Battle Arcade Challenge Signups

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Gemini Taurus

Formerly SubwayJ
Thread RIGHT HERE
Mode: DOUBLES

Pokemon!

Fruit Ninja (*) the Krillowatt (M) @ Magic Guard
Nature: Naive (+Spe, -SpDef)

Type:
Electric / Water

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


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

Stats: (Naive Nature)

HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121(+) (+17%ACC)
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Moves:

Bubble (*)
Charge (*)
Tackle (*)
Thundershock (*)
Detect (*)
Zap Cannon
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Aqua Jet
Thunder
Copycat
Heart Swap
Discharge
Hydro Pump
Muddy Water
Guillotine
Volt Switch

Metronome (*)
Me First (*)
Counter (*)
Sheer Cold
Follow Me
Mind Reader

Ice Beam (*)
Thunderbolt (*)
Scald (*)
Blizzard
Protect
Round
Earthquake
Hidden Power Grass (7)
Substitute

Total Moves: 34



Angry Birds the Cyclohm (M) @ Shield Dust
Nature: Modest (+Sp Atk, -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 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-Unlocked): (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: (Modest Nature)

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC 9/9
MC 0
DC 5/5

Moves:

Tackle
Growl
Twister
Whirlwind
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Hurricane
Slack Off
Weather Ball
Dragon Pulse
Double Hit
Bide
Tri Attack
Leer
Dragon Tail
Discharge
Zap Cannon
Thrash
Outrage

Heal Bell
Hydro Pump
Power Gem
Magnet Rise

Flamethrower
Thunder
Substitute
Hail
Sandstorm
Blizzard
Volt Switch
Sunny Day
Thunder Wave
Hidden Power Grass (7)
Hyper Beam
Surf
Earthquake
Protect

Total Moves: 40



Cranium the Pyroak (M) @ Chlorophyll
Nature: Quiet (+Sp Atk, -Speed)

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

Abilities:

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 (DW UNLOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats: (Quiet Nature)
HP: 120
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 52 (-10EVA) (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC 9/9
MC 0
DC 5/5


Moves:

Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume
Flame Burst
Petal Dance
Heat Crash
Zap Cannon
Wood Hammer
Flare Blitz

Aromatherapy
Dragonbreath
Earth Power

Sunny Day
Flamethrower
Solarbeam
Protect
Earthquake

Total Moves: 25



Plants vs Zombies (PVZ) the Necturna (F) @ Telepthy
Nature: Quiet (+Sp Atk, -Speed)

Type: Grass/Ghost

Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:

Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW-UNLOCKED) (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.

Stats: (Quiet Nature)

HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-) (-10EVA)
Size Class: 3
Weight Class: 4
Base Rank Total: 23

EC 6/6
MC 0
DC 5/5

Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Shadow Ball


Soak
Giga Drain
Natural Gift
Ingrain
Gravity

Protect
Calm Mind
Psychic
Torment
Telekenisis
Toxic
Shadow Claw
Stone Edge
Thief
Substitute

Total Moves: 28


Leading with Pyroak and Cyclohm
 
It's been more than a week, and I need some heavy training from any place I can get so... HERE I AM! (ROOOOCK YOU LIKE A HURRICANE!)

Thread: here!
Mode: Singles
Phoenix @ Steadfast

Lucario (Phoenix) Male
Nature: Hasty (+Spe, -Def, +12% Acc)
Type: Fighting/ Steel
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 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:
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.
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.
Justified (DW ability- 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.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90x1.15)
+12% Acc
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Attacks: (36 total)
Physical:
Blaze Kick
Bone Rush
Bulldoze
Close Combat
Counter
Crunch
Dig
Extremespeed
Feint
Force Palm
Hi Jump Kick
Metal Claw
Quick Attack
Reversal
Shadow Claw

Special:
Aura Sphere
Dark Pulse
Dragon Pulse
Final Gambit
Focus Blast
Vacuum Wave

Status:
Calm Mind
Copycat
Detect
Endure
Foresight
Heal Pulse
Helping Hand
Me First
Metal Sound
Nasty Plot
Screech
Substitute
Swords Dance
Work Up


Edgeworth @ Super Luck

Absol (Edgeworth) Male
Nature: Adamant
Type: 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:
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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Justified (DW ability- 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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 75
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: N/A
MC: 0
DC: 5/5

Moves: (24 total)
Physical:
Double-Edge
Feint
Megahorn
Night Slash
Psycho Cut
Pursuit
Quick Attack
Razor Wind
Scratch
Shadow Claw
Slash
Stone Edge
Sucker Punch
Superpower

Special:

Status:
Detect
Double Team
Endure
Leer
Magic Coat
Me First
Perish Song
Substitute
Swords Dance
Taunt

