder
Blizzard
Ice Beam
Slime Wave
Flamethrower
Earthquake

Super Fang


Staraptor (Rath)(Male)

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Adamant Nature(+Atk, -SpA)

HP: 100
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 100

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

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.
Reckless(Dream World Ability)(Innate):This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.


Attacks:
Tackle*
Growl*
Quick Attack*
Wing Attack*
Double Team*
Endeavour*
Whirlwind*
Aerial Ace*
Brave Bird
Close Combat

FeatherDance*
Foresight*
Roost*

Pluck*
Work Up*
Facade*
Fly
 
It has been far far too long since I continued my challenge:

Mode: Singles
Thread: http://www.smogon.com/forums/showthread.php?t=3448055

Abilities:
Typhon: Hydration
Astraea: Natural Cure
Nidhogg: Multiscale

Items:
Typhon: Expert Belt
Astraea: Life Orb
Nidhogg: Enigma Berry


Male Dragonite (*), "Nidhogg"

Nature:
Mild - Increase of Special Attack by *. Subtracts * from Defence.

Type:
Dragon - Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
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).

Abilities:
Inner Focus - (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (DW) - (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

HP: 100
Atk: *****
Def: ** (-)
SpA: ***** (+)
SpD: ****
Spe: 80

EC: Fully Evolved
MC: 0
DC: Unlocked

Attacks:
-Wrap (*)
-Leer (*)
-Thunder Wave (*)
-Twister (*)
-Dragon Rage (*)
-Slam (*)
-Agility (*)
-Dragon Pulse (*)
-Extremespeed (*)
-Haze (*)
-Rain Dance (*)
-Thunder (*)
-Surf (*)
-Outrage
-Toxic
-Fire Blast
-Ice Beam
-Fire Punch
-Thunderpunch
-Roost
-Hurricane
-Earthquake
-Stone Edge
-Light Screen
-Substitute
-Focus Blast
-Brick Break
-Aqua Tail
-Dragon Tail
-Bide
-Razor Wind
-Double Team
-Dragon Dance
-Draco Meteor
-Aerial Ace
-Safeguard
-Tailwind
-Superpower
-Ominous Wind
-Heat Wave
-Shock Wave


Lapras (M), "Typhon"

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

Abilities:
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.
Shell Armour - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Hydration (DW) - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

HP: 120
Atk: ***
Def: ***
SpA: **** (+)
SpD: ***
Spe: 51 (-)

EC: Doesn't Evolve
MC: 1
DC: Unlocked

Attacks:
-Sing
-Growl
-Water Gun
-Mist
-Confuse Ray
-Ice Shard
-Water Pulse
-Rain Dance
-Body Slam
-Perish Song
-Foresight
-Fissure
-Dragon Pulse
-Toxic
-Thunder
-Ice Beam
-Psychic
-Sheer Cold
-Hydro Pump
-Solarbeam
-Signal Beam
-Hidden Power Fighting (7)
-Substitute
-Bide
-Roar
-Bulldoze
-Protect
-Brine
-Shock Wave


Starmie, "Astraea"

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

Abilities:
Illuminate - (Can be activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
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.
Analytic - (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.

HP: 90
Atk: ** (-)
Def: ***
SpA: ***** (+)
SpD: ***
Spe: 115

EC: Fully Evolved
MC: 1
DC: Unlocked

Attacks:
-Tackle
-Harden
-Water Gun
-Rapid Spin
-Recover
-Camouflage
-Swift
-Minimize
-Power Gem
-Hydro Pump
-Psychic
-Thunderbolt
-Ice Beam
-Signal Beam
-Magic Coat
-Pain Split
-Confuse Ray
-Skill Swap
-Grass Knot
-Light Screen
-Reflect
-Thunder Wave
-Rain Dance
-Bide
-Teleport
-Trick
-Brine
-Natural Gift
-Psych Up
-Substitute
-Gravity
I'll take this if only for the chance to PUT YOU DOWN!
 
