Whatever humans build, water will eventually pull it down. Stones fall to ice and erosion, wood rots in the humiditiy, and metal rust. Dihydrogen monoxide is both necessary for life, and the bane of mortal construction. Societites position themselves along a water source, but fall to floods and hurricanes.
What happens when the element of man enters the domain of the water?
Leader Athenodoros:
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 (-)
Size Class: 5
Weight Class: 6
Base Rank Total: 19
EC: Doesn't Evolve
MC: Full Movepool
DC: Unlocked
Moves: 89
-AncientPower
-Aqua Tail
-Attract
-Aurora Beam
-Avalanche
-Bide
-Bite
-Blizzard
-Block
-Body Slam
-Brine
-Bubblebeam
-Bulldoze
-Captivate
-Confuse Ray
-Curse
-Dive
-Double Edge
-Double Team
-Dragon Dance
-Dragon Pulse
-Dragon Rage
-Dragons Breath
-Dream Eater
-Echoed Voice
-Endure
-Facade
-Fissure
-Foresight
-Frost Breath
-Frustration
-Future Sight
-Giga Impact
-Growl
-Hail
-Headbutt
-Heal Bell
-Hidden Power Fighting (7)
-Horn Drill
-Hydro Pump
-Hyper Beam
-Ice Beam
-Ice Shard
-Icy Wind
-Iron Head
-Iron Tail
-Mimic
-Mist
-Natural Gift
-Nightmare
-Outrage
-Perish Song
-Protect
-Psychic
-Psywave
-Rage
-Rain Dance
-Reflect
-Refresh
-Rest
-Return
-Roar
-Rock Smash
-Round
-Safeguard
-Secret Power
-Sheer Cold
-Shock Wave
-Signal Beam
-Sing
-Skull Bash
-Sleep Talk
-Snore
-Solarbeam
-Strength
-Substitute
-Surf
-Swagger
-Take Down
-Thunder
-Thunderbolt
-Tickle
-Toxic
-Water Gun
-Water Pulse
-Waterfall
-Whirlpool
-Zap Cannon
-Zen Headbutt
Male Swampert (*), "Poseidon"
Nature:
Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks. Adds * to Attack.
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).
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:
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)
Damp (DW) - (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
HP: 110
Atk: ***** (+)
Def: ***
SpA: ***
SpD: ***
Spe: 52 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 3
DC: Unlocked
Attacks (35):
-Avalanche (*)
-Bide (*)
-Blizzard
-Brick Break
-Bulldoze
-Counter (*)
-Curse
-Defence Curl
-Dig
-Dive
-Double Team
-Earthquake
-Earth Power
-Endeavour
-Endure
-Focus Blast
-Focus Punch
-Foresight (*)
-Giga Impact
-Growl (*)
-Hammer Arm
-Hydro Cannon
-Ice Ball
-Ice Beam
-Ice Punch
-Icy Wind
-Iron Tail
-Low Kick
-Mirror Coat (*)
-Mud Sport (*)
-Mud-slap (*)
-Muddy Water
-Outrage
-Protect
-Rain Dance (*)
-Rest
-Rock Slide
-Rock Tomb
-Rollout
-Scald
-Sleep Talk
-Sludge
-Sludge Wave
-Stealth Rock
-Stone Edge
-Substitute
-Superpower
-Swagger
-Surf (*)
-Tackle (*)
-Toxic
-Water Gun (*)
-Waterfall (*)
-Whirlpool
-Wide Guard
-Yawn
Starmie, "Astraea"
Nature:
Modest - Attack decreased by *, Speed increased by 15%, Accuracy Boost
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) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
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: 133
Accuracy Boost: 20.1%
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: Full Movepool
DC: Unlocked
Attacks (85):
-Attract
-Aurora Beam
-Avalanche
-Barrier
-Bide
-Blizzard
-Brine
-Bubblebeam
-Camouflage
-Confuse Ray
-Cosmic Power
-Curse
-Dive
-Double Team
-Double-Edge
-Dream Eater
-Endure
-Facade
-Flash
-Flash Cannon
-Frustration
-Giga Impact
-Grass Knot
-Gravity
-Gyro Ball
-Hail
-Harden
-Hidden Power Fight
-Hydro Pump
-Hyper Beam
-Ice Beam
-Icy Wind
-Light Screen
-Magic Coat
-Mimic
-Minimize
-Natural Gift
-Nightmare
-Pain Split
-Protect
-Power Gem
-Psychic
-Psyshock
-Psych Up
-Psywave
-Rage
-Rain Dance
-Rapid Spin
-Recover
-Recycle
-Reflect
-Reflect Type
-Rest
-Return
-Rollout
-Round
-Scald
-Secret Power
-Signal Beam
-Skill Swap
-Skull Bash
-Sleep Talk
-Snore
-Substitute
-Supersonic
-Surf
-Swagger
-Swift
-Tackle
-Take Down
-Telekinesis
-Teleport
-Thunder
-Thunderbolt
-Thunder Wave
-Toxic
-Tri Attack
-Trick
-Trick Room
-Twister
-Waterfall
-Water Gun
-Water Pulse
-Whirlpool
-Zap Cannon
Tethys the Cloyster (F)
Nature: Lonely (+Att, -Def)
Types:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Shell Armour - This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link - This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Overcoat - This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
HP: 90
Atk: **** (+)
Def: ****** (-)
SpA: ***
SpD: **
Spe: 70
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: Fully Evolved
MC: 4
DC: Unlocked
Attacks (27):
-Tackle
-Withdraw
-Supersonic
-Icicle Spear
-Protect
-Leer
-Clamp
-Aurora Beam
-Dive
-Avalanche
-Rapid Spin
-Rock Blast
-Double Team
-Explosion
-Rain Dance
-Brine
-Hydro Pump
-Shell Smash
-Razor Shell
-Bide
-Endure
-Toxic Spikes
-Spike Cannon
-Spikes
-Substitute
-Torment
-Teleport
-Ice Shard
-Whirlpool
-Ice Beam
-Barrier
-Icy Wind
-Hail
-Selfdestruct
-Avalanche
Actaea the Krillowatt (F)
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.
