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Cyclohm, Behemoth, Female Nature: Modest (+SpA, -Atk) 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 Thrash without losing focus. Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. (Unlocked) Overcoat (DW): (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
Base Rank Total: 20
EC: 9/9 MC: 7 DC: 5/5
Moves:
Weather Ball
Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Double Hit
Spark
Sonicboom
Discharge
Slack Off
Hurricane
Tri Attack
Zap Cannon
Hydro Pump
Signal Beam
Power Gem
Dragon Dance
Heal Bell
Draco Meteor
Magnet Rise
Thunderbolt
Flamethrower
Charge Beam
Dragon Pulse
Protect
Torment
Hidden Power Grass 7
Volt Switch
Substitute
Sunny Day
Surf
Toxic
Ice Beam
Thunder Wave
Roar
Double Team
Light Screen
Trick Room
Hyper Beam
Gust
Hail
Dragon Tail
Attract
Endure
Rest
Sleep Talk
Total Moves: 52
Slowking, Female, Ivory
Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion)
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:
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
(DW) Regenerator *Unlocked*: When this Pokemon is switched out during a switch battle, 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.
Power Gem
Hidden Power Electric 7
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Rain Dance
Slack Off
Psychic
Heal Pulse
Psych Up
Nasty Plot
Trump Card
Sleep Talk
Belly Drum
Zen Headbutt
Endure
Bide
Counter
Magic Coat
Emboar, HulaCloverPig, Male
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)
Type: Fire/Fighting
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 brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(Hidden) Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Hammer Arm
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash
Assurance
Roar
Head Smash
Flare Blitz
Flamethrower
Superpower
Curse
Yawn
Body Slam
Endeavor
Sleep Talk
Wild Charge
Grass Knot
Will-O-Wisp
Taunt
Bulldoze
Focus Blast
Scald
Protect
Substitute
Stone Edge
Double Team
Work Up
Sunny Day
Solarbeam
Earthquake
Helping Hand
Total Moves: 41
Hydreigon (Hydreigon) (F) Nature: Naughty (Special Defense lowered by *; Attack raised by *) Type: Dragon/Dark Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash 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.
Ability: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. 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.
Attacks (76/82 Moves):
Acrobatics
Aqua Tail
Assurance
Astonish
Attract
Bite
Body Slam
Bulldoze
Charge Beam
Crunch
Dark Pulse
Double Hit
Double Team
Draco Meteor
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
Dragonbreath
Earthquake
Earth Power
Echoed Voice
Facade
Fire Blast
Fire Fang
Flamethrower
Flash Cannon
Fly
Focus Blast
Focus Energy
Frustration
Giga Impact
Head Smash
Headbutt
Heat Wave
Hidden Power [Grass, 7 BP]
Hyper Beam
Hyper Voice
Ice Fang
Incinerate
Iron Tail
Outrage
Payback
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Scary Face
Screech
Signal Beam
Slam
Sleep Talk
Stone Edge
Substitute
Sunny Day
Superpower
Surf
Swagger
Tackle
Taunt
Thief(*)
Thunder Fang
Thunder Wave
Torment
Toxic
Tri Attack
U-turn
Work Up
Type: Dragon Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender. Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Unnerve (DW Unlocked): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Counter
Night Slash
Endure
Reversal
Focus Energy
Razor Wind
Harden
X-Scissor
Dig
Double Team
Endeavor
Iron Tail
Aqua Tail
Superpower
Sleep Talk
Protect
Toxic
Rest
Payback
Poison Jab
Aerial Ace
Facade
Return
Frustration
Substitute
Rock Slide
Earthquake
Brick Break
Draco Meteor
Low Kick
Snore
Hone Claws
Roar
Hidden Power (Grass 7)
Sunny Day
Hyper Beam
Rain Dance
Rock Tomb
Attract
Round
Focus Blast
Fling
Incinerate
Shadow Claw
Bulldoze
Dragon Tail
Grass Knot
Swagger
Rock Smash
Cut
Surf
Strength
4: Chandelure (Flame Body @ Choice Specs, Modest 90/1/3/7/3/80)
Chandelure (F) Nature: Modest (Attack reduced by *; Special Attack raised by *). Type: Ghost/Fire Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Stats:
HP 90
Atk Rank 1 (-)
Def Rank 3
SpA Rank 7 (+)
SpD Rank 3
Spe 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: N/A MC: 0 DC:5/5
Abilities: Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Shadow Tag (Dream World): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Attacks (52/62 moves):
Acid
Acid Armor
Astonish
Attract
Calm Mind
Captivate
Clear Smog
Confuse Ray
Curse
Dark Pulse
Double Team
Embargo
Ember
Endure
Energy Ball
Fire Blast
Fire Spin
Flame Charge
Flame Burst
Flamethrower
Flash
Frustration
Haze
Heat Wave
Hex
Hidden Power (Fighting, 7 BP)
Hyper Beam
Imprison
Incinerate
Inferno
Memento
Minimize
Night Shade
Overheat
Pain Split
Protect
Psych Up
Psychic
Return
Safeguard
Shadow Ball
Sleep Talk
Smog
Solarbeam
Sunny Day
Substitute
Taunt
Telekinesis
Thief
Toxic
Trick Room
Will-o-wisp
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. 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).
Abilities: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks. Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Type: Fire/Fighting 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 brushfire areas. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities: Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Iron Fist (DW Unlocked): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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: Rough Skin, Speed Boost
Rough Skin: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Kingdra (M) Nature: Modest (plus Special Attack, minus Attack) Type: Water/Dragon Type: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Type: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. 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.
