Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Battle Arcade Preparations for Pokemon 9-16! Finally! The same UC payout rules apply. The list of Pokemon, along with a sample Venusaur are being edited into the OP right now, so get ready to prepare more sheets! This time there are 210 to go around!
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.
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: (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.
Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Leaf Blade
Coil
Giga Drain
Wring Out
Gastro Acid
Leaf Storm
Calm Mind
Toxic
Hidden Power
Sunny Day
Taunt
Hyper Beam
Light Screen
Protect
Safeguard
Frustration
SolarBeam
Return
Double Team
Reflect
Aerial Ace
Torment
Facade
Rest
Attract
Round
Energy Ball
Giga Impact
Flash
Swords Dance
Dragon Tail
Grass Knot
Swagger
Substitute
Rock Smash
Cut
Strength
Captivate
Glare
Iron Tail
Magical Leaf
Mean Look
Mirror Coat
Natural Gift
Pursuit
Sweet Scent
Twister
Frenzy Plant
Grass Pledge
Emboar (M)
Types:
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.
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)
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.
Attacks:
Hammer Arm
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash
Assurance
Flamethrower
Head Smash
Roar
Flare Blitz
Toxic
Bulk Up
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Frustration
SolarBeam
Smack Down
Earthquake
Return
Brick Break
Double Team
Fire Blast
Rock Tomb
Facade
Rest
Attract
Low Sweep
Round
Echoed Voice
Overheat
Focus Blast
Scald
Fling
Incinerate
Will-O-Wisp
Giga Impact
Stone Edge
Gyro Ball
Bulldoze
Rock Slide
Work Up
Poison Jab
Grass Knot
Swagger
Substitute
Wild Charge
Rock Smash
Strength
Body Slam
Covet
Curse
Endeavor
Heavy Slam
Magnitude
Sleep Talk
Superpower
Thrash
Yawn
Blast Burn
Fire Pledge
Samurott (M)
Types:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Torrent: (Innate)When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Attacks:
Megahorn
Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge
Aqua Jet
Encore
Aqua Tail
Sand rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
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.
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Attacks:
Ice Fang
Fire Fang
Thunder Fang
Leer
Tackle
Odor Sleuth
Bite
Helping Hand
Take Down
Work Up
Crunch
Roar
Retaliate
Reversal
Last Resort
Giga Impact
Toxic
Hidden Power
Sunny Day
Hyper Beam
Protect
Rain Dance
Frustration
Thunderbolt
Thunder
Return
Dig
Shadow Ball
Double Team
Rock Tomb
Aerial Ace
Facade
Rest
Attract
Round
Payback
Giga Impact
Thunder Wave
Swagger
Substitute
Wild Charge
Rock Smash
Snarl
Surf
Strength
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.
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.
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.
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.
Attacks:
Defense Curl
Lucky Chant
Psybeam
Hypnosis
Psywave
Yawn
Imprison
Moonlight
Zen Headbutt
Synchronoise
Nightmare
Future Sight
Calm Mind
Psychic
Dream Eater
Telekinesis
Stored Power
Psyshock
Toxic
Hidden Power
Hyper Beam
Light Screen
Protect
Rain Dance
Safeguard
Frustration
Return
Shadow Ball
Double Team
Reflect
Rock Tomb
Torment
Facade
Rest
Attract
Round
Energy Ball
Charge Beam
Giga Impact
Flash
Thunder Wave
Gyro Ball
Psych Up
Rock Slide
Dream Eater
Swagger
Substitute
Trick Room
Barrier
Baton Pass
Curse
Helping Hand
Magic Coat
Secret Power
Sleep Talk
SonicBoom
Swift
Unfezant(M)
Types:
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.
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Super Luck: (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.
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).
Attacks:
Gust
Growl
Leer
Quick Attack
Air Cutter
Roost
Detect
Taunt
Air Slash
Razor Wind
FeatherDance
Swagger
Facade
Tailwind
Sky Attack
Toxic
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Return
Double Team
Aerial Ace
Rest
Attract
Round
Echoed Voice
Giga Impact
Psych Up
Work Up
Pluck
U-turn
Substitute
Fly
Bestow
Hypnosis
Lucky Chant
Morning Sun
Steel Wing
Uproar
Wish
Gigalith (M)
Types:
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Sand Force: (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:
Tackle
Harden
Sand-Attack
Headbutt
Rock Blast
Mud-Slap
Iron Defense
Smack Down
Power Gem
Rock Slide
Stealth Rock
Sandstorm
Stone Edge
Explosion
Toxic
Hidden Power
Hyper Beam
Protect
Frustration
SolarBeam
Earthquake
Return
Double Team
Rock Tomb
Facade
Rest
Attract
Round
Giga Impact
Rock Polish
Bulldoze
Swagger
Substitute
Flash Cannon
Rock Smash
Strength
Autotomize
Curse
Gravity
Heavy Slam
Lock-On
Magnitude
Take Down
Excadrill (M)
Types:
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.
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.
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (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.
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.)
Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Slash
Rock Slide
Horn Drill
Earthquake
Swords Dance
Sandstorm
Drill Run
Fissure
Toxic
Hidden Power
Hyper Beam
Protect
Frustration
Return
Dig
Brick Break
Double Team
Sludge Bomb
Rock Tomb
Aerial Ace
Facade
Rest
Attract
Round
Focus Blast
Fling
Shadow Claw
Giga Impact
Bulldoze
Rock Slide
X-Scissor
Poison Jab
Swagger
Substitute
Rock Smash
Cut
Strength
Crush Claw
Earth Power
Iron Defense
Metal Sound
Rock Climb
Skull Bash
Submission
Types:
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.