Nature: Timid (+15% Speed, +17% Accuracy, -1 Attack)
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.
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+)
Accuracy Boost: 17%
Size Class: 1
Weight Class: 2
Base Rank Total: 21
EC: Fully Evolved
MC: 5
DC: 3/5
Moves:
-Bubble
-Charge
-Thundershock
-Tackle
-Detect
-Sheer Cold
-Mind Reader
-Metrenome
-Rain Dance
-Thunderbolt
-Double Team
-Ice Shard
-Confuse Ray
-Imprison
-Mirror Coat
-Aqua Jet
-Counter
-Hydro Pump
-Thunder
-Discharge
-Volt Switch
-Dive
-Surf
-Blizzard
-Torment
-Substitute
-Earthquake
-Discharge
-Follow Me
Nestor the Slowking (M)
Nature:
Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)
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:
Oblivious - (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo - (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regenerator (DW) - (Innate) When this Pokemon is switched out during a switch batttle, it reacts to the energy in the Pokeball and ten (10) HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: Full Movepool
DC: Unlocked
Attacks (177):
-Amnesia
-Aqua Tail
-Attract
-Avalanche
-Belly Drum
-Bide
-Blizzard
-Block
-Body Slam
-Brick Break
-Brine
-Bubblebeam
-Bulldoze
-Captivate
-Calm Mind
-Confusion
-Counter
-Curse
-Dig
-Disable
-Dive
-Double Team
-Double-Edge
-Dragon Tail
-Drain Punch
-Dream Eater
-DynamicPunch
-Earthquake
-Echoed Voice
-Endure
-Facade
-Fire Blast
-Fissure
-Flamethrower
-Flash
-Fling
-Focus Blast
-Focus Punch
-Frustration
-Fury Cutter
-Future Sight
-Giga Impact
-Grass Knot
-Growl
-Hail
-Headbutt
-Heal Pulse
-Hidden Power Electric (7)
-Hyper Beam
-Ice Beam
-Ice Punch
-Icy Wind
-Incinerate
-Iron Defense
-Iron Tail
-Light Screen
-Magic Coat
-Mega Kick
-Mega Punch
-Me First
-Mimic
-Mud Sport
-Mud-Slap
-Nasty Plot
-Natural Gift
-Nightmare
-Pay Day (wtf?)