Nature: Brave (Adds one (1) Rank to Attack,Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Analytic: (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Attacks (44):
Ally Switch
Barrier
Charge Beam
Confusion
Disable
Double Team
Dream Eater
Energy Ball
Facade
Giga Impact
Growl
Guard Split
Guard Swap
Headbutt
Heal Block
Hidden Power [Fighting] [7]
Hyper Beam
Imprison
Light Screen
Miracle Eye
Nasty Plot
Power Swap
Protect
Psybeam
Psych Up
Psychic
Psyshock
Rain Dance
Recover
Reflect
Rest
Rock Slide
Shadow Ball
Skill Swap
Substitute
Swagger
Telekinesis
Teleport
Thunder Wave
Thunderbolt
Toxic
Trick Room
Wonder Room
Zen Headbutt
Weavile (F) ♫ Nature: Adamant (+Atk, -SpA) Type: Dark/Ice
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities: Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. Pickpocket (DW ability- UNLOCKED): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand. Command: [Ability: Pickpocket (Ally Item Swap)]
TYPE Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down & Gravity, even for ground-based flying Pokémon. Will always hit foes with Dig (except other Flying types) & Dive. Cannot be hit by Dive unless the attacking Pokémon has a size class greater than four (4). Immune to Spikes & Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
ABILITIES Hyper Cutter: (Innate) This Pokémon always keeps its claws/teeth/pincers extremely sharp, & thus cannot have its attack reduced. Sand Veil: (Innate) This Pokémon is used to reacting in desert conditions & gets a 20% evasion boost during Sandstorms. Pokémon with this ability are immune to Sandstorm damage. Poison Heal (DW): (Innate) Pokémon with this ability have internal structures that absorb the toxins in poison & uses them to recover two (2) HP/action instead of taking poison damage. When a Pokémon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round & Toxic will do the relevant damage for that round should their ability be disabled.
ATTACKS (97/97) PHYSICAL
Acrobatics
Aerial Ace
Aqua Tail
Bite
Brick Break
Bug Bite
Bulldoze
Counter
Cross Poison
Cut
Dig
Double-Edge
Earthquake
Facade
Faint Attack
False Swipe
Feint
Fire Fang
Fling
Frustration
Fury Cutter
Giga Impact
Guillotine
Headbutt
Ice Fang
Iron Tail
Knock Off
Metal Claw
Natural Gift
Night Slash
Payback
Poison Jab
Poison Sting
Poison Tail
Quick Attack
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Sand Tomb
Secret Power
Sky Attack
Sky Uppercut
Slash
Steel Wing
Stone Edge
Strength
Thief
Thunder Fang
U-Turn
Wing Attack
X-Scissor
SPECIAL
Dark Pulse
Dream Eater
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Mud-Slap
Razor Wind
Round
Sludge Bomb
Snore
Struggle Bug
Swift
Venoshock
OTHER
Agility
Attract
Baton Pass
Captivate
Curse
Defog
Detect
Double Team
Endure
Harden
Hone Claws
Mimic
Power Trick
Protect
Rain Dance
Rest
Rock Polish
Roost
Sand-Attack
Sandstorm
Screech
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Swords Dance
Tailwind
Taunt
Torment
Toxic
15: Roserade (Technician @ Big Root, Bold 90/2/3/5/4/90)
Roserade {F}
Nature: Bold (Adds * to Defense; Subtracts * From Attack) Type: Grass/Poison Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point: (Can be Disabled)
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Technician (DW): (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Poison Sting
Leech Seed
Magical Leaf
Giga Drain
Grasswhistle
Weather Ball
Sweet Scent
Toxic
Toxic Spikes
Petal Dance
Aromatherapy
Ingrain
Synthesis
Sleep Powder
Extrasensory
Spikes
Leaf Storm
Cotton Spore
Mind Reader
Natural Gift
Sunny Day
Rain Dance
Rest
Solarbeam
Sludge Bomb
Shadow Ball
Hidden Power Fire (6)
Venoshock
Protect
Substitute
Endure
Double Team
Nightmare
Sleep Talk
Grass Knot
Secret Power
Bullet Seed
Energy Ball
Hyper Beam
Uproar
Covet
Attract
Psych Up
Swagger
Poison Jab
16: none
17: Lapras (Hydration @ Red Card, Quiet 120/3/3/4/3/53 -10% Eva)
Lapras (F)
Nature:
Quiet -Adds * to Special Attack. A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Types:
Water: 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). Ice: 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:
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: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
20: Politoed (Drizzle @ Water Gem, Modest 100/2/3/4/4/70)
[NOPARSE]
Politoed Nature: Modest (SpA: +1, Atk: -1) Type: Water Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Drizzle - (Innate) When this Pokemon is sent out it summons a massive rainstorm into the field 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.
Attacks:
Bubblebeam
Water Gun
Hypnosis
DoubleSlap
Perish Song
Swagger
Bounce
Hyper Voice
Rain Dance
Body Slam
Mud Shot
Wake-Up Slap
Amnesia
Hydro Pump
Mud Bomb
Encore
Endeavor
Endure
Ice Ball
Refresh
Splash
Toxic
Bide
Dive
Ice Beam
Focus Blast
Protect
Psychic
Hidden Power [Grass, 7]
Counter
Scald
Substitute[/NOPARSE]
21: Ninetales (Drought @ Fire Gem, Modest 100/2/3/4/4/100)
Ninetales (F) Nature: Modest (+1 SpA, -1 Atk)
Type: Fire Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities: Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Drought (DW Unlocked): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.
Moves:
Attract
Bide
Body Slam
Calm Mind
Captivate
Charm
Confuse Ray
Covet
Curse
Dark Pulse
Dig
Disable
Double-Edge
Double Team
Dream Eater
Ember
Endure
Energy Ball
Extrasensory
Facade
Faint Attack
Fire Blast
Fire Spin
Flail
Flame Burst
Flame Charge
Flamethrower
Flare Blitz
Foul Play
Frustration
Giga Impact
Grudge
Headbutt
Heat Wave
Hex
Hidden Power (Ground 7)
Howl
Hyper Beam
Hypnosis
Imprison
Incinerate
Inferno
Iron Tail
Magic Coat
Mimic
Nasty Plot
Natural Gift
Ominous Wind
Overheat
Pain Split
Payback
Power Swap
Protect
Psych Up
Psyshock
Quick Attack
Rage
Reflect
Rest
Return
Roar
Role Play
Round
Safeguard
Secret Power
Skull Bash
Sleep Talk
Snore
SolarBeam
Spite
Substitute
Sunny Day
Swagger
Swift
Tail Slap
Tail Whip
Take Down
Toxic
Will-o-Wisp
Zen Headbutt
Abomasnow (M) Nature: Modest (Adds One (1) Rank to Special Attack; Decreases One (1) Rank of Attack). Type: Grass/Ice 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. 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.
Abilities: Abilities: Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle 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. Soundproof (DW): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
TYPE Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
ABILITIES Sand Stream: (Innate) When entering into battle, this Pokémon 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. Sand Force (DW): (Innate) This Pokémon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, & Steel-typed attacks. Each of this Pokémon's Rock, Ground, & Steel-typed attacks will have two (2) added to their Base Attack Power. Pokémon with this ability are immune to Sandstorm damage.
