Korski
Distilled, 80 proof
BATTLE ON!
Arena:
Field Type: Neutral
Complexity: Low
Format: All
Restrictions: No large water sources, no Sunny Day
This gloomy steampunk city finds itself under constant repair and construction (with so many people destroying it and whatnot), and is teeming with robots going about their daily routines. The Geartown Arena is located in an empty town square surrounding a medium-sized fountain. The construction crews make sure to not stray towards it, so excepting total negligence, there shouldn't be any collateral damage.
Rules:
4vs4 Doubles
2-day DQ
2 Recoveries / 5 Chills
Abilities=ONE
Items=OFF
Switch=OK
Teams:
XVIcaliber:
Slashe(*) - Weavile (M)
Nature: Jolly (+15% Speed, +X Accuracy, -1 Sp. Attack)
Type: Dark/Ice
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.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 144 (+24% accuracy)
Size Class: 2
Weight Class: 3
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 3/5
Abilities:
Pressure (Innate): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Pickpocket (Innate) (DW): This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and the opposing Pokemon strikes it with a contact attack, their item is stolen and becomes the held item of this Pokemon.
Moves:
Scratch(*)
Leer(*)
Taunt(*)
Quick Attack(*)
Screech(*)
Faint Attack(*)
Fury Swipes(*)
Agility(*)
Ice Shard
Embargo
Revenge
Assurance
Night Slash
----------------
Ice Punch(*)
Fake Out(*)
Pursuit(*)
----------------
Aerial Ace(*)
Brick Break(*)
Double Team(*)
X-Scissor
Faust - Houndoom (M)
Nature: Hasty (+15% Speed, +X% Accuracy, -1 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, 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 3
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 110 (+) (+14% accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 1/5
Abilities:
Early Bird (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Flash Fire (Innate): 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 (Innate) (DW): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Moves:
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Thunder Fang
Nasty Plot
Foul Play
------------------
Sucker Punch
Fire Spin
Reversal
------------------
Flame Charge
Taunt
Flamethrower
Hendrix - Krookodile (M)
Nature: Jolly (+15% Speed, +X% Accuracy, -1 SpA)
Type: Ground/Dark
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.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 106 (+) (+13% accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 1/5
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 as an Action, and will affect all opponents.
Moxie (Innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Anger Point (Innate) (DW): 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).
Moves:
Leer
Rage
Bite
Sand-Attack
Torment
Sand Tomb
Assurance
Mud-Slap
Embargo
Swagger
Outrage
Foul Play
--------------
Fire Fang
Thunder Fang
Counter
--------------
Bulldoze
Taunt
Stone Edge
Kusanagi - Bisharp (F)
Nature: Adamant (+1 Attack, -1 Sp. Attack)
Type: Dark/Steel
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 1/5
Abilities:
Defiant (Innate): The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
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.
Pressure (Innate) (DW): 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.
Moves:
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Metal Burst
Night Slash
Iron Head
--------------
Psycho Cut
Revenge
Sucker Punch
---------------
Low Sweep
Aerial Ace
Hone Claws
Woodchuck:
Lucario (*) [Pwem] (Male)
Nature: Naive (Decreases SpD by one rank and increases Speed by 1.15x as well as effectively increasing its accuracy by a flat 12)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
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.
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.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+)
EC: 6/6
MC: 13
DC: 5/5
Attacks:
Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Crunch (*)
Hi Jump Kick (*)
Detect (*)
Swords Dance (*)
Substitute (*)
Rock Slide (*)
Blaze Kick
Dark Pulse
Metal Claw
Bone Rush
Metal Sound
Ice Punch
Extremespeed
Aura Sphere
Nasty Plot
Vacuum Wave
Moves: 24
Tyranitar (*) [Dos Quatro Cinco] (Male)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Rock/Dark
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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.
Unnerve (DW): Innate, Locked. 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: 110
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 53 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 23
EC: 9/9
MC: 6
DC: 4/5
Attacks:
Bite (*)
Leer (*)
Sandstorm (*)
Screech (*)
Chip Away (*)
Rock Slide (*)
Scary Face (*)
Thrash (*)
Curse (*)
Pursuit (*)
Stealth Rock (*)
Dig (*)
Stone Edge (*)
Earthquake (*)
Smack Down
Moves: 15
Starmie [Starmory] (Genderless)
Nature: Timid (-Atk, +Spe, +21 Accuracy)
Type:
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:
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 (DW): Can Be Enabled, Locked. If this Pokemon attacks second 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: 4
DC: 4/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camoflage
Swift
Hydro Pump
Minimize
Cosmic Power
Blizzard
Thunder
Confuse Ray
Substitute
Psychic
Protect
Moves: 16
Haunter [Ivan the Spherical] (Male)
Nature: Timid (-Atk, +Spe and boost of 21 in accuracy)
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 109 (+)
Size Class: 3
Weight Class: 1
Base Rank Total: 15
EC: 4/9
MC: 4
Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Disable
Perish Song
Will-o-Wisp
Shadow Ball
Sludge Bomb
Thunderbolt
Taunt
Shadow Punch
Moves: 15
XVIcaliber releases 2 Pokes, selects Abilities --> Woodchuck releases 2 Pokes, selects Abilities, and issues Actions --> XVIcaliber issues Actions --> Korski refs
Arena:
Field Type: Neutral
Complexity: Low
Format: All
Restrictions: No large water sources, no Sunny Day
This gloomy steampunk city finds itself under constant repair and construction (with so many people destroying it and whatnot), and is teeming with robots going about their daily routines. The Geartown Arena is located in an empty town square surrounding a medium-sized fountain. The construction crews make sure to not stray towards it, so excepting total negligence, there shouldn't be any collateral damage.