-Power Gem
-Protect
-Psychic
-Psych Up
-Psyshock
-Psywave
-Quash
-Rage
-Rain Dance
-Recycle
-Reflect
-Rest
-Return
-Rock Smash
-Round
-Safeguard
-Scald
-Secret Power
-Seismic Toss
-Shadow Ball
-Signal Beam
-Skill Swap
-Skull Bash
-Slack Off
-Sleep Talk
-Snore
-Stomp
-Strength
-Substitute
-Sunny Day
-Surf
-Swagger
-Swift
-Tackle
-Take Down
-Telekinesis
-Teleport
-Thunder Wave
-Tri Attack
-Trick
-Trick Room
-Trump Card
-Toxic
-Water Gun
-Water Pulse
-Whirlpool
-Wonder Room
-Yawn
-Zap Cannon
-Zen Headbutt
C$FP:
Magnezone* [Electro] (Genderless)
Nature: Modest (+ * to Special Attack, - * from Attack)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Ability 1: Magnet Pull
Type: Can Be Activated
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Ability 3 (DW) [unlocked]: Analytic
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SAtk: Rank 6 (+)
SDef: Rank 3
Spd: 60
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *
Lock-On
Zap Cannon
Tri-Attack
Mirror Coat
Barrier
Mirror Shot
Swift
Electro Ball
Gyro Ball
Screech
Thunderbolt *
Explosion *
Flash Cannon *
Hidden Power (Water, 7)
Toxic
Substitute
Signal Beam
Magic Coat
Shock Wave
Thunder
Bide
Charge Beam
Light Screen
Reflect
Hyper Beam
Rain Dance
Rest
Protect
Teleport
Iron Defense
Roleplay
Endure
Flash
Volt Switch
Double Team
Swagger
Sleep Talk
Gravity
Psych Up
Headbutt
Iron Head
Rollout
Snore
Double-Edge
Mimic
Wild Charge
Sunny Day
Frustration
Return
Facade
Secret Power
Round
Giga Impact
Agility
Natural Gift
Curse
Take Down
Rage
Electroweb
Moves: 69; complete
Ferrothorn [Spike] (Female)
Nature: Brave (+1 to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Grass/Steel
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Ability 1: Iron Barbs
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 4
Spe: 17 (20/1.15=17.39)
Size Class: 2
Weight Class: 5
Base Rank Total: 18
EC: 6/6
MC: 0
Attacks:
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Power Whip
Iron Head
Rock Climb
Payback
Selfdestruct
Leech Seed
Seed Bomb
Worry Seed
Spikes
Stealth Rock
Bullet Seed
Gravity
Toxic
Thunder Wave
Substitute
Swords Dance
Swagger
Sunny Day
Protect
Solarbeam
Thunder
Moves: 28
Krillowatt [Fried] (Male)
Nature: Modest (+ to Special Attack, - to Attack)
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.
Abilities:
Ability 1: Trace
Type: Can be Activated
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Command: (Ability: Trace (Target Ability) )
Ability 2: Magic Guard
Type: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Ability 3: Shell Armor (DW) [unlocked]
Type: Innate
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Aqua Jet
Confuse Ray
Imprison
Hydro Pump
Thunder
Heart Swap
Discharge
Volt Switch
Copycat
Guillotine
Counter
Mirror Coat
Muddy Water
Earth Power
Icy Wind
Signal Beam
Electroweb
Helping Hand
Follow Me
Me First
Metronome
Mind Reader
Swift
Shock Wave
Endure
Ice Beam
Thunderbolt
Scald
Rain Dance
Torment
Blizzard
Hone Claws
Aqua Tail
Thunder Punch
Toxic
Substitute
Protect
Safeguard
Hail
Double Team
Hidden Power (Grass)
Hyper Beam
Thunder Wave
Surf
Dive
Moves: 47
Cyclohm [Zeus] (Male)
Nature: Modest (+ to Special Attack; - from Attack)
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:
Ability 1: Shield Dust
Type: 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.)
Ability 2: Static
Type: 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.
Ability 3 (DW) [unlocked]: Overcoat
Type: Innate
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Slack Off
Hurricane
Weather Ball
Whirlwind
Bide
Tri Attack
Leer
Double Hit
Discharge
Zap Cannon
Dragon Pulse
Hydro Pump
Signal Beam
Power Gem
Draco Meteor
Heal Bell
Magnet Rise
Electroweb
Thunder
Fire Blast
Double Team
Ice Beam
Roar
Hidden Power (Grass 7)
Hyper Beam
Protect
Thunderbolt
Torment
Volt Switch
Substitute
Shock Wave
Endure
Moves: 40
Starmie (Genderless)
Nature: Timid (+ to Speed; +20% Accuracy; - from Attack)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Illuminate
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released. Command: (Ability: Illuminate)
Ability 2: Natural Cure
Type: 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.
Ability 3 (DW) [unlocked]: Analytic
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Hydro Pump
Power Gem
Light Screen
Reflect Type
Bubblebeam
Minimize
Confuse Ray
Aurora Beam
Barrier
Supersonic
Pain Split
Dive
Endure
Gravity
Magic Coat
Mimic
Signal Beam
Sleep Talk
Wonder Room
Blizzard
Thunder
Surf
Ice Beam
Rain Dance
Reflect
Psychic
Protect
Thunderbolt
Psyshock
Confuse Ray
Water Pulse
Zap Cannon
Hyper Beam
Telekinesis
Teleport
Double Team
Bide
Rest
Scald
Skill Swap
Brine
Thunder Wave
Dream Eater
Grass Knot
Substitute
Moves: 52
Necturna (Homosexual Female)
Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
Type: Grass/Ghost
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.
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:
Ability 1: Forewarn
Type: Innate
This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Ability 2 (DW) [unlocked]: Telepathy
Type: Innate
This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Horn Leech
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Shadow Ball
Giga Drain
Future Sight
Leaf Blade
Leaf Storm
Snatch
Skill Swap
Synthesis
Thunder (Sketch)
Gravity
Seed Bomb
Torment
Shadow Claw
Stone Edge
Grass Knot
Energy Ball
Sunny Day
Protect
Solarbeam
Substitute
Moves: 33
1=Athenodoros Leads
2=C$FP leads
2
C$FP sends out his first two Pokemon and equips items, Athenodoros sends out his first two Pokemon/items and orders, C$FP orders
What happens when the element of man enters the domain of the water?