ATTACKS (59/59) PHYSICAL
Bite*
Body Slam*
Bulldoze
Crunch
Dig*
Double-Edge
Earthquake*
Facade
Fire Fang
Fissure
Frustration
Giga Impact
Headbutt
Ice Fang
Iron Head
Iron Tail
Natural Gift
Revenge
Return
Rock Slide*
Rock Smash
Rock Tomb
Sand Tomb*
Secret Power
Stone Edge
Strength
Superpower
Tackle*
Take Down*
Thunder Fang
SPECIAL
Earth Power
Hidden Power (Grass, 7)
Hyper Beam
Mud-Slap
Round
Snore
Spit Up
Water Pulse
OTHER
Attract
Captivate
Curse*
Double Team
Endure
Protect
Rest
Roar*
Sand-Attack*
Sandstorm
Slack Off*
Sleep Talk
Stealth Rock
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Toxic
Whirlwind
Yawn*
24: none
25: none
26: none
27: none
[NOPARSE]
Ditto — Nature: Serious (No Changes) Type: Normal Normal Type - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Imposter - (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
Ditto — Nature: Quirky (No Changes) Type: Normal Normal Type - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Imposter - (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
Ditto — Nature: Bashful (No Changes) Type: Normal Normal Type - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Imposter - (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
31: Gengar (Levitate @ Link Cable, Hasty 90/3/1/5/3/127 +19% Acc)
Gengar (M) Nature: Timid (Defense reduced by 1; Speed raised by 15%, accuracy boost). Type: Ghost/Poison 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.
Ability: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. 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.
Attacks (80/105 moves):
Astonish
Attract
Bide
Body Slam
Brick Break
Clear Smog
Confuse Ray(*)
Counter
Curse(*)
Dark Pulse
Destiny Bond
Disable
Double Team
Double-edge
Drain Punch
Dream Eater
Dynamicpunch
Endure
Energy Ball(*)
Explosion
Fire Punch
Focus Blast
Focus Punch
Foul Play
Frustration
Giga Drain
Grudge
Haze(*)
Hex
Hidden Power [Fire, 7 BP]
Hyper Beam
Hypnosis(*)
Ice Punch
Icy Wind
Knock Off
Lick(*)
Mean Look(*)
Mega Kick
Mega Punch
Metronome
Mimic
Night Shade(*)
Nightmare
Ominous Wind
Pain Split
Payback
Perish Song(*)
Protect
Psych Up
Psychic
Psywave
Rain Dance
Return
Role Play
Scary Face(*)
Seismic Toss
Shadow Ball(*)
Shadow Punch
Skill Swap
Sleep Talk
Sludge Bomb
Sludge Wave
Smog
Snatch
Spite(*)
Substitute
Sucker Punch(*)
Sunny Day
Taunt
Telekinesis
Thunder
Thunderbolt(*)
Thunderpunch
Torment
Toxic
Trick
Trick Room
Venoshock
Will-o-wisp
Zap Cannon
32: none
33: Cloyster (Skill Link @ White Herb, Lonely 90/4/6/3/2/70)
Cloyster (Male) Nature: Lonely (+1 Atk, -1 Def)
Type: 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 and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities: Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Skill Link: (Innate) 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 (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Swoobat Nature: Timid (Spe +18, Accuracy +20%, Atk: -1) Type: Psychic / Flying Psychic Type - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Flying Type - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: Unaware - (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Klutz - (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.* (DW) Simple - (Innate) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the stage modifier. Stats still maximize or minimize at six stages.
Accelgor Nature: Modest (SpA +1, Atk: -1) Type: Bug Bug Type - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities: Hydration - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon. Sticky Hold - (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. (DW) Unburden - (Dormant) - (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Muk NATR: Brave (Atk increased by *; speed divided by 1.15 and opponents have +10% accuracy with attacks)
Type: Poison
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
ABILITIES Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move. Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. Poison Touch (Unlocked): (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison with the same chance of effect.
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Type: Psychic 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: Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner. Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. (Dream World)
Type: Ghost/Poison: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.), Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Stats: HP: 90 Att: Two (-) Def: Two SpAtt: Five SpDef: Three Spe+: 127
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9 MC: 0
Abilities: Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks: Hypnosis* Lick* Spite* Mean Look* Curse* Confuse Ray* Night Shade* Sucker Punch*
Destiny Bond
Dark Pulse
Hex
Nightmare
Mean Look
Fire Punch* Ice Punch * Will-o-Wisp*
Clear Smog
Pain Split
Endure
Counter
Mimic
Energy Ball* Psychic* Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute
Focus Blast
Venoshock
Toxic
Bide
Taunt
Torment
Double Team
Brick Break
Hidden Power Fire (7)
Sunny Day
Hyper Beam
Protect
Rain Dance
Telekinesis
Rest
Thunder
Return
Frustration
# of moves: 46
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Type: Psychic 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: Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner. Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. (Dream World)
Type: Ghost/Poison: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.), Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Stats: HP: 90 Att: Two (-) Def: Two SpAtt: Five SpDef: Three Spe+: 127
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9 MC: 0
Abilities: Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks: Hypnosis* Lick* Spite* Mean Look* Curse* Confuse Ray* Night Shade* Sucker Punch*
Destiny Bond
Dark Pulse
Hex
Nightmare
Mean Look
Fire Punch* Ice Punch * Will-o-Wisp*
Clear Smog
Pain Split
Endure
Counter
Mimic
Energy Ball* Psychic* Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute
Focus Blast
Venoshock
Toxic
Bide
Taunt
Torment
Double Team
Brick Break
Hidden Power Fire (7)
Sunny Day
Hyper Beam
Protect
Rain Dance
Telekinesis
Rest
Thunder
Return
Frustration
# of moves: 46
Maybe the Pike will be nicer to me than the Battle Hall
Name: DFrog
No Thread
Rank: Bronze
Abilities: Limber, Prankster, Syncronise
Kitsunoh (Desmond) M
Nature: Adamant
Type: Ghost/Steel
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Moves:
Ice Fang
Thunder Fang
Tail Whip
Scratch
Tackle
Iron Defence
Lick
Leer
Faint Attack
Shadow Sneak
Curse
Iron Head
Shadow Strike
Fake Out
Revenge
Feather Dance
Meteor Mash
Yawn
Will-o-Wisp
Taunt
Rock Slide
EC: 6/6
MC: 0
DW: 3/5
Tomohawk (Grace) F
Nature: Modest
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Moves:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Whirlwind
Aerial Ace
Morning Sun
Hyper Voice
Earth Power
Heat Wave
Hurricane
Yawn
Confuse Ray
Roost
Hidden Power Ice 7
Taunt
Toxic
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.