Houdin @ Magic Guard

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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120x1.15) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18

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

Attacks: (65 total)
Physical:
Counter
Dig
Fire Punch*
Foul Play
Knock Off
Psycho Cut
Thief
Zen Headbutt

Special:
Charge Beam
Confusion
Energy Ball
Focus Blast
Future Sight
Grass Knot
Hidden Power Fire (7)
Hyper Beam
Psybeam
Psychic*
Psyshock*
Round
Shadow Ball*
Signal Beam
Zap Cannon

Status:
Ally Switch
Attract
Bide
Calm Mind
Disable
Double Team
Encore*
Endure
Embargo
Flash
Gravity
Guard Swap*
Guard Split
Kinesis
Light Screen
Magic Coat
Magic Room
Metronome
Mimic
Miracle Eye
Protect
Psych Up
Recover
Recycle
Reflect
Rest
Role Play
Safeguard
Skill Swap
Sleep Talk
Snatch
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Teleport*
Thunder Wave
Torment
Toxic
Trick
Wonder Room


Also, if the ref could not roll that motherfucking Murkrow, that would be great :D
 
Challenging the arcade! Doubles mode! Right here: Battle Arcade Challenge

Gyarados [Theta] (Male)
Nature: Quiet (+SpA, -Spe)

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

Stats:

Gyarados
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 70 (-)
Size Class: 6
Weight Class: 6
Base Rank Total: 20

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

Abilities:
Intimidate: (Can be activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Moxie: (DW) (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:
Splash
Tackle
Leer
Flail
Bite
Dragon Rage
Thrash
Dragon Dance
Rain Dance
Hydro Pump
Aqua Tail
Twister

Bounce
Reversal
Bubble
Waterfall
Dragon Tail
Avalanche
Endure
Taunt
Ice Beam
Blizzard
Protect
Earthquake
Giga Impact
Reflect
Brine
Payback
Surf
Dive
Thunderbolt
Thunder
Flamethrower
Fire Blast
Stone Edge
Substitute
Dark Pulse
Dragon Pulse


Marowak [Boner] (Male)
Nature: Brave (+Atk, -Spe)

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

HP: 90
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 39 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 16

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

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

Attacks:
Bone Club
Growl
Tail Whip
Headbutt
Leer
Focus Energy
Bonemerang
Rage
Double Edge
Endeavour
Bone Rush
Retaliate
Fling
Thrash
False Swipe

Belly Drum
Detect
Skull Bash
Endure
Perish Song

Smack Down
Aerial Ace
Fire Blast
Stone Edge
Earthquake
Brick Break
Swords Dance
Rest
Sleep Talk
Dig
ThunderPunch
Fire Punch
Ice Beam
Focus Punch
DynamicPunch
Substitute
Bulldoze
Outrage
Stealth Rock
Giga Impact
Iron Head
Rock Slide
Counter
Toxic
Rest
Knock Off


Sawk [Odd Sawk] (Male)

Nature: Jolly (+Spe, -SpA)

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

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (+)
Accuracy: +11%
Size Class: 3
Weight Class: 4
Base Rank Total: 19

MC: 0
DC: 5/5

Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
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.
Mold Breaker (DW): (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.)

Attacks:
Rock Smash
Leer
Bide
Focus Energy
Double Kick
Low Sweep
Counter
Karate Chop
Endure
Close Combat

Taunt
Earthquake
Brick Break
Protect
Dig
Stone Edge
Payback
ThunderPunch
Fire Punch
Ice Punch
Pain Split
Rest
Knock Off
Focus Blast
Dual Chop



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

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

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 108
Size Class: 2
Weight Class: 2
Base Rank Total: 16

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

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm: (DW) (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Attacks:
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electro Web
Bug Bite
Gastro Acid
Bug Buzz
Electro Ball
Sucker Punch
Agility
Discharge
Signal Beam
Slash

Cross Poison
Disable
Faint Attack
Pursuit
Pin Missile
Poison Sting
Rock Climb

Protect
Thunderbolt
Energy Ball
Thunder
Toxic
Volt Switch
Hyper Beam
Substitute
Struggle Bug
Thunder Wave
Double Team
Charge beam
Light Screen
Hidden Power (Ground 7)
Rest
X-Scissor
Rain Dance
Frustration
Return
Facade
Attract
Thief
Round
Giga Impact
Flash
Poison Jab
Swagger
Wild Charge
Cut
Bounce
Magnet Rise
Snore
Giga Drain
Sleep Talk
 

Ullar

A postman’s job is never done.
is a Live Chat Contributor
No thread. Challenging Singles....