The first thing you notice about the Water Gym is the size. It is a giant dome of ice, completely out of place in the warm Pumello Island, which looks almost like a snow globe because of the fog inside, near the top of the roof, and the rim of completely opaque ice around the bottom 10 metres, which stops you seeing in. You walk around a bit and discover a large entrance which burrows in to the ice, angled downwards in the the ice, as if you will end up some distance below ground when you get to wherever the path actually leads. The path is the shape of a semi-circle, roughly 10 metres across, with rough ice and snow on the bottom clearly to enable trainers to walk with all of their Pokemon beside them, so you release yours out of their Pokeballs and travel down to whatever depths the path will take you.
After some time, the originally opaque tunnel starts to clear out, and you suddenly realise that you are underwater, protected from the sea above you by the completely transparent ice of the semicircular path, which nonetheless allows you to see out in to the sea. It is full of strange plants, rising hills and falling crevasses, but even more importantly it is full of water-type Pokemon of every description - you see a school of Goldeen swim overhead, barely noticing you and all of your Pokemon, before a large Dewgong distracts your attention by swimming in the other way. You even see what appears to be a Phione, one of the famous legendary Pokemon, as you come up to what you now realise is the surface of the water. You had been following the water-type Pokemon so closely you hadn't noticed the small incline that you had started to ascend with the path. Eventually, you rise out of the water onto a large area of ice to hear a sudden increase of noise, which surprises you after the silence of the tunnel. However, you keep moving along the path, which now rises a foot above the ice partially covering the pool you were just in, away from the edge of the plateau and towards the center of the area, whatever might lie there. It takes some time, but eventually the noise of the sea creatures dies down as you walk away and you suddenly notice a large increase in temperature created by geysers rising out of the ice on either side of the path, which you and your Pokemon welcome after walking through the cold for so long. It keeps you walking, and finally you think you see something different ahead, which clearly signals the end of the road; perhaps because of the great grandeur of the area, compared to the small path through bleak landscape you have been walking through most recently. Anyway, as it comes in to view you see that it is a waterfall covered completely in mist and very concentrated rain, coming off the back of a giant cliff, dozens of metres high. In front of the cliff, near the base of the waterfall, there is a small pool of water, seemingly too small to contain the colossal amounts of water falling in from the Waterfall draining through a short river in to it, with two groups of three small pedestals of ice sticking out of the water, facing each other. Around the pool, with the exception of a clear area behind each group of three, are more geysers, spouting hot water many metres in to the air, where it formed steam and kept rising. It is near this pool that the path ends, falling back down the ground level, so you walk down over the end and stand in the clear section opposite the waterfall, looking around for a gym leader. You are just worrying that the long, but admittedly nicely scenic, route in here might have been for naught when the waterfall suddenly parts and an old man rides out from beneath it on a Lapras.
Welcome, says the trainer. I am Athenodoros, leader of the Water Gym of Pumello Island. He rides out further and then jumps down on to the clear area on the other side, which is a small island in the middle of the pool, next to where the short river from the waterfall empties in to it. In this gym we pay homage to the diversity and power of water and Water-type Pokemon. You see, in this little arena alone we have steam, water and ice interacting and coming together to create a working arena, as it does all over the gym. Here, the rain is created by the steam from the geysers you can see around us rising up and being cooled by the ice which forms the roof, and the Pokemon created and maintain all of this. In this gym, you will be challenged to show the diversity and strength of Water-type Pokemon, using only the materials which you would find in such an arid environment as ice can create, and against all the powers of the water type Pokemon I have at my disposal. We will battle three times: twice in doubles matches and once in a singles match, in the case of a tiebreaker being needed. However, the way in which you will show diversity and variety is that for each battle you must select a type, and any Pokemon you use in that battle must share that type. But now, I have spoken enough. Nominate your first type, and we shall begin our first battle!
After such a long walk with your Pokemon, you are ready for this battle. You have prepared for a long time, and even with the rules imposed by the gym you feel ready. Send out your first Pokemon!
-Everyone brings 6
-Default weather is Rain (i.e. Sunny Day and friends are fine, but after 5 rounds it goes back to rain)
-Best of Three, alternating sending out first and then blind send out - 2v2 Doubles + 2v2 Doubles + 1v1 Singles (If necessary)
-All Pokemon on each side must share a type in each battle, and can't be used in more than one battle
Battle Conditions: This gym requires its challengers to show the variety and strategy of the water-type. This means there will be three battles: two 2v2 doubles and a tiebreaker singles match if need be. However, there is a catch: in each battle, the Pokemon on each side must share one type, chosen by the trainer. All three of these battles will take place in the central gym area, and as the ultimate test for the diversity of a trainer's skills there will be no limits to the battle aside from those dictated by the arena.