Syncronise (Innate): Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Magic Bounce (Innate): This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
Tail whip
Tackle
Helping hand
Sand-attack
Growl
Quick Attack
Confusion
Swift
Psybeam
Future Sight
Psychic
Curse
Detect
Yawn
Signal Beam
Return
Dig
Rain Dance
Shadow Ball
Maybe the Pike will be nicer to me than the Battle Hall
Name: DFrog
No Thread
Rank: Bronze
Abilities: Limber, Prankster, Syncronise
Kitsunoh (Desmond) M
Nature: Adamant
Type: Ghost/Steel
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Moves:
Ice Fang
Thunder Fang
Tail Whip
Scratch
Tackle
Iron Defence
Lick
Leer
Faint Attack
Shadow Sneak
Curse
Iron Head
Shadow Strike
Fake Out
Revenge
Feather Dance
Meteor Mash
Yawn
Will-o-Wisp
Taunt
Rock Slide
EC: 6/6
MC: 0
DW: 3/5
Tomohawk (Grace) F
Nature: Modest
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Moves:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Whirlwind
Aerial Ace
Morning Sun
Hyper Voice
Earth Power
Heat Wave
Hurricane
Yawn
Confuse Ray
Roost
Hidden Power Ice 7
Taunt
Toxic
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.
Syncronise (Innate): Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Magic Bounce (Innate): This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
Tail whip
Tackle
Helping hand
Sand-attack
Growl
Quick Attack
Confusion
Swift
Psybeam
Future Sight
Psychic
Curse
Detect
Yawn
Signal Beam
Return
Dig
Rain Dance
Shadow Ball
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
About: He was the very first pokemon Matt obtained and quickly became best friends after Matt selfishlessly risked his life against a pack of wild Houndour. Steve is extremely strong,determined,honored and relatively docile Mankey, only feeling trully alive during a battle with a worth opponent,he cares very much about his trainer and team mates.
Abilities: Vital Spirit : (Innate)
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Anger Point: (Innate)
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).
Defiant (DW UNLOCKED): (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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
About: Rob was the first pokemon ever caught by Matt,using it's Double-Team and Trump-Card techniches,he slowy gained an advantage against Steve and was about to easily defeat him,until being caught off-guard by an extremely powerfull Reversal combo,weakning him enough to be captured. Being prety much powerless against the lobster pokemon,Steve grew determined to become stronger.
Similary to the others,he cares deeply about his friends,and is willing to risk his life for them if necessary.....he is also a huge nerd.
Abilities: Hyper Cutter: (Innate)
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Shell Armor: (Innate)
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Adaptability: (DW UNLOCKED, Innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Summary:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
About: A Dodrio caught by The Royal Guard and later traded to Matezoide, Barry quickly made friends with Steve and Rob, recognizing their strength almost instantly, growing to respect the others with time. Despite the 3 heads, the are more often than not in agreement and decided to have just 1 name for the sake of simplicity. The head's team-work is what allows Barry to spin them around like an helicopter to use Fly.
Abilities: Run Away:
(Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Early Bird:
(Innate) 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.
Tangled Feet (DW):
(Innate) When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, the duration of confusion doubles.
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
About: He was the very first pokemon Matt obtained and quickly became best friends after Matt selfishlessly risked his life against a pack of wild Houndour. Steve is extremely strong,determined,honored and relatively docile Mankey, only feeling trully alive during a battle with a worth opponent,he cares very much about his trainer and team mates.
Abilities: Vital Spirit : (Innate)
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Anger Point: (Innate)
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).
Defiant (DW UNLOCKED): (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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
About: Rob was the first pokemon ever caught by Matt,using it's Double-Team and Trump-Card techniches,he slowy gained an advantage against Steve and was about to easily defeat him,until being caught off-guard by an extremely powerfull Reversal combo,weakning him enough to be captured. Being prety much powerless against the lobster pokemon,Steve grew determined to become stronger.
Similary to the others,he cares deeply about his friends,and is willing to risk his life for them if necessary.....he is also a huge nerd.
Abilities: Hyper Cutter: (Innate)
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Shell Armor: (Innate)
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Adaptability: (DW UNLOCKED, Innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Summary:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
About: A Dodrio caught by The Royal Guard and later traded to Matezoide, Barry quickly made friends with Steve and Rob, recognizing their strength almost instantly, growing to respect the others with time. Despite the 3 heads, the are more often than not in agreement and decided to have just 1 name for the sake of simplicity. The head's team-work is what allows Barry to spin them around like an helicopter to use Fly.
Abilities: Run Away:
(Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Early Bird:
(Innate) 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.
Tangled Feet (DW):
(Innate) When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, the duration of confusion doubles.
"This may prove disasterous... but either way, I gain a boon of currency. I do not expect to win against Lucy, but, who knows? I might just get lucky enough to do so. And luck is the point of the place, right? So sayeth... EEETTTEEERRRNNNAAALLL!!!"
Name: Walker Thead: (none) Rank: Bronze Poke'mon: Butler the Audino, Itsumo the Spiritomb, Hope the Chingling Abilities: Regenerator, Pressure, Levitate
Butler the Audino
Audino* (Butler) (Male)
Calm Nature Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Regenerator: Type: Innate
When this Pokemon is switched out during a switch battle, 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.
Itsumo (Spiritomb) (Male)
Relaxed Nature Type: 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 STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Ability: Pressure: Type: 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.
Chimecho (Hope) (Female)
Bold Nature Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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.
Ability: Levitate: Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.
"This may prove disasterous... but either way, I gain a boon of currency. I do not expect to win against Lucy, but, who knows? I might just get lucky enough to do so. And luck is the point of the place, right? So sayeth... EEETTTEEERRRNNNAAALLL!!!"
Name: Walker Thead: (none) Rank: Bronze Poke'mon: Butler the Audino, Itsumo the Spiritomb, Hope the Chingling Abilities: Regenerator, Pressure, Levitate
Butler the Audino
Audino* (Butler) (Male)
Calm Nature Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Regenerator: Type: Innate
When this Pokemon is switched out during a switch battle, 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.
Itsumo (Spiritomb) (Male)
Relaxed Nature Type: 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 STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Ability: Pressure: Type: 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.
Chimecho (Hope) (Female)
Bold Nature Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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.
Ability: Levitate: Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.