<Metagross> [Major Q10] (Genderless)
Nature: Quiet (+SpA, -Spe)
Type: Steel/Psychic
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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:
Clear Body: (Type: Innate)
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Light Metal: (Type: Innate) [DW, Unlocked]
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60 (-, 15% drop in evasion)
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22

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

Attacks:
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Pursuit
Bullet Punch
Psychic
Meteor Mash
Agility
Hammer Arm

Substitute
Protect
Flash Cannon
Shadow Ball
Earthquake

Headbutt
Iron Defense
Iron Head
Zen Headbutt


<Dragonite> [Charos] (Male)
Nature: Relaxed (+Def. -Speed)
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: (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.

Multiscale: (Type: Innate) [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 during the round will be halved.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 69 (-, 10% decrease in evasion)
Size Class: 4
Weight Class: 6
Base Rank Total: 22


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

Attacks:

Fire Punch
Thunderpunch
Roost
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Dragon Rush
Outrage
Hyper Beam
Hurricane

Dragon Dance
Aqua Jet
Dragon Pulse

Sunny Day
Flamethrower
Safeguard
Substitute
Protect
Ice Beam


<Farfetch’d> [Drake] (Male)
Nature: Adamant (+Attack, -Sp. Att.)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Flying: Flying STAB; immunity to Ground attacks 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:
Keen Eye (Type: Innate)
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

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.

Defiant (Type: Innate) [DW, Unlocked]
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14
Total Moves: 21

EC: N/A
MC: 0
DC: 5/5

Attacks:
Poison Jab(*)
Peck(*)
Sand-Attack(*)
Leer(*)
Fury Cutter(*)
Fury Attack(*)
Knock Off(*)
Aerial Ace(*)
Slash(*)
Air Cutter(*)
Swords Dance(*)
Night Slash
Brave Bird
Agility
Feint
Acrobatics

Leaf Blade(*)
Roost(*)
Steel Wing(*)
Featherdance
Revenge
Mirror Move
Flail

Endure

Protect(*)
Double Team(*)
Substitute(*)


Metagross will have Clear Body, Dragonite will have Multiscale, and Farfetch'd will have Inner Focus.
 

Gemini Taurus

Formerly SubwayJ
I'll subref the Wolfe and take waterwarrior
Expect stuff up tomorrow

EDIT: Actually, only taking the Wolfe sorry ww

Queue
waterwarrior
Lord Jesseus
EspyOwner
Ullar Warlord
-------------------------

Also ullar, no items in arcade :P
 

Gemini Taurus

Formerly SubwayJ
I have a stunning lack of UC, so I'll be taking Jesseus and waterwarrior, expect posts up soon!

Current Queue
UllarWarlord
Temperantia (subref)
 

Gemini Taurus

Formerly SubwayJ
waterwarrior hasn't posted yet so I'm assuming he's gone. Anyways, I'm gonna put him BACK on the queue and take Ullar instead
EDIT: I'll take temperantia as well

Posts up tomorrow

Queue
waterwarrior (postponed due to him being away)
 

Imanalt

I'm the coolest girl you'll ever meet
is a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
singles
http://www.smogon.com/forums/showthread.php?t=3468877

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.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 2
Spe: 80
Size Class: 5
Weight Class: 7
Base Rank Total: 20

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

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

Icicle Crash
Rock Slide
Avalanche
Sleep Talk

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
33 moves


Claydol HASHORN
Nature: Quiet (-10% Evasion)
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 65 (75/1.15) (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 13

Ec: 6/6
MC: 0

Abilities:
Levitate:
(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:
Confusion
Harden
Rapid Spin
Mud-Slap
Psybeam
Rock Tomb
Selfdestruct
AncientPower
Power Trick
Teleport
Sandstorm

Substitute
Magic Coat
Earth Power

Ice Beam
Light Screen
Reflect
Psychic
Safeguard
Solarbeam
Earthquake
Shadow Ball
Charge Beam
23 moves


Gastrodon(*) Gastrodoom (M)
Nature: Quiet (-10 evasion)
Type:

Water:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 36 (39/1.15) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

Abilities:
Sticky Hold:
(Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. 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.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

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

Brine(*)
Mirror Coat(*)
Counter(*)
Yawn
Curse

Protect(*)
Toxic(*)
Scald(*)
Ice Beam
Earthquake
Earth Power
Sandstorm
Dig
Dive
Surf
Substitute
Waterfall
Double Team
Pain Split
Bulldoze
Sleep Talk
Rest
Endure
Rock Slide
Sludge Wave
Blizzard
Hyper Beam
Hail
Round
Rock Tomb
Clear Smog
41 moves

abilities: thick fat, levitate, storm drain
 
GASP HOW DID HE KNOW

owait i asked him to on irc

I don't have a thread, but i'm doing doubles:


(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.

