Maybe Yoshi can prove me wrong but as far as I know he's never been a Pokemon...Yoshinite Shelly the Shedinja (Move your mouse to reveal the content) Shelly the Shedinja (open) Shelly the Shedinja (close) Shedinja [Shelly] (-) Nature: Quiet (+Spa -Spe -10% Evasion) Type: Bug/Flying Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). 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: Wonder Guard: Type: Innate Pokemon with this ability suffer no damage from attacks that are not super effective. This ability cannot be removed or copied by any means. Stats: HP: 80 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 2 Spe: 34 (-) Size Class: 1 Weight Class: 1 Base Rank Total: 12 EC 6/6 MC 0 Moves: Scratch Harden Leech Life Sand-Attack Mind Reader Fury Swipes False Swipe Double Team Screech Swords Dance Spite Heal Block Dig X-Scissor Aerial Ace Night Slash Bug Bite Endure Movecount: 18 Thor the Krilowatt (OT: Inanimate Blob) (Move your mouse to reveal the content) Thor the Krilowatt (OT: Inanimate Blob) (open) Thor the Krilowatt (OT: Inanimate Blob) (close) Krilowatt [Thor] (M) Nature: Modest (+SpA, -Atk) 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: Trace: Type: Cam 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: Type: 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 LOCKED): 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: 1/5 Moves: Bubble Charge Tackle Thundershock Detect Aqua Jet Confuse Ray Ice Shard Volt Switch Scald Thunder Wave Thunderbolt Ice Beam Blizzard Hail Counter Mirror Coat Metronome Mind Reader Sheer Cold Italic: Had moves before trade Movecount: 19 --------------- Houndoomsday Dragonite (Move your mouse to reveal the content) Dragonite (open) Dragonite (close) 3-3-0 Dragonite [Smaug] (Male) Nature: Rash (+SpA, -SpD) Type: Dragon Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Abilities: Shed Skin: This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Multiscale (DW UNLOCKED): 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 by attacks with BAP during the round will be halved. Stats: HP: 100 Attack: Rank 5 Defense: Rank 3 SpA: Rank 5 (+) SpD: Rank 3 (-) Spe: 80 Size Class: 3 Weight Class: 2 EC: 9/9 MC: 0 DC: 5/5 Attacks: Agility (*) Aqua Jet (*) Dragon Dance Dragon Rage (*) Dragon Rush Dragon Tail Extremespeed (*) Fire Punch Hurricane Leer (*) Light Screen (*) Outrage Protect (*) Roost Slam (*) Safeguard (*) Substitute Supersonic (*) Surf Thunder Bolt Thunder Wave (*) Thunderpunch Twister (*) Wrap (*) Houndoom (Move your mouse to reveal the content) Houndoom (open) Houndoom (close) 2-2-0 Houndoom [Hellhound] (Male) Nature: Mild (+SpA, -Def) Type: Dark/Fire 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. Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas. Abilities: Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions. Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost. Unnerve (DW UNLOCKED): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Stats: HP: 100 Atk: Rank 3 Def: Rank 1 (-1) SpA: Rank 5 (+) SpD: Rank 3 Spe: 95 Size Class: 3 Weight Class: 4 Base Rank Total: 18 EC: 6/6 MC: 2 DC: 5/5 Attacks: Attract Bite (*) Beat Up (*) Body Slam Captivate Crunch Counter (*) Curse Dark Pulse Detect Double Edge Double Team Dream Eater Embargo Ember (*) Endure Facade Faint Attack Feint Fire Blast Fire Fang Fire Spin (*) Flame Charge Flamethrower Foul Play Frustration Giga Impact Headbutt Heat Wave Hidden Power Howl (*) Hyper Beam Hyper Voice Incinerate Inferno Iron Tail Leer (*) Mimic Mud Slap Nasty Plot Natural Gift Nightmare Odor Sleuth (*) Overheat Payback Protect Punishment Pursuit Rage Rest Retaliate Return Reversal Roar (*) Rock Smash Role Play Round Secret Power Shadow Ball Sleep Talk Sludge Bomb (*) Smog (*) Snarl Snatch Snore Solarbeam Spite Strength Substitute Sucker Punch Sunny Day (*) Super Fang Swagger Swift Taunt Thief Thunder Fang (*) Torment Toxic Uproar Will O'Wisp (*) Sableye (Move your mouse to reveal the content) Sableye (open) Sableye (close) 3-0-0 Banquo the Sableye Nature: Naive (+15% speed, +4 acc, -1 SpD) Type: Dark/Ghost 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. 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: Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy. Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail. Prankster (DW LOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Stats HP: 90 Atk: 3 Def: 3 SpA: 3 SpD: 2 (-) Spe: 58 (+) Size: 1 Weight: 2 BST: 16 DC: 5/5 MC: 0 Attacks: Aerial Ace Astonish Attract Body Slam Brick Bream Calm Mind Captivate Confuse Ray Counter Cut Dark Pulse Detect Dig Double Edge Double Team Dream Eater Dynamicpunch Embargo Endure Facade Faint Attack Fake Out Feint Fire Punch Flash Flatter Fling Focus Punch Foresight Foul Play Frustration Fury Cutter Fury Swipes Gravity Headbutt Hidden Power Hone Claws Ice Punch Icy Wind Incinerate Knock Off Leer Low Kick Low Sweep Magic Coat Mean Look Mega Kick Mega Punch Metal Burst Metronome Mimic Moonlight Mud Slap Nasty Plot Natural Gift Nightmare Night Shade Ominous Wind Pain Split Payback Poison Jab Power Gem Protect Psychic Psych Up Punishment Rain Dance Recover Rest Retaliate Return Rock Smash Rock Tomb Role Play Round Scratch Secret Power Seismic Toss Shadow Ball Shadow Claw Shadow Sneak Shock Wave Signal Beam Sleep Talk Snarl Snatch Snore Spite Substitute Sucker Punch Sunny Day Swagger Taunt Telekenesis Thief Thunderpunch Torment Toxic Trick Water Pulse Will'O'Wisp Wonder Room Zen Headbutt Order of Events: Yoshi sends out, equips and states ability (1). Houndoom sends out, equips, states ability (1) and orders. I ref.