Garchomp* Sharky, (M) Nature: Hasty (plus Speed, minus Defense, 16% accuracy boost) Type: Dragon/Ground Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. 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: Sand Veil:
Type: Innate
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. (Unlocked) (DW) Rough Skin:
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Attacks:
Fire Fang
Tackle*
Sand Attack*
Dragon Rage*
Sandstorm*
Take Down*
Sand Tomb*
Dual Chop
Slash*
Dragon Claw
Dig
Crunch
Dragon Rush
Body Slam*
Double-Edge
Dragonbreath
Iron Tail
Iron Head*
Metal Claw
Mud Shot
Outrage*
Thrash
Twister
Aqua Tail
Draco Meteor
Dragon Pulse
Earth Power
Mud-Slap
Sleep Talk
Snore
Stealth Rock
Swift
Aerial Ace
Brick Break
Bulldoze
Double Team
Dragon Tail
Earthquake*
Endure
Facade
Fire Blast
Flamethrower
Giga Impact
Hidden Power Grass (7)
Hone Claws*
Hyper Beam
Natural Gift
Poison Jab
Protect
Rain Dance
Rest
Roar
Rock Slide
Rock Tomb
Shadow Claw
Stone Edge*
Substitute
Sunny Day
Surf
Swagger
Swords Dance
Toxic
Whirlpool
Total Moves: 63/79
Yet to get:
3 MC (Egg/Past-Gen TM/Past-gen Tutor): Rock Climb, Scary Face, Fury Cutter, Headbutt, Secret Power, Captivate (Subtotal: 18)
2 MC (TM): Frustration, Return, Attract, Round, False Swipe, Fling, Incinerate, Rock Smash, Cut, Strength (Subtotal: 20)
Hydreigon, Maleficient (F) Nature: Hasty (plus Speed, minus Defense, +15% Accuracy) Type: Dark/Dragon 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. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Leviatate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.
Attacks:
Tri Attack
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Slam
Dragon Pulse
Work Up
Dragon Rush
Body Slam
Scary Face
Hyper Voice
Outrage
Astonish
Earth Power
Head Smash
Ice Fang
Thunder Fang
Aqua Tail
Dark Pulse
Draco Meteor
Heat Wave
Roost
Sleep Talk
Superpower
Tailwind
Zen Headbutt
Acrobatics
Bulldoze
Charge Beam
Double Team
Dragon Tail
Earthquake
Fire Blast
Flash Cannon
Fly
Focus Blast
Hidden Power Grass (7)
Hyper Beam
Protect
Reflect
Rock Slide
Stone Edge
Substitute
Sunny Day
Surf
Taunt
Thunder Wave
Torment
Toxic
U-turn
Total Moves: 56/82
Yet to Get:
3 MC (Egg): Assurance, Fire Fang, Screech (Subtotal: 9)
2 MC (Tutor): Iron Tail, Signal Beam, Snore, Spite, Uproar (Subtotal: 10)
2 MC (TM): Attract, Echoed Voice, Facade, Flamethrower, Frustration, Giga Impact, Incinerate, Payback, Psych Up, Rain Dance, Rest, Return, Rock Smash, Rock Tomb, Round, Strength, Swagger, Thief (Subtotal: 36)
Emboar, HulaCloverPig, Male
Nature: Quiet (+1 SpAtk, -15% Spe, -10% Evasion)
Type: Fire/Fighting
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 brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(Hidden) Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Hammer Arm
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash
Assurance
Roar
Head Smash
Flare Blitz
Flamethrower
Superpower
Curse
Yawn
Body Slam
Endeavor
Sleep Talk
Wild Charge
Grass Knot
Will-O-Wisp
Taunt
Bulldoze
Focus Blast
Scald
Protect
Substitute
Stone Edge
Double Team
Work Up
Sunny Day
Solarbeam
Earthquake
Helping Hand
Heat Wave
Total Moves: 43
*<Lucario> [Lionheart] (Male) Nature: Naive Type: Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. 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: 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)(UNLOCKED): (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:(49)
*Counter
*Endure
*Feint
*Force Palm
*Foresight
*Quick Attack
*Reversal
*Screech
Aura Sphere
Bone Rush
Close Combat
Copycat
Dark Pulse
Detect
Dragon Pulse
Extremespeed
Heal Pulse
Me First
Metal Claw
Metal Sound
Quick Guard
*Agility
*Blaze Kick
*Vacuum Wave
Bullet Punch
Cross Chop
Hi-Jump Kick
Sky Uppercut
Zen Headbutt
<Cyclohm> [Zephyr] (Male) Nature: Modest Type: Dragon/Electirc Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Abilities: Shield Dust:(Innate)This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static:(Innate)This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Overcoat:(Innate)(DW UNLOCKED)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).
Attacks:(31)
Charge
Double Hit
Dragon Rage
Growl
Hurricane
Rain Dance
Slack Off
Sonicboom
Tackle
Thundershock
Twister
Weather Ball
Zap Cannon
Dragon Breath
Dragon Dance
Mud-Slap
Blizzard
Draco Meteor
Fire Blast
Flamethrower
Flash
Hail
Light Screen
Magnet Rise
Protect
Sunny Day
Thunder
Thunder Wave
Torment
Toxic
Volt Switch
<Serperior> [Eirlasdar] (Male) Nature: Modest Type: 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.
Abilities: Overgrow:(Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary:(DW)(UNLOCKED) (Can be Enabled.)This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Modest -Special Attack increased by *. Attack decreased by *.
Types:
Electric: 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: More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place. It does not block direct status moves. Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat: (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).
Rash - Increase of Special Attack by *. Subtracts * from Special Defence.
Types:
Dragon: Roar has Energy Cost reduced by one (1). Dragonite line can breathe underwater. Flying: Immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Multiscale: (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Timid - Speed increases by 15%. Accuracy increases by 17%. Subtracts * from Attack.