Stats:
HP: 120
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 3
Spe: 52 (-) (10% flat evasion drop)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: FULL
MC: 1
DC: FULL

Attacks:
Wood Hammer
Flare Blitz
Sweet Scent
Growth
Absorb
Ember
Leech Seed
Bullet Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume
Zap Cannon
Flame Burst

Earth Power
Counter
Dragonbreath
Aromatherapy
Revenge
GrassWhistle

Heat Wave

Sunny Day
SolarBeam
Fire Blast
Will-O-Wisp
Hidden Power (Ice, 7)
Endure
Protect
Substitute
Bulldoze
Light Screen
Stone Edge

33 moves



(Gliscor) Melanie (F)

Nature: Jolly (+15% spe, +14 acc boost, -1 SpA)
Types: Ground / Flying
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Sand Veil:
(Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon 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 and Toxic will do the relevant damage for that round should their ability be disabled.

Stats:
HP: 100
Atk: 3
Def: 5
SpA: 1 (-)
SpD: 3
Spe: 110 +
+14 ACC
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: FULL
MC: 1 (1 tourneyshare)
DC: FULL

Attacks:
Ice Fang
Fire Fang
Thunder Fang
Poison Jab
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Acrobatics
Guillotine
U-turn
Screech
Sky Uppercut

Counter
Cross Poison
Night Slash
Agility
Sand Tomb
Feint

Sky Attack
Aqua Tail
Tailwind

Toxic
Earthquake
Taunt
Roost
Substitute
Stealth Rock
Torment
Thief
Dig
Protect
Aerial Ace
Rock Slide
Struggle Bug
Brick Break
False Swipe
Rock Tomb
Fling
Payback
Rock Polish
Defog

45 moves


(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.

EC: Full
MC: 0
DC: Full

Stats:
HP: 120
Atk: 5
Def: 3
SpA: 2 (-)
SpD: 3
Spe: 110+
Size Class: 5
Weight Class: 10
Base Rank Total: 22
14% flat acc boost

moves:
Leer
Drill Run
Peck
Horn Attack
Bite
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Body Slam
Dig
Crunch
Bounce
Megahorn

Encore
Fake Out
Dive
Sucker Punch
Superpower
Fire Fang
Thunder Fang
Double-Edge

Taunt
Protect
Substitute
Earthquake
Snatch
Dragon Tail
U-turn
Rock Slide
Rest
Sleep Talk
Smack Down

35 moves


(Gallade) Rodney (M)

Types:
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.
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.

EC: FULL
MC: 1
DC: FULL

Nature: Impish (+Def, -SpA)

Stats:
HP: 100
ATK: 5
DEF: 4 (+)
SPA: 2 (-)
SPD: 4
SPE: 80
SIZE: 3
WEIGHT: 4
BRT: 21

Abilities:

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.

Moves:
Leaf Blade
Night Slash
Double Team
Fury Cutter
Slash
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Hypnosis
Imprison
Protect
Feint
Helping Hand
Close Combat

Encore
Will-O-Wisp
Disable
Shadow Sneak
Confuse Ray

Pain Split
ThunderPunch
Fire Punch
Ice Punch
Magic Coat
Helping Hand
Zen Headbutt
Skill Swap
Drain Punch
Snatch
Icy Wind
Knock Off
Endure
Mimic

Reflect
Toxic
Ally Switch
Light Screen
Telekenesis
Taunt
Torment
Thunder Wave
Substitute
Safeguard

Wish

48 moves


abilities (in order) are Rock Head, Poison Heal, Guts, and Steadfast
 

Orcinus Duo

Banned deucer.
http://www.smogon.com/forums/showthread.php?t=3466254&page=4

wee let's do this again

Current Streak: 4

Bringing along Dream the Illuminating Mollux, Mind the Filtering Mr. Mime (leading), and Purple Boss the Levitating Gengar

Mr. Mime - Mind (F)
KOC: 9
Nature: Timid
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.
*
Abilities:
Soundproof: (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.
Filter: (Innate) This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) 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.
*
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 5
Spe: 104 (+)
Acc: +12%
Size Class: 3
Weight Class: 4
*
EC: 6/6
MC: 0
DC: 5/5
*
Attacks:
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
DoubleSlap
Mimic
Light Screen
Reflect
Psybeam
*
Fake Out
Confuse Ray
Icy Wind
*
Psyshock
Protect
Toxic
Psychic
Double Team
Hypnosis
Endure
Magic coat
Thunder Wave
Thunder
Taunt
Shadow Ball
Nasty Plot
Signal Beam
Safeguard
Snatch
Attract
Substitute
Sunny Day
Solarbeam
Magical Leaf
Quick Guard
Wide Guard
Power Swap
Guard Swap
Recycle
Counter
Teleport
Hyper Beam
Mud-Slap
Trick Room
Bide
Rest
Sleep Talk
Future Sight
Dream Eater
Zap Cannon
Charge Beam
Thunderbolt
Attract
Foul Play
Rain Dance
Zen Headbutt
Focus Blast
Brick Break
Drain Punch
Round
Grass Knot
Explosion
Focus Punch