-Everyone brings 6
-Best of Three, alternating sending out first and then blind send out - 2v2 Doubles + 2v2 Doubles + 1v1 Singles (If necessary)
-All Pokemon on each side must share a type in each battle, and can't be used in more than one battle
After some time, the originally opaque tunnel starts to clear out, and you suddenly realise that you are underwater, protected from the sea above you by the completely transparent ice of the semicircular path, which nonetheless allows you to see out in to the sea. It is full of strange plants, rising hills and falling crevasses, but even more importantly it is full of water-type Pokemon of every description - you see a school of Goldeen swim overhead, barely noticing you and all of your Pokemon, before a large Dewgong distracts your attention by swimming in the other way. You even see what appears to be a Phione, one of the famous legendary Pokemon, as you come up to what you now realise is the surface of the water. You had been following the water-type Pokemon so closely you hadn't noticed the small incline that you had started to ascend with the path. Eventually, you rise out of the water onto a large area of ice to hear a sudden increase of noise, which surprises you after the silence of the tunnel. However, you keep moving along the path, which now rises a foot above the ice partially covering the pool you were just in, away from the edge of the plateau and towards the center of the area, whatever might lie there. It takes some time, but eventually the noise of the sea creatures dies down as you walk away and you suddenly notice a large increase in temperature created by geysers rising out of the ice on either side of the path, which you and your Pokemon welcome after walking through the cold for so long. It keeps you walking, and finally you think you see something different ahead, which clearly signals the end of the road; perhaps because of the great grandeur of the area, compared to the small path through bleak landscape you have been walking through most recently. Anyway, as it comes in to view you see that it is a waterfall covered completely in mist and very concentrated rain, coming off the back of a giant cliff, dozens of metres high. In front of the cliff, near the base of the waterfall, there is a small pool of water, seemingly too small to contain the colossal amounts of water falling in from the Waterfall draining through a short river in to it, with two groups of three small pedestals of ice sticking out of the water, facing each other. Around the pool, with the exception of a clear area behind each group of three, are more geysers, spouting hot water many metres in to the air, where it formed steam and kept rising. It is near this pool that the path ends, falling back down the ground level, so you walk down over the end and stand in the clear section opposite the waterfall, looking around for a gym leader. You are just worrying that the long, but admittedly nicely scenic, route in here might have been for naught when the waterfall suddenly parts and an old man rides out from beneath it on a Lapras.
Welcome, says the trainer. I am Athenodoros, leader of the Water Gym of Pumello Island. He rides out further and then jumps down on to the clear area on the other side, which is a small island in the middle of the pool, next to where the short river from the waterfall empties in to it. In this gym we pay homage to the diversity and power of water and Water-type Pokemon. You see, in this little arena alone we have steam, water and ice interacting and coming together to create a working arena, as it does all over the gym. Here, the rain is created by the steam from the geysers you can see around us rising up and being cooled by the ice which forms the roof, and the Pokemon created and maintain all of this. In this gym, you will be challenged to show the diversity and strength of Water-type Pokemon, using only the materials which you would find in such an arid environment as ice can create, and against all the powers of the water type Pokemon I have at my disposal. We will battle three times: twice in doubles matches and once in a singles match, in the case of a tiebreaker being needed. However, the way in which you will show diversity and variety is that for each battle you must select a type, and any Pokemon you use in that battle must share that type. But now, I have spoken enough. Nominate your first type, and we shall begin our first battle!
After such a long walk with your Pokemon, you are ready for this battle. You have prepared for a long time, and even with the rules imposed by the gym you feel ready. Send out your first Pokemon!
-Everyone brings 6
-Default weather is Rain (i.e. Sunny Day and friends are fine, but after 5 rounds it goes back to rain)
-Best of Three, alternating sending out first and then blind send out - 2v2 Doubles + 2v2 Doubles + 1v1 Singles (If necessary)
-All Pokemon on each side must share a type in each battle, and can't be used in more than one battle
Battle Conditions: This gym requires its challengers to show the variety and strategy of the water-type. This means there will be three battles: two 2v2 doubles and a tiebreaker singles match if need be. However, there is a catch: in each battle, the Pokemon on each side must share one type, chosen by the trainer. All three of these battles will take place in the central gym area, and as the ultimate test for the diversity of a trainer's skills there will be no limits to the battle aside from those dictated by the arena.