Types:
Water: 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). Electric: 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Abilities:
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 Armour: Innate This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
(Pyroak) Ambrose (M) Nature: Brave (+1 atk, -8 spe, -10% flat evasion) Types: Grass / Fire 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. Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Aromatherapy
Blaze Kick Counter
Dragonbreath
Earth Power
GrassWhistle Inferno Natural Gift Psybeam Revenge
Sand Tomb
Water Sport
AncientPower Block Headbutt Heat Wave Iron Tail Low Kick Seed Bomb Sleep Talk Snore Stealth Rock
Worry Seed
Attract Bulldoze Double Team Dragon Tail
Earthquake
Endure Energy Ball Facade Fire Blast
Flame Charge Flamethrower Flash Flash Cannon Frustration Giga impact Grass Knot Hidden Power (Ice, 7) Hyper Beam Incinerate Light Screen Low Sweep Overheat Protect Rest Return Roar Rock Climb Rock Slide Rock Smash Rock Tomb Round Safeguard Secret Power SolarBeam
Stone Edge Strength Substitute
Sunny Day Swagger Swords Dance Toxic Will-O-Wisp
42 moves
ABIL: Rock HEAD
(Colossoil) Sid (M)
Nature: Jolly (15% increase to speed, 1 stage decrease to SpA, 22% flat acc boost to attacks) Type: Dark/Water Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure: (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.
moves:
Bite
Body Slam
Bounce
Bubblebeam
Crunch
Dig
Drill Run
Horn Attack
Horn Drill
Leer Magnitude Megahorn Muddy Water Peck
Pursuit
Rapid Spin Spit Up Stockpile Swallow Tackle
Double-Edge
Encore
Fake Out
Fire Fang Fissure Flail Foul Play Mud Bomb
Mud Shot Sand Tomb
Screech Sucker Punch
Thunder Fang
Water Spout
AncientPower Aqua Tail Dark Pulse Dive Earth Power Iron Tail Knock Off
Rollout
Snore Superpower
Attract Brick Break Bulldoze Captivate Double Team
Dragon Tail
Earthquake Echoed Voice Embargo
Endure Facade Frustration Giga Impact Hidden Power Hyper Beam Natural Gift Payback Poison Jab Protect Quash Rain Dance Rest Retaliate Return Roar Rock Slide Rock Smash Rock Tomb Round Sandstorm Secret Power Sleep Talk Sludge Bomb Sludge Wave Smack Down Snarl Snatch Stone Edge Strength Substitute Sunny Day Swagger Taunt Thief Toxic U-turn
35 moves
ABIL: GUTS
(Kitsunoh) Newman (M)
Nature: Jolly (+17 Spe, +19% Accuracy, -1 SpA)
Types: Ghost/Steel 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. 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: Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up. Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Attacks: Copycat Curse
Faint Attack
Fake Out Hex Imprison
Iron Defense Iron Head Lick Memento Tail Whip
Metal Burst
Metal Claw
Odor Sleuth
Perish Song
Revenge
Scratch Shadow Claw Shadow Sneak
ShadowStrike
FeatherDance
Flail
Metal Sound Meteor Mash
Psycho Shift
Yawn
Endeavor Foul Play Fury Cutter
Headbutt
Icy Wind
Knock Off
Last Resort Magic Coat Ominous Wind Pain Split
Role Play Sleep Talk Snatch Snore
Spite
Attract Captivate Cut Dark Pulse Dig Double Team Dream Eater Embargo Endure Facade Flash Flash Cannon Frustration Gyro Ball Hidden Power Natural Gift Payback Protect Psych Up Psychic Rain Dance Rest Return Roar Rock Smash Round Safeguard Secret Power Shadow Ball Sleep Talk Substitute Sunny Day Swagger Taunt Thief Torment Toxic Trick Room Will-o-Wisp
I am sorry Texas, but I already took your challenge twice, so I'll priorize battlers I haven't faced. If your challenge remains open for the next couple days, then I guess I'll take it.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Peck
Bite
Horn Attack
Leer(*)
Tackle(*)
Mud Shot(*)
Bubblebeam(*)
Rapid Spin(*)
Mud Bomb(*)
Pursuit(*)
Drill Run
Body Slam
Dig
Crunch
Bounce
Megahorn
Magnitude
Stockpile
Swallow
Spit Up
Horn Drill
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. 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:
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: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Bone Rush
Metal Sound
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Close Combat
Aura Sphere
Extremespeed
Dragon Pulse
Heal Pulse
Me First
Dark Pulse
Metal Claw
Detect
Quick Guard
Swords Dance
Calm Mind
Copycat
Hi Jump Kick(*)
Blaze Kick(*)
Crunch(*)
Agility
Thunder Punch
Ice Punch
Magnet Rise
Zen Headbutt
Dual Chop
Thunderpunch
Dig(*)
Rock Slide(*)
Substitute(*)
Drain Punch
Psychic
39 moves
@ Inner focus
Mamoswine TUSKS (m)
Nature: Mild (+satk, -def)
Type:
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. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage. Thick Fat (DW) (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud Slap
Endure
Mud Bomb
Icy Wind
Ice Shard
Ancientpower
Peck
Horn Attack
Scary Face
Ice Fang
Take Down
Double Hit
Mist
Thrash
Amnesia
Fury Attack
Flail
Icicle Crash
Rock Slide
Avalanche
Sleep Talk
Fissure
Earthquake
Substitute
Dig
Stealth rock
Superpower
Ice Beam
Double Team
Hidden Power (fire, 7)
Earth Power
Reflect
Endeavor
Protect
Light Screen
Rest
Giga Impact
Iron Head
43 moves
Garchomp* Sharky, (M) Nature: Hasty (plus Speed, minus Defense, 16% accuracy boost) Type: Dragon/Ground Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. 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: Sand Veil:
Type: Innate
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. (Unlocked) (DW) Rough Skin:
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Attacks:
Fire Fang
Tackle*
Sand Attack*
Dragon Rage*
Sandstorm*
Take Down*
Sand Tomb*
Dual Chop
Slash*
Dragon Claw
Dig
Crunch
Dragon Rush
Body Slam*
Double-Edge
Dragonbreath
Iron Tail
Iron Head*
Metal Claw
Mud Shot
Outrage*
Thrash
Twister
Aqua Tail
Draco Meteor
Dragon Pulse
Earth Power
Mud-Slap
Sleep Talk
Snore
Stealth Rock
Swift
Aerial Ace
Brick Break
Bulldoze
Double Team
Dragon Tail
Earthquake*
Endure
Facade
Fire Blast
Flamethrower
Giga Impact
Hidden Power Grass (7)
Hone Claws*
Hyper Beam
Natural Gift
Poison Jab
Protect
Rain Dance
Rest
Roar
Rock Slide
Rock Tomb
Shadow Claw
Stone Edge*
Substitute
Sunny Day
Surf
Swagger
Swords Dance
Toxic
Whirlpool
Total Moves: 63/79
Yet to get:
3 MC (Egg/Past-Gen TM/Past-gen Tutor): Rock Climb, Scary Face, Fury Cutter, Headbutt, Secret Power, Captivate (Subtotal: 18)
2 MC (TM): Frustration, Return, Attract, Round, False Swipe, Fling, Incinerate, Rock Smash, Cut, Strength (Subtotal: 20)
Hydreigon, Maleficient (F) Nature: Hasty (plus Speed, minus Defense, +15% Accuracy) Type: Dark/Dragon 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. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Leviatate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.