Mollux - Dream (F)
Nature: Bold
Type: Fire/Poison
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.
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:
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW Locked): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 5/5

Attacks: (51)
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Moonlight
Acid Armor
Heat Wave
Recover
Toxic Spikes
Gunk Shot
Eruption

Heal Bell
Heal Pulse
Stealth Rock
Bind
Bug Bite
Gastro Acid
Helping Hand
Iron Defense
Knock Off
Sleep Talk
Snatch
Trick

Sludge Wave
Thunderbolt
Protect
Flamethrower
Toxic
Venoshock
Sunny Day
Hyper Beam
Light Screen
Rain Dance
Solarbeam
Thunder
Double Team
Sludge Bomb
Flame Charge
Rest
Thief
Will-o-Wisp
Explosion
Thunder Wave
Substitute
Rapid Spin

Gengar(*) - Purple Boss (M)
KOC: 6
Nature: Timid
Type: Poison/Ghost
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.
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:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.


Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Accuracy: +17%
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0

Attacks:
Hypnosis(*)
Lick(*)
Spite(*)
Mean Look(*)
Curse(*)
Night Shade(*)
Confuse Ray(*)
Sucker Punch(*)
Shadow Punch

Will-O-Wisp(*)
Astonish(*)
Disable(*)

Sludge Bomb(*)
Substitute(*)
Thunderbolt(*)
Shadow Ball
Toxic
Energy Ball
Taunt
Pain split
Hex
Dark Pulse
Venoshock
Dream Eater
Protect
Torment
Bide
Focus Blast
Destiny Bond
Endure
Counter
Perish Song
Double Team
Psychic
Giga Drain
Thunder
Thief
Role Play
Counter
Snatch
 
Doubles Arcade Go
http://www.smogon.com/forums/showthread.php?p=4188072#post4188072

Feraligatr [Chainsaw] (Male)
Nature: Adamant (+Atk, -SpA)

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

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 78
Size Class: 4
Weight Class: 4

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

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Sheer Force (DW): (Can be enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks:
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Thrash
Crunch
Aqua Tail
Superpower

Ice Punch
Dragon Dance
Aqua Jet

Brick Break
Rock Slide
Dive
Waterfall
Dig
Protect
Substitute
Earthquake
Dragon Tail
Shadow Claw
Avalanche


Dragonite [Zeta] (Male)
Nature: Quiet (+SpA, -Spe)

Type:
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.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (-)
Size Class: 4
Weight Class: 6

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

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

Attacks:
Fire Punch
ThunderPunch
Roost
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Safeguard
Outrage
Dragon Tail
Dragon Dance
Aqua Tail
Hyper Beam
Hurrican

Extremespeed
Light Screen
Dragon Pulse

Ice Beam
Surf
Thunder
Protect
Fire Blast
Light Screen
Draco Meteor
Roost


Aggron [Beta] (Male)
Nature: Brave (+Atk, -Spe)

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Stats:
Aggron
HP: 100
Atk: Rank 5 (+)
Def: Rank 7
SpA: Rank 2
SpD: Rank 2
Spe: 43 (-)
Size Class: 4
Weight Class: 8 [10 Heavy Metal]
Base Rank Total: 20

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

Abilties:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
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.
Heavy Metal: (DW) (Trait) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.

Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Iron Defense
Metal Claw
Roar
Take Down
Metal Burst
Heavy Slam
Autotomise

Head Smash
Superpower
Endeavour

Dig
Earthquake
Aerial Ace
Protect
Hone Claws
Aqua Tail
Ice Punch
ThunderPunch
Dragon Tail
Taunt


Gyarados [Leviathan] (Male)
Nature: Quiet (+SpA, -Spe)

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

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 70 (-)
Size Class: 6
Weight Class: 6
Base Rank Total: 20

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

Abilities:
Intimidate: (Can be activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Moxie: (DW) (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:
Splash
Tackle
Leer
Flail
Bite
Dragon Rage
Thrash
Dragon Dance
Rain Dance
Hydro Pump
Aqua Tail
Twister

Bounce
Reversal
Bubble
Waterfall
Dragon Tail
Avalanche
Endure
Taunt
Ice Beam
Blizzard
Protect
Earthquake
Giga Impact
Reflect
Brine
Payback
Surf
Dive
Thunderbolt
Thunder
Flamethrower
Fire Blast
Stone Edge
Substitute
Dark Pulse
Dragon Pulse
 


"Heaven or Hell..."