-Everyone brings 6
-Best of Three, alternating sending out first and then blind send out - 2v2 Doubles + 2v2 Doubles + 1v1 Singles (If necessary)
-All Pokemon on each side must share a type in each battle, and can't be used in more than one battle
Leader Athenodoros:
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 (-)
Size Class: 5
Weight Class: 6
Base Rank Total: 19
EC: Doesn't Evolve
MC: Full Movepool
DC: Unlocked
Moves: 89
-AncientPower
-Aqua Tail
-Attract
-Aurora Beam
-Avalanche
-Bide
-Bite
-Blizzard
-Block
-Body Slam
-Brine
-Bubblebeam
-Bulldoze
-Captivate
-Confuse Ray
-Curse
-Dive
-Double Edge
-Double Team
-Dragon Dance
-Dragon Pulse
-Dragon Rage
-Dragons Breath
-Dream Eater
-Echoed Voice
-Endure
-Facade
-Fissure
-Foresight
-Frost Breath
-Frustration
-Future Sight
-Giga Impact
-Growl
-Hail
-Headbutt
-Heal Bell
-Hidden Power Fighting (7)
-Horn Drill
-Hydro Pump
-Hyper Beam
-Ice Beam
-Ice Shard
-Icy Wind
-Iron Head
-Iron Tail
-Mimic
-Mist
-Natural Gift
-Nightmare
-Outrage
-Perish Song
-Protect
-Psychic
-Psywave
-Rage
-Rain Dance
-Reflect
-Refresh
-Rest
-Return
-Roar
-Rock Smash
-Round
-Safeguard
-Secret Power
-Sheer Cold
-Shock Wave
-Signal Beam
-Sing
-Skull Bash
-Sleep Talk
-Snore
-Solarbeam
-Strength
-Substitute
-Surf
-Swagger
-Take Down
-Thunder
-Thunderbolt
-Tickle
-Toxic
-Water Gun
-Water Pulse
-Waterfall
-Whirlpool
-Zap Cannon
-Zen Headbutt
Male Swampert (*), "Poseidon"
Nature:
Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks. Adds * to Attack.
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).
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:
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)
Damp (DW) - (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
HP: 110
Atk: ***** (+)
Def: ***
SpA: ***
SpD: ***
Spe: 52 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 3
DC: Unlocked
Attacks (35):
-Avalanche (*)
-Bide (*)
-Blizzard
-Brick Break
-Bulldoze
-Counter (*)
-Curse
-Defence Curl
-Dig
-Dive
-Double Team
-Earthquake
-Earth Power
-Endeavour
-Endure
-Focus Blast
-Focus Punch
-Foresight (*)
-Giga Impact
-Growl (*)
-Hammer Arm
-Hydro Cannon
-Ice Ball
-Ice Beam
-Ice Punch
-Icy Wind
-Iron Tail
-Low Kick
-Mirror Coat (*)
-Mud Sport (*)
-Mud-slap (*)
-Muddy Water
-Outrage
-Protect
-Rain Dance (*)
-Rest
-Rock Slide
-Rock Tomb
-Rollout
-Scald
-Sleep Talk
-Sludge
-Sludge Wave
-Stealth Rock
-Stone Edge
-Substitute
-Superpower
-Swagger
-Surf (*)
-Tackle (*)
-Toxic
-Water Gun (*)
-Waterfall (*)
-Whirlpool
-Wide Guard
-Yawn
Starmie, "Astraea"
Nature:
Modest - Attack decreased by *, Speed increased by 15%, Accuracy Boost
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) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
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: 133
Accuracy Boost: 20.1%
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: Full Movepool
DC: Unlocked
Attacks (85):
-Attract
-Aurora Beam
-Avalanche
-Barrier
-Bide
-Blizzard
-Brine
-Bubblebeam
-Camouflage
-Confuse Ray
-Cosmic Power
-Curse
-Dive
-Double Team
-Double-Edge
-Dream Eater
-Endure
-Facade
-Flash
-Flash Cannon
-Frustration
-Giga Impact
-Grass Knot
-Gravity
-Gyro Ball
-Hail
-Harden
-Hidden Power Fight
-Hydro Pump
-Hyper Beam
-Ice Beam
-Icy Wind
-Light Screen
-Magic Coat
-Mimic
-Minimize
-Natural Gift
-Nightmare
-Pain Split
-Protect
-Power Gem
-Psychic
-Psyshock
-Psych Up
-Psywave
-Rage
-Rain Dance
-Rapid Spin
-Recover
-Recycle
-Reflect
-Reflect Type
-Rest
-Return
-Rollout
-Round
-Scald
-Secret Power
-Signal Beam
-Skill Swap
-Skull Bash
-Sleep Talk
-Snore
-Substitute
-Supersonic
-Surf
-Swagger
-Swift
-Tackle
-Take Down
-Telekinesis
-Teleport
-Thunder
-Thunderbolt
-Thunder Wave
-Toxic
-Tri Attack
-Trick
-Trick Room
-Twister
-Waterfall
-Water Gun
-Water Pulse
-Whirlpool
-Zap Cannon
Tethys the Cloyster (F)
Nature: Lonely (+Att, -Def)
Types:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Shell Armour - This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link - This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Overcoat - This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
HP: 90
Atk: **** (+)
Def: ****** (-)
SpA: ***
SpD: **
Spe: 70
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: Fully Evolved
MC: 4
DC: Unlocked
Attacks (27):
-Tackle
-Withdraw
-Supersonic
-Icicle Spear
-Protect
-Leer
-Clamp
-Aurora Beam
-Dive
-Avalanche
-Rapid Spin
-Rock Blast
-Double Team
-Explosion
-Rain Dance
-Brine
-Hydro Pump
-Shell Smash
-Razor Shell
-Bide
-Endure
-Toxic Spikes
-Spike Cannon
-Spikes
-Substitute
-Torment
-Teleport
-Ice Shard
-Whirlpool
-Ice Beam
-Barrier
-Icy Wind
-Hail
-Selfdestruct
-Avalanche
Actaea the Krillowatt (F)
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.