Attacks:
Tri Attack
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Slam
Dragon Pulse
Work Up
Dragon Rush
Body Slam
Scary Face
Hyper Voice
Outrage
Astonish
Earth Power
Head Smash
Ice Fang
Thunder Fang
Aqua Tail
Dark Pulse
Draco Meteor
Heat Wave
Roost
Sleep Talk
Superpower
Tailwind
Zen Headbutt
Acrobatics
Bulldoze
Charge Beam
Double Team
Dragon Tail
Earthquake
Fire Blast
Flash Cannon
Fly
Focus Blast
Hidden Power Grass (7)
Hyper Beam
Protect
Reflect
Rock Slide
Stone Edge
Substitute
Sunny Day
Surf
Taunt
Thunder Wave
Torment
Toxic
U-turn
Total Moves: 56/82
Yet to Get:
3 MC (Egg): Assurance, Fire Fang, Screech (Subtotal: 9)
2 MC (Tutor): Iron Tail, Signal Beam, Snore, Spite, Uproar (Subtotal: 10)
2 MC (TM): Attract, Echoed Voice, Facade, Flamethrower, Frustration, Giga Impact, Incinerate, Payback, Psych Up, Rain Dance, Rest, Return, Rock Smash, Rock Tomb, Round, Strength, Swagger, Thief (Subtotal: 36)
Emboar, HulaCloverPig, Male
Nature: Quiet (+1 SpAtk, -15% Spe, -10% Evasion)
Type: Fire/Fighting
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 brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(Hidden) Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Hammer Arm
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash
Assurance
Roar
Head Smash
Flare Blitz
Flamethrower
Superpower
Curse
Yawn
Body Slam
Endeavor
Sleep Talk
Wild Charge
Grass Knot
Will-O-Wisp
Taunt
Bulldoze
Focus Blast
Scald
Protect
Substitute
Stone Edge
Double Team
Work Up
Sunny Day
Solarbeam
Earthquake
Helping Hand
Heat Wave
Total Moves: 43
(Pyroak) Ambrose (M) Nature: Brave (+1 atk, -8 spe, -10% flat evasion) Types: Grass / Fire 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. Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Aromatherapy
Blaze Kick Counter
Dragonbreath
Earth Power
GrassWhistle Inferno Natural Gift Psybeam Revenge
Sand Tomb
Water Sport
AncientPower Block Headbutt Heat Wave Iron Tail Low Kick Seed Bomb Sleep Talk Snore Stealth Rock
Worry Seed
Attract Bulldoze Double Team Dragon Tail
Earthquake
Endure Energy Ball Facade Fire Blast
Flame Charge Flamethrower Flash Flash Cannon Frustration Giga impact Grass Knot Hidden Power (Ice, 7) Hyper Beam Incinerate Light Screen Low Sweep Overheat Protect Rest Return Roar Rock Climb Rock Slide Rock Smash Rock Tomb Round Safeguard Secret Power SolarBeam
Stone Edge Strength Substitute
Sunny Day Swagger Swords Dance Toxic Will-O-Wisp
42 moves
ABIL: Rock HEAD
(Colossoil) Sid (M)
Nature: Jolly (15% increase to speed, 1 stage decrease to SpA, 22% flat acc boost to attacks) Type: Dark/Water Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure: (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.
moves:
Bite
Body Slam
Bounce
Bubblebeam
Crunch
Dig
Drill Run
Horn Attack
Horn Drill
Leer Magnitude Megahorn Muddy Water Peck
Pursuit
Rapid Spin Spit Up Stockpile Swallow Tackle
Double-Edge
Encore
Fake Out
Fire Fang Fissure Flail Foul Play Mud Bomb
Mud Shot Sand Tomb
Screech Sucker Punch
Thunder Fang
Water Spout
AncientPower Aqua Tail Dark Pulse Dive Earth Power Iron Tail Knock Off
Rollout
Snore Superpower
Attract Brick Break Bulldoze Captivate Double Team
Dragon Tail
Earthquake Echoed Voice Embargo
Endure Facade Frustration Giga Impact Hidden Power Hyper Beam Natural Gift Payback Poison Jab Protect Quash Rain Dance Rest Retaliate Return Roar Rock Slide Rock Smash Rock Tomb Round Sandstorm Secret Power Sleep Talk Sludge Bomb Sludge Wave Smack Down Snarl Snatch Stone Edge Strength Substitute Sunny Day Swagger Taunt Thief Toxic U-turn
35 moves
ABIL: GUTS
(Kitsunoh) Newman (M)
Nature: Jolly (+17 Spe, +19% Accuracy, -1 SpA)
Types: Ghost/Steel 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. 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: Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up. Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Attacks: Copycat Curse
Faint Attack
Fake Out Hex Imprison
Iron Defense Iron Head Lick Memento Tail Whip
Metal Burst
Metal Claw
Odor Sleuth
Perish Song
Revenge
Scratch Shadow Claw Shadow Sneak
ShadowStrike
FeatherDance
Flail
Metal Sound Meteor Mash
Psycho Shift
Yawn
Endeavor Foul Play Fury Cutter
Headbutt
Icy Wind
Knock Off
Last Resort Magic Coat Ominous Wind Pain Split
Role Play Sleep Talk Snatch Snore
Spite
Attract Captivate Cut Dark Pulse Dig Double Team Dream Eater Embargo Endure Facade Flash Flash Cannon Frustration Gyro Ball Hidden Power Natural Gift Payback Protect Psych Up Psychic Rain Dance Rest Return Roar Rock Smash Round Safeguard Secret Power Shadow Ball Sleep Talk Substitute Sunny Day Swagger Taunt Thief Torment Toxic Trick Room Will-o-Wisp
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Peck
Bite
Horn Attack
Leer(*)
Tackle(*)
Mud Shot(*)
Bubblebeam(*)
Rapid Spin(*)
Mud Bomb(*)
Pursuit(*)
Drill Run
Body Slam
Dig
Crunch
Bounce
Megahorn
Magnitude
Stockpile
Swallow
Spit Up
Horn Drill
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. 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:
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: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Bone Rush
Metal Sound
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Close Combat
Aura Sphere
Extremespeed
Dragon Pulse
Heal Pulse
Me First
Dark Pulse
Metal Claw
Detect
Quick Guard
Swords Dance
Calm Mind
Copycat
Hi Jump Kick(*)
Blaze Kick(*)
Crunch(*)
Agility
Thunder Punch
Ice Punch
Magnet Rise
Zen Headbutt
Dual Chop
Thunderpunch
Dig(*)
Rock Slide(*)
Substitute(*)
Drain Punch
Psychic
39 moves
@ Inner focus
Mamoswine TUSKS (m)
Nature: Mild (+satk, -def)
Type:
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. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage. Thick Fat (DW) (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud Slap
Endure
Mud Bomb
Icy Wind
Ice Shard
Ancientpower
Peck
Horn Attack
Scary Face
Ice Fang
Take Down
Double Hit
Mist
Thrash
Amnesia
Fury Attack
Flail
Icicle Crash
Rock Slide
Avalanche
Sleep Talk
Fissure
Earthquake
Substitute
Dig
Stealth rock
Superpower
Ice Beam
Double Team
Hidden Power (fire, 7)
Earth Power
Reflect
Endeavor
Protect
Light Screen
Rest
Giga Impact
Iron Head
43 moves
Syclant (Klavier Gavin) Male ♫ Nature: Hasty (+Spe, -Def) Type: Ice/Bug
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.