Name: Chris Wolfe
Battle type: Singles
Thread: Here
Pokemon #1: Hakumen the Kitsunoh (Ability: Limber)
Pokemon #2: antitina the Krillowatt (Ability: Magic Guard)
Pokemon #3: Serenity the Togekiss (Ability: Serene Grace)

Hakumen - Kitsunoh (M)
Nature: Impish (Adds one Rank to Defense; Subtract one Rank to Special Attack)
Type: Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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.
KOs: 7

Abilities:
Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Limber (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body: (Dream World; Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 1
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks:
-Copycat
-Curse
-Earthquake
-Faint Attack
-Fake Out
-Ice Punch
-Imprison
-Iron Defense
-Iron Head
-Leer
-Lick
-Magic Coat
-Metal Burst
-Metal Claw
-Meteor Mash
-Odor Sleuth
-Pain Split
-Payback
-Perish Song
-Protect
-Psycho Shift
-Revenge
-Rock Slide
-Scratch
-Shadow Sneak
-Shadowstrike
-Tackle
-Tail Whip
-Taunt
-Thunderpunch
-Trick Room
-U-Turn
-Will-o-Wisp
-Yawn

Total Moves: 34


antitina - Krillowatt (F)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank from 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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
KOs: 4

Abilities:
Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. 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.
Shed Skin: (Dream World) LOCKED.

Stats:
HP: 125
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Attacks:
-Aqua Jet
-Bubble
-Charge
-Confuse Ray
-Counter
-Detect
-Discharge
-Double Team
-Earth Power
-Earthquake
-Helping Hand
-Ice Beam
-Ice Shard
-Icy Wind
-Imprison
-Me First
-Mirror Coat
-Safeguard
-Scald
-Surf
-Tackle
-Thunder
-Thunderbolt
-Thundershock
-Volt Switch

Total Moves: 25


Serenity - Togekiss (F)
Nature: Bold (Adds 1 to Defense; Subtracts 1 from Attack)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks 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.
KOs: 9
Original Trainer: rickheg

Abilities:
Hustle: (Can Be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck: (Dream World; Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Stats:
Togekiss
HP: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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

Attacks:
-Air Slash
-AncientPower
-Aura Sphere
-Bestow
-Charm
-Encore
-Endure
-Extrasensory
-Extremespeed
-Flamethrower
-Fly
-Follow Me
-Grass Knot
-Growl
-Heal Bell
-Helping Hand
-Hyper Beam
-Light Screen
-Metronome
-Morning Sun
-Nasty Plot
-Protect
-Psycho Shift
-Reflect
-Roost
-Safeguard
-Shadow Ball
-Sky Attack
-Sunny Day
-Sweet Kiss
-Thunder Wave
-Toxic
-Tri Attack
-Wish
-Yawn

Total Moves: 35
 
Ok, so i will be resuming my spot reffing here, since it's been so long I don't know who here is still active and needs reffing, so if people would like to repost their challanges (or subreffings) I will get this rolling again. I might be slow for a while since im practically managing a dam store atm, but my schedule will be opening up more soon so it shouldnt be long before i can start cracking these out.
 
Name: Glacier
Battle type: Singles
Thread: none!
Pokemon #1: Machamp (Ability: No Guard)
Pokemon #2: Mamoswine (Ability: Thick Fat)
Pokemon #3: Weavile (Ability: Pickpocket)


Machamp [Richter] (male)

Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Info on Richter: He could be different from the stereo-typcial "Beat'em up Fighting type", but Richter doesn't care. He knows he was made for Offense, so he works on perfecting that, not trying to better something he is not made for. Richter is a blunt, cut-throat pokemon who is fierce when it comes to not only winning a match but protecting his allies.


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

Abilities:
Guts: (innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Steadfast: (DW, UNLOCKED) (innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 5
Base Rank Total: 19

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

Attacks:
Wide Guard
Low Kick
Leer
Focus Energy
Karate chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch
Cross Chop
Submisson

Light Screen
Thunder Punch
Rolling Kick
Ice Punch
Encore
Bullet Punch

Bulk Up
Brick Break
Focus Blast
Poison Jab
Protect
Payback
Earthquake
Smack Down
Mega Kick
Fire Punch
Stone Edge

Double Team

31 Moves



Mamoswine(*) [Truffles, "The Boss"] (Male)

Nature: Mild (+Spa, -Def)

Info on Truffles: Shunned and Rejected by its faults, Truffles doesn't care what others say. He knows his true power and can now use his eccentric abilities and brute force to turn the tides of the battle into his favor. He keeps his head high and rushes into battle with a grin on his face, but still keeps his eyes keen and mind sharp. Supposedly extinct since the last ice age? Far from it.