Rules:
4vs4 Doubles
2-day DQ
2 Recoveries / 5 Chills
Abilities=ONE
Items=OFF
Switch=OK
Teams:
XVIcaliber:
Slashe(*) - Weavile (M)
Nature: Jolly (+15% Speed, +X Accuracy, -1 Sp. Attack)
Type: Dark/Ice
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.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 144 (+24% accuracy)
Size Class: 2
Weight Class: 3
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 3/5
Abilities:
Pressure (Innate): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Pickpocket (Innate) (DW): This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and the opposing Pokemon strikes it with a contact attack, their item is stolen and becomes the held item of this Pokemon.
Moves:
Scratch(*)
Leer(*)
Taunt(*)
Quick Attack(*)
Screech(*)
Faint Attack(*)
Fury Swipes(*)
Agility(*)
Ice Shard
Embargo
Revenge
Assurance
Night Slash
----------------
Ice Punch(*)
Fake Out(*)
Pursuit(*)
----------------
Aerial Ace(*)
Brick Break(*)
Double Team(*)
X-Scissor
Faust - Houndoom (M)
Nature: Hasty (+15% Speed, +X% Accuracy, -1 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, 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 3
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 110 (+) (+14% accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 1/5
Abilities:
Early Bird (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Flash Fire (Innate): 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 (Innate) (DW): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Moves:
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Thunder Fang
Nasty Plot
Foul Play
------------------
Sucker Punch
Fire Spin
Reversal
------------------
Flame Charge
Taunt
Flamethrower
Hendrix - Krookodile (M)
Nature: Jolly (+15% Speed, +X% Accuracy, -1 SpA)
Type: Ground/Dark
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.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 106 (+) (+13% accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 1/5
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 as an Action, and will affect all opponents.
Moxie (Innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Anger Point (Innate) (DW): 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).
Moves:
Leer
Rage
Bite
Sand-Attack
Torment
Sand Tomb
Assurance
Mud-Slap
Embargo
Swagger
Outrage
Foul Play
--------------
Fire Fang
Thunder Fang
Counter
--------------
Bulldoze
Taunt
Stone Edge
Kusanagi - Bisharp (F)
Nature: Adamant (+1 Attack, -1 Sp. Attack)
Type: Dark/Steel
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 1/5
Abilities:
Defiant (Innate): The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
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.
Pressure (Innate) (DW): 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.
Moves:
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Metal Burst
Night Slash
Iron Head
--------------
Psycho Cut
Revenge
Sucker Punch
---------------
Low Sweep
Aerial Ace
Hone Claws
Woodchuck:
Lucario (*) [Pwem] (Male)
Nature: Naive (Decreases SpD by one rank and increases Speed by 1.15x as well as effectively increasing its accuracy by a flat 12)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
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.
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.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+)
EC: 6/6
MC: 13
DC: 5/5
Attacks:
Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Crunch (*)
Hi Jump Kick (*)
Detect (*)
Swords Dance (*)
Substitute (*)
Rock Slide (*)
Blaze Kick
Dark Pulse
Metal Claw
Bone Rush
Metal Sound
Ice Punch
Extremespeed
Aura Sphere
Nasty Plot
Vacuum Wave
Moves: 24
Tyranitar (*) [Dos Quatro Cinco] (Male)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Rock/Dark
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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.
Unnerve (DW): Innate, Locked. 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: 110
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 53 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 23
EC: 9/9
MC: 6
DC: 4/5
Attacks:
Bite (*)
Leer (*)
Sandstorm (*)
Screech (*)
Chip Away (*)
Rock Slide (*)
Scary Face (*)
Thrash (*)
Curse (*)
Pursuit (*)
Stealth Rock (*)
Dig (*)
Stone Edge (*)
Earthquake (*)
Smack Down
Moves: 15
Starmie [Starmory] (Genderless)
Nature: Timid (-Atk, +Spe, +21 Accuracy)
Type:
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:
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 (DW): Can Be Enabled, Locked. If this Pokemon attacks second 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: 4
DC: 4/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camoflage
Swift
Hydro Pump
Minimize
Cosmic Power
Blizzard
Thunder
Confuse Ray
Substitute
Psychic
Protect
Moves: 16
Haunter [Ivan the Spherical] (Male)
Nature: Timid (-Atk, +Spe and boost of 21 in accuracy)
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 109 (+)
Size Class: 3
Weight Class: 1
Base Rank Total: 15
EC: 4/9
MC: 4
Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Disable
Perish Song
Will-o-Wisp
Shadow Ball
Sludge Bomb
Thunderbolt
Taunt
Shadow Punch
Moves: 15
XVIcaliber releases 2 Pokes, selects Abilities --> Woodchuck releases 2 Pokes, selects Abilities, and issues Actions --> XVIcaliber issues Actions --> Korski refs