Nature: Timid (+15% Speed, +17% Accuracy, -1 Attack)
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.
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+)
Accuracy Boost: 17%
Size Class: 1
Weight Class: 2
Base Rank Total: 21
EC: Fully Evolved
MC: 5
DC: 3/5
Moves:
-Bubble
-Charge
-Thundershock
-Tackle
-Detect
-Sheer Cold
-Mind Reader
-Metrenome
-Rain Dance
-Thunderbolt
-Double Team
-Ice Shard
-Confuse Ray
-Imprison
-Mirror Coat
-Aqua Jet
-Counter
-Hydro Pump
-Thunder
-Discharge
-Volt Switch
-Dive
-Surf
-Blizzard
-Torment
-Substitute
-Earthquake
-Discharge
-Follow Me
Nestor the Slowking (M)
Nature:
Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)
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:
Oblivious - (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo - (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regenerator (DW) - (Innate) When this Pokemon is switched out during a switch batttle, it reacts to the energy in the Pokeball and ten (10) HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: Full Movepool
DC: Unlocked
Attacks (177):
-Amnesia
-Aqua Tail
-Attract
-Avalanche
-Belly Drum
-Bide
-Blizzard
-Block
-Body Slam
-Brick Break
-Brine
-Bubblebeam
-Bulldoze
-Captivate
-Calm Mind
-Confusion
-Counter
-Curse
-Dig
-Disable
-Dive
-Double Team
-Double-Edge
-Dragon Tail
-Drain Punch
-Dream Eater
-DynamicPunch
-Earthquake
-Echoed Voice
-Endure
-Facade
-Fire Blast
-Fissure
-Flamethrower
-Flash
-Fling
-Focus Blast
-Focus Punch
-Frustration
-Fury Cutter
-Future Sight
-Giga Impact
-Grass Knot
-Growl
-Hail
-Headbutt
-Heal Pulse
-Hidden Power Electric (7)
-Hyper Beam
-Ice Beam
-Ice Punch
-Icy Wind
-Incinerate
-Iron Defense
-Iron Tail
-Light Screen
-Magic Coat
-Mega Kick
-Mega Punch
-Me First
-Mimic
-Mud Sport
-Mud-Slap
-Nasty Plot
-Natural Gift
-Nightmare
-Pay Day (wtf?)
-Power Gem
-Protect
-Psychic
-Psych Up
-Psyshock
-Psywave
-Quash
-Rage
-Rain Dance
-Recycle
-Reflect
-Rest
-Return
-Rock Smash
-Round
-Safeguard
-Scald
-Secret Power
-Seismic Toss
-Shadow Ball
-Signal Beam
-Skill Swap
-Skull Bash
-Slack Off
-Sleep Talk
-Snore
-Stomp
-Strength
-Substitute
-Sunny Day
-Surf
-Swagger
-Swift
-Tackle
-Take Down
-Telekinesis
-Teleport
-Thunder Wave
-Tri Attack
-Trick
-Trick Room
-Trump Card
-Toxic
-Water Gun
-Water Pulse
-Whirlpool
-Wonder Room
-Yawn
-Zap Cannon
-Zen Headbutt
C$FP:
Magnezone* [Electro] (Genderless)
Nature: Modest (+ * to Special Attack, - * from Attack)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Ability 1: Magnet Pull
Type: Can Be Activated
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Ability 3 (DW) [unlocked]: Analytic
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SAtk: Rank 6 (+)
SDef: Rank 3
Spd: 60
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *
Lock-On
Zap Cannon
Tri-Attack
Mirror Coat
Barrier
Mirror Shot
Swift
Electro Ball
Gyro Ball
Screech
Thunderbolt *
Explosion *
Flash Cannon *
Hidden Power (Water, 7)
Toxic
Substitute
Signal Beam
Magic Coat
Shock Wave
Thunder
Bide
Charge Beam
Light Screen
Reflect
Hyper Beam
Rain Dance
Rest
Protect
Teleport
Iron Defense
Roleplay
Endure
Flash
Volt Switch
Double Team
Swagger
Sleep Talk
Gravity
Psych Up
Headbutt
Iron Head
Rollout
Snore
Double-Edge
Mimic
Wild Charge
Sunny Day
Frustration
Return
Facade
Secret Power
Round
Giga Impact
Agility
Natural Gift
Curse
Take Down
Rage
Electroweb
Moves: 69; complete
Ferrothorn [Spike] (Female)
Nature: Brave (+1 to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Grass/Steel
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Ability 1: Iron Barbs
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 4
Spe: 17 (20/1.15=17.39)
Size Class: 2
Weight Class: 5
Base Rank Total: 18
EC: 6/6
MC: 0
Attacks:
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Power Whip
Iron Head
Rock Climb
Payback
Selfdestruct
Leech Seed
Seed Bomb
Worry Seed
Spikes
Stealth Rock
Bullet Seed
Gravity
Toxic
Thunder Wave
Substitute
Swords Dance
Swagger
Sunny Day
Protect
Solarbeam
Thunder
Moves: 28
Krillowatt [Fried] (Male)
Nature: Modest (+ to Special Attack, - to Attack)
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.