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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.




Abilities:
Oblivious:
(Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
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,Unlocked): (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.)

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 80
Size Class: 5
Weight Class: 7
Base Rank Total: 20


EC: 9/9
MC: 0
DC: 5/5 Dream World Ability Unlocked!

Attacks:
Ancient Power
Peck
Tackle*
Odor Sleuth*
Mud Sport*
Powder Snow*
Mud-slap*
Endure*
Mud Bomb*
Icy Wind*
Blizzard
Earthquake
Ice Fang
Scary Face
Ice Shard
Amnesia
Mist
Thrash
Double Hit

Curse*

Body Slam*
Icicle Spear*
Fissure
Horn Attack
Icicle Crash
Rock Slide
Bite
Sleep Talk
Earth Power
Iron Head
Super Power

Ice Beam*

Toxic*
Hail*
Dig
Light Screen
Protect
Avalanche
Bulldoze
Rock Tomb
Stone Edge
Secret Power
Facade
Substitute
Stealth Rock
Reflect
Rest
Hidden Power (Grass 7)
Double Team
Sandstorm
Roar
Attract
Giga Impact
Rock Climb
Return

54 moves

Weavile [Gavin, "The King"] (Male)
Nature: Jolly (+speed and accuracy, -spa)

Info on Gavin:

Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

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.
Keen Eye: (Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket (DW 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) ]

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 144 and 24% accuracy (+)


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

Attacks:
Embargo
Revenge
Assurance
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Ice Shard
Night Slash
Metal Claw
Slash
Icy Wind
Fling
Punishment

Crush Claw
Ice Punch
Fake Out
Counter
Feint

Snarl
Swords Dance
Brick Break
Aerial Ace
Dig
Protect
Snatch
Poison Jab
Strength
Endure
Avalanche
Substitute
X-Scissor

Hail
Shadow Claw
Reflect

39 Moves
 
Well, it's been a while since I've done this...
Name: [CENSORED]
Battle Type: Singles
Thread: Right here!
Pokemon 1: Lucario (Inner Focus)
Pokemon 2: Luxray (Guts)
Pokemon 3: Zoroark (Illusion)

Lucario(*) [Rico] (Male)
"See, this is one of the laws of the universe. You know, atoms make up all matter, gravity pulls things down, Rico'll tear you a new one, stuff like that."
The Kumar to the wanderer's Harold (or is it the other way around?). Hot-headed and hotter-blooded, Rico is a devout follower of the rule of cool...seriously, why else would he wear that scarf?

Nature: Naughty (+1 atk, -1 SpD)
Type: Fighting/Steel
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, Steadfast, Justified (DW)
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.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: Mastered!
MC: 1
DC: Mastered!

Attacks (45/100):
Level Up:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Copycat
Final Gambit
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Dragon Pulse
Close Combat
Extremespeed
Heal Pulse
Me First
Calm Mind
Quick Guard

Egg:
Blaze Kick(*)
Vacuum Wave (*)
Iron Defense(*)
Circle Throw
Hi Jump Kick
Agility

TM:
Hidden Power(*) - Ice, power 7
Swords Dance(*)
Earthquake(*)
Psychic
Shadow Claw
Double Team
Bulldoze
Substitute
Rock Slide

Other:
Thunderpunch
Ice Punch
Zen Headbutt
Magnet Rise
Drain Punch
Sleep Talk

Luxray(*) [Alexander] (Male)
"<BLOOD FOR THE BLOOD GOD! LET THE GALAXY BURN!!!>"
A Luxray that the wanderer caught early in his travels, then a Shinx. Khornate to the core, Alexander perpetually thirsts for blood.

Nature: Jolly (+15% speed, +8 accuracy, -1 SpA)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities: Rivalry, Intimidate, Guts (DW)
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Intimidate: (Can be enabled) 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 their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Guts (DW, Unlocked): (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.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 81 (+)
Size Class: 4
Weight Class: 3
Base Rank Total: 20

EC: Mastered!
MC: 1
DC: Mastered!

Attacks (20/57):
Level up:
Tackle(*)
Leer(*)
Charge(*)
Spark(*)
Bite(*)
Roar(*)
Swagger(*)
Thunder Fang
Crunch
Wild Charge

Egg:
Fire Fang(*)
Ice Fang(*)
Quick Attack(*)
Double Kick

TM:
Protect(*)
Thunder Wave(*)
Light Screen(*)
Toxic

Other:
Magnet Rise
Superpower

Zoroark [Auroch] (Female)
"<Hook, line and sucker!>"
A shiny Zoroark temporarily in the wanderer's care. Disciplined and level-headed, Auroch constantly finds herself at odds with Rico. In spite of this, she hasn't seriously challenged his status as leader...yet.