It's been a while, but trying this again
Mode: Doubles
Thread: http://www.smogon.com/forums/showthread.php?t=3449449

Abilities:
Gyarados: Intimidate
Metagross: Clear Body
Tomohawk: Prankster
Volcarona: Swarm

Items:
Gyarados: Cheri Bery
Metagross: Chesto Berry
Tomohawk: Leppa Berry
Volcarona: Oran berry

Pokemon Info


Gyarados (Titan) (M)
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)

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



Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 94 (+)

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

Moves:

Splash
Thrash
Tackle
Bite
Dragon Rage
Flail
Ice Fang
Aqua tail

Stone Edge
Earthquake
Taunt
Dive

Bounce


Metagross [Hyperion] (N/A)
Nature: Adamant

Type:
[Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 70

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

Abilities:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback.

Attacks:
Magnet Rise
Confusion
Take Down
Metal Claw
Scary Face
Meteor Mash
Hammer Arm

Headbutt
Iron Defense
Iron Head
Zen Headbutt
Earthquake
Rock Slide

Thunderpunch
Ice punch


Tomohawk[Chai] (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

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

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85

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

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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
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 by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Air Slash
Hurricane
Heat Wave
Earthpower

Roost
Yawn
Confuse Ray

Taunt
Toxic
Reflect
Hidden Power (Ice 7)


Volcarona(*) (Helios)(M)
Nature: Timid (+15% Speed, +15% Accuracy, -1 Atk)
Bug:Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 115 (+)

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

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:
Gust
Ember (*)
String Shot (*)
Leech Life (*)
Take Down (*)
Bug Buzz
Quiver Dance
Fiery Dance
Hurricane

Morning Sun (*)
Zen Headbutt (*)
Magnet Rise (*)

Will-o-Wisp(*)
Fire Blast (*)
Wild Charge (*)
Hidden Power (Rock 7)
Substitute
Solar Beam
Sunny Day
 
It's been a while, but trying this again
Mode: Doubles
Thread: http://www.smogon.com/forums/showthread.php?t=3449449

Abilities:
Gyarados: Intimidate
Metagross: Clear Body
Tomohawk: Prankster
Volcarona: Swarm

Items:
Gyarados: Cheri Bery
Metagross: Chesto Berry
Tomohawk: Leppa Berry
Volcarona: Oran berry

Pokemon Info


Gyarados (Titan) (M)
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)

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



Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 94 (+)

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

Moves:

Splash
Thrash
Tackle
Bite
Dragon Rage
Flail
Ice Fang
Aqua tail

Stone Edge
Earthquake
Taunt
Dive

Bounce


Metagross [Hyperion] (N/A)
Nature: Adamant

Type:
[Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 70

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

Abilities:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback.

Attacks:
Magnet Rise
Confusion
Take Down
Metal Claw
Scary Face
Meteor Mash
Hammer Arm

Headbutt
Iron Defense
Iron Head
Zen Headbutt
Earthquake
Rock Slide

Thunderpunch
Ice punch


Tomohawk[Chai] (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

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

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85

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

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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
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 by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Air Slash
Hurricane
Heat Wave
Earthpower

Roost
Yawn
Confuse Ray

Taunt
Toxic
Reflect
Hidden Power (Ice 7)


Volcarona(*) (Helios)(M)
Nature: Timid (+15% Speed, +15% Accuracy, -1 Atk)
Bug:Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 115 (+)

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

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:
Gust
Ember (*)
String Shot (*)
Leech Life (*)
Take Down (*)
Bug Buzz
Quiver Dance
Fiery Dance
Hurricane

Morning Sun (*)
Zen Headbutt (*)
Magnet Rise (*)

Will-o-Wisp(*)
Fire Blast (*)
Wild Charge (*)
Hidden Power (Rock 7)
Substitute
Solar Beam
Sunny Day
Gosh I just love doubles... Fine! Got me! I'll ref this!
 

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