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks. Technician (DW ability- UNLOCKED): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Whimsicott (Fluttershy) Female ♫ Nature: Timid (+15% Spe, +21% Acc, -Atk) Type: 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.
Abilities: Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Infiltrator: (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks. Chlorophyll (DW ability- UNLOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks: (32 total) Physical: Knock Off
Razor Leaf
Special: Absorb
Energy Ball
Giga Drain
Gust
Hidden Power Fire (7)
Hurricane
Mega Drain
Psychic
Solarbeam
Shadow Ball
Status:
Charm
Cotton Guard
Cotton Spore
Encore
Endeavor
Grasswhistle
Growth
Helping Hand
Leech Seed
Light Screen
Poisonpowder
Protect
Safeguard
Stun Spore
Substitute
Sunny Day
Switcheroo
Tailwind
Taunt
Toxic
Alakazam* (Houdin) Male ♫ Nature: Timid (-Atk, +Spe, +22% accuracy) Type: Psychic Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner. 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. Magic Guard (DW ability- UNLOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Syclant (Klavier Gavin) Male ♫ Nature: Hasty (+Spe, -Def) Type: Ice/Bug
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.
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks. Technician (DW ability- UNLOCKED): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Whimsicott (Fluttershy) Female ♫ Nature: Timid (+15% Spe, +21% Acc, -Atk) Type: 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.
Abilities: Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Infiltrator: (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks. Chlorophyll (DW ability- UNLOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks: (32 total) Physical: Knock Off
Razor Leaf
Special: Absorb
Energy Ball
Giga Drain
Gust
Hidden Power Fire (7)
Hurricane
Mega Drain
Psychic
Solarbeam
Shadow Ball
Status:
Charm
Cotton Guard
Cotton Spore
Encore
Endeavor
Grasswhistle
Growth
Helping Hand
Leech Seed
Light Screen
Poisonpowder
Protect
Safeguard
Stun Spore
Substitute
Sunny Day
Switcheroo
Tailwind
Taunt
Toxic
Alakazam* (Houdin) Male ♫ Nature: Timid (-Atk, +Spe, +22% accuracy) Type: Psychic Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner. 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. Magic Guard (DW ability- UNLOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Cyclohm [Gandalf] (M)
Nature: Modest (+Special Attack, -Attack)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (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).
Type: Dragon/Flying 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: Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Multiscale (DW 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.
Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place. Infiltrator (DW LOCKED): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Cyclohm [Gandalf] (M)
Nature: Modest (+Special Attack, -Attack)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (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).
Type: Dragon/Flying 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: Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Multiscale (DW 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.
Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place. Infiltrator (DW LOCKED): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Cyclohm (Aires) (M) Nature: Modest (+1 SpA, -1 Atk) 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 Thrash without losing focus.
Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat: (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).
Tackle *
Growl *
Leer *
Dragon Rage *
Charge *
Thundershock *
Rain Dance *
Sonicboom *
Twister *
Spark *
Double Hit
Hurricane
Dragon Pulse
Whirlwind
Bide
Weather Ball
Tri Attack
Discharge
Slack Off
Zap Cannon
Heal Bell*
Hydro Pump*
Shock Wave*
Thunder*
Protect*
Hyper Beam*
Sunny Day
Fire Blast
Blizzard
Surf
Trick Room
Flamethrower
Magnet Rise
Draco Meteor
Lucario [Libra] (M) Nature: Naive (+15% Speed, +12% Accuracy, -1 SpD) Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Steadfast: Type: 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. Inner Focus: Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Justified (DW): Type: 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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Reversal*
Screech*
Dark Pulse
Metal Claw
Bone Rush
Metal Sound
Extremespeed
Heal Pulse
Aura Sphere
Close Combat
Revenahnk (Hoenhiem) (M) Nature: Rash (+1 SpA, -1 SpD) Type: Ghost/Fighting Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place. Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Cyclohm (Aires) (M) Nature: Modest (+1 SpA, -1 Atk) 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 Thrash without losing focus.
Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat: (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).
Tackle *
Growl *
Leer *
Dragon Rage *
Charge *
Thundershock *
Rain Dance *
Sonicboom *
Twister *
Spark *
Double Hit
Hurricane
Dragon Pulse
Whirlwind
Bide
Weather Ball
Tri Attack
Discharge
Slack Off
Zap Cannon
Heal Bell*
Hydro Pump*
Shock Wave*
Thunder*
Protect*
Hyper Beam*
Sunny Day
Fire Blast
Blizzard
Surf
Trick Room
Flamethrower
Magnet Rise
Draco Meteor
Lucario [Libra] (M) Nature: Naive (+15% Speed, +12% Accuracy, -1 SpD) Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Steadfast: Type: 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. Inner Focus: Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Justified (DW): Type: 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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Reversal*
Screech*
Dark Pulse
Metal Claw
Bone Rush
Metal Sound
Extremespeed
Heal Pulse
Aura Sphere
Close Combat
Revenahnk (Hoenhiem) (M) Nature: Rash (+1 SpA, -1 SpD) Type: Ghost/Fighting Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place. Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.