Nature: Hasty (+16 Spe, +17 Accuracy, -1 Def)
Type: Dark
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: Illusion
Illusion: (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats:
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 2
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: Mastered!
MC: 0

Moves (20/73):
Level Up:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
U-Turn
Hone Claws
Nasty Plot
Agility

Egg:
Extrasensory
Dark Pulse
Counter

TM:
Dig
Shadow Ball
Toxic
Focus Blast
Hidden Power (Electric, Power 7)
 
This will end very, very poorly.
BUT WHO CARES?
Pokemon: 1v1
Roulette DQ: 1 day
Battle DQ: 2 days
Switch: N/A
Abilities: 1
Items: OK
Recovers: ∞
Chills: ∞

Jellicent[Jill](F)*
Nature: Bold (+Def, -Att)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Water Absorb: Type: 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.

Cursed Body: Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Damp (DW unlocked): Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 110
Atk: Rank 1(-)
Def: Rank 4(+)
SpA: Rank 3
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18

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

Attacks:
Bubble*
Water Sport*
Absorb*
Night Shade*
BubbleBeam*
Recover*
Water Pulse*
Ominous Wind
Rain Dance
Hex
Wring Out
Water Spout

Confuse Ray*
Mist*
Acid Armor*

Giga Drain

Ice Beam*
Shadow Ball*
Scald*
Toxic
Protect
Will-o-Wisp
Surf

There is no thread.
 
Name: AOPSUser
Battle style: Singles
Thread: Huh?
Pokemon 1: Cyclohm (Shield Dust)
Pokemon 2: Dragonite (Multiscale)
Pokemon 3: Hydreigon (Levitate)


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).

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Moves:
Tackle
Growl
Leer
Dragon Rage
Thundershock
Charge
Rain Dance
Twister
Sonicboom
Spark
Dragon Tail
Discharge
Slack Off
Dragon Pulse
Hurricane
Weather Ball
Zap Cannon
Double Hit
Thrash
Whirlwind
Bide
Tri Attack
Outrage

DragonBreath
Hydro Pump
Magnet Rise
Heal Bell
Power Gem
Mud-Slap
Endure
Shock Wave

Light Screen
Thunder
Thunder Wave
Thunderbolt
Protect
Draco Meteor
Flamethrower
Toxic
Hail
Blizzard
Substitute
Hidden Power (Ground 7)
Fire Blast
Volt Switch
Surf
Sunny Day
Ice Beam
Electroweb
Sleep Talk
Rest

Total: 51/85


Dragonite "Sam" (M)
Nature: Quiet (+Special Attack, -15% Speed, -10% Evasion)

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.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 22
-10% Evasion

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

Attacks:

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Outrage
Safeguard
Hyper Beam
Dragon Tail
Dragon Rush
Aqua Tail
Dragon Dance
Fire Punch
Thunderpunch
Roost

Extremespeed
Aqua Jet
Water Pulse
Haze
Mist
Horn Drill
Body Slam
Endure
Focus Punch
Dynamicpunch
Shock Wave
Zap Cannon
Bide

Toxic
Protect
Thunderbolt
Hidden Power (Grass 7)
Draco Meteor
Dragon Pulse
Icy Wind
Flamethrower
Substitute
Ice Beam
Light Screen
Frustration
Return
Rest
Double Team
Dive
Sky Drop
Fly
Heat Wave
Bind
Superpower
Ice Punch
Iron Head
Iron Tail
Fire Blast
Blizzard
Thunder
Brick Break
Rock Slide
Surf
Rain Dance
Hail
Aerial Ace
Earthquake
Stone Edge
Bulldoze
Roar
Tailwind

Total: 68/116


Hydreigon "Sauron" (M)
Nature: Brave (+Attack, -15% Speed, -10% Evasion)

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.

Abilities:
Levitate: (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.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 85 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 22
-10% Evasion

EC: 9/9
MC: 1
DC: N/A

Attacks:

Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Body Slam
Outrage
Dragon Pulse
Scary Face
Hyper Voice
Slam
Dragon Rush
Scary Face
Double Hit
Tri Attack

Fire Fang
Ice Fang
Head Smash
Thunder Fang

Torment
Protect
Taunt
Dark Pulse
Earth Power
Aqua Tail
Superpower
Thunder Wave
Dragon Tail
Roost
Draco Meteor
Heat Wave
Iron Tail
Tailwind
Sleep Talk
Zen Headbutt
Toxic
Sunny Day
Rain Dance
Surf
Fire Blast
Flamethrower
Rest
Hidden Power (Ice 7)
Hyper Beam
Stone Edge
Bulldoze
Rock Slide
Acrobatics
Focus Blast

Total: 52/79
 
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