Abilities:
Ability 1: Trace
Type: Can be Activated
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Command: (Ability: Trace (Target Ability) )
Ability 2: Magic Guard
Type: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Ability 3: Shell Armor (DW) [unlocked]
Type: Innate
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Aqua Jet
Confuse Ray
Imprison
Hydro Pump
Thunder
Heart Swap
Discharge
Volt Switch
Copycat
Guillotine
Counter
Mirror Coat
Muddy Water
Earth Power
Icy Wind
Signal Beam
Electroweb
Helping Hand
Follow Me
Me First
Metronome
Mind Reader
Swift
Shock Wave
Endure
Ice Beam
Thunderbolt
Scald
Rain Dance
Torment
Blizzard
Hone Claws
Aqua Tail
Thunder Punch
Toxic
Substitute
Protect
Safeguard
Hail
Double Team
Hidden Power (Grass)
Hyper Beam
Thunder Wave
Surf
Dive
Moves: 47
Cyclohm [Zeus] (Male)
Nature: Modest (+ to Special Attack; - from Attack)
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:
Ability 1: Shield Dust
Type: 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.)
Ability 2: Static
Type: 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.
Ability 3 (DW) [unlocked]: Overcoat
Type: Innate
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Slack Off
Hurricane
Weather Ball
Whirlwind
Bide
Tri Attack
Leer
Double Hit
Discharge
Zap Cannon
Dragon Pulse
Hydro Pump
Signal Beam
Power Gem
Draco Meteor
Heal Bell
Magnet Rise
Electroweb
Thunder
Fire Blast
Double Team
Ice Beam
Roar
Hidden Power (Grass 7)
Hyper Beam
Protect
Thunderbolt
Torment
Volt Switch
Substitute
Shock Wave
Endure
Moves: 40
Starmie (Genderless)
Nature: Timid (+ to Speed; +20% Accuracy; - from Attack)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Illuminate
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released. Command: (Ability: Illuminate)
Ability 2: Natural Cure
Type: 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.
Ability 3 (DW) [unlocked]: Analytic
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Hydro Pump
Power Gem
Light Screen
Reflect Type
Bubblebeam
Minimize
Confuse Ray
Aurora Beam
Barrier
Supersonic
Pain Split
Dive
Endure
Gravity
Magic Coat
Mimic
Signal Beam
Sleep Talk
Wonder Room
Blizzard
Thunder
Surf
Ice Beam
Rain Dance
Reflect
Psychic
Protect
Thunderbolt
Psyshock
Confuse Ray
Water Pulse
Zap Cannon
Hyper Beam
Telekinesis
Teleport
Double Team
Bide
Rest
Scald
Skill Swap
Brine
Thunder Wave
Dream Eater
Grass Knot
Substitute
Moves: 52
Necturna (Homosexual Female)
Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
Type: Grass/Ghost
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.
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:
Ability 1: Forewarn
Type: Innate
This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Ability 2 (DW) [unlocked]: Telepathy
Type: Innate
This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Horn Leech
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Shadow Ball
Giga Drain
Future Sight
Leaf Blade
Leaf Storm
Snatch
Skill Swap
Synthesis
Thunder (Sketch)
Gravity
Seed Bomb
Torment
Shadow Claw
Stone Edge
Grass Knot
Energy Ball
Sunny Day
Protect
Solarbeam
Substitute
Moves: 33
1=Athenodoros Leads
2=C$FP leads
2
C$FP sends out his first two Pokemon and equips items, Athenodoros sends out his first two Pokemon/items and orders, C$FP orders