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.
Sheer Force: (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.
Iron Fist: (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)
Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Bulk Up
Rock Slide
DynamicPunch
Scary Face
Hammer Arm
Stone Edge
Focus Punch
Superpower
Toxic
Bulk Up
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Smack Down
Earthquake
Return
Dig
Brick Break
Double Team
Rock Tomb
Facade
Rest
Attract
Low Sweep
Round
Focus Blast
Fling
Payback
Retaliate
Giga Impact
Bulldoze
Work Up
Poison Jab
Grass Knot
Swagger
Substitute
Rock Smash
Strength
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.
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Poison Touch: (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).
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 receives 25% of the damage that attack would do to itself.
Attacks:
Bubble
Growl
Supersonic
Round
BubbleBeam
Mud Shot
Aqua Ring
Uproar
Muddy Water
Rain Dance
Flail
Toxic
Hail
Venoshock
Hidden Power
Hyper Beam
Protect
Frustration
Earthquake
Return
Dig
Brick Break
Double Team
Sludge Wave
Sludge Bomb
Rock Tomb
Facade
Rest
Attract
Round
Echoed Voice
Focus Blast
Scald
Fling
Payback
Giga Impact
Bulldoze
Rock Slide
Poison Jab
Grass Knot
Swagger
Substitute
Rock Smash
Surf
Strength
Earth Power
Mist
Mud Bomb
Mud Sport
Refresh
Sleep Talk
Snore
Water Pulse
Throh (M)
Types:
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.
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.
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: (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:
Bind
Leer
Bide
Focus Energy
Seismic Toss
Vital Throw
Revenge
Storm Throw
Body Slam
Bulk Up
Circle Throw
Endure
Wide Guard
Superpower
Reversal
Toxic
Hidden Power
Sunny Day
Taunt
Protect
Rain Dance
Frustration
Earthquake
Return
Dig
Brick Break
Double Team
Rock Tomb
Facade
Rest
Attract
Low Sweep
Round
Focus Blast
Fling
Payback
Retaliate
Giga Impact
Stone Edge
Bulldoze
Rock Slide
Work Up
Poison Jab
Grass Knot
Swagger
Substitute
Rock Smash
Strength
Sawk (M)
Types:
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.
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: (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
Brick Break
Bulk Up
Retaliate
Endure
Quick Guard
Close Combat
Reversal
Toxic
Hidden Power
Sunny Day
Taunt
Protect
Rain Dance
Frustration
Earthquake
Return
Dig
Brick Break
Double Team
Rock Tomb
Facade
Rest
Attract
Round
Focus Blast
Fling
Payback
Giga Impact
Stone Edge
Bulldoze
Rock Slide
Work Up
Poison Jab
Grass Knot
Swagger
Substitute
Strength
Krookodile (M)
Types:
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.
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.
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: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Anger Point: (Innate) 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).
Hone Claws
Dragon Claw
Roar
Toxic
Bulk Up
Hidden Power
Taunt
Hyper Beam
Protect
Frustration
Smack Down
Return
Brick Break
Double Team
Sludge Bomb
Rock Tomb
Aerial Ace
Torment
Facade
Rest
Attract
Thief
Low Sweep
Round
Focus Blast
Fling
Incinerate
Shadow Claw
Payback
Retaliate
Giga Impact
Stone Edge
Bulldoze
Rock Slide
Dragon Tail
Grass Knot
Swagger
Substitute
Rock Smash
Snarl
Cut
Strength
Beat Up
Counter
Double-Edge
Fire Fang
Focus Energy
Mean Look
Pursuit
Rock Climb
Thunder Fang
Uproar
Darmanitan (M)
Types:
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.
Sheer Force: (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.
Zen Mode: (Can be Enabled) Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.
Attacks:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Swagger
Facade
Fire Punch
Work Up
Thrash
Belly Drum
Flare Blitz
Hammer Arm
Uproar
Taunt
Superpower
Overheat
Roar
Toxic
Bulk Up
Hidden Power
Sunny Day
Hyper Beam
Protect
Frustration
SolarBeam
Smack Down
Earthquake
Return
Dig
Psychic
Brick Break
Double Team
Flamethrower
Fire Blast
Rock Tomb
Torment
Facade
Flame Charge
Rest
Attract
Thief
Round
Overheat
Focus Blast
Fling
Will-O-Wisp
Payback
Giga Impact
Stone Edge
Gyro Ball
Bulldoze
Rock Slide
Work Up
Grass Knot
Swagger
U-Turn
Substitute
Rock Smash
Strength
Encore
Endure
Flame Wheel
Focus Energy
Focus Punch
Hammer Arm
Sleep Talk
Take Down
Yawn
Crustle (M)
Types:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Weak Armor: (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Attacks:
Fury Cutter
Shell Smash
Rock Blast
Withdraw
Sand-Attack
Faint Attack
Smack Down
Rock Polish
Bug Bite
Stealth Rock
Rock Slide
Slash
X-Scissor
Flail
Rock Wrecker
Hone Claws
Toxic
Hidden Power
Hyper Beam
Protect
Frustration
SolarBeam
Smack Down
Earthquake
Return
Dig
Double Team
Sandstorm
Rock Tomb
Aerial Ace
Facade
Rest
Attract
Round
Shadow Claw
Giga Impact
Stone Edge
Swords Dance
Struggle Bug
Bulldoze
Poison Jab
Swagger
Substitute
Rock Smash
Cut
Strength
Block
Counter
Curse
Endure
Iron Defense
Night Slash
Sand Tomb
Spikes
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.
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.
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)
Solar Power(Innate): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Attacks
Heat Wave
Scratch
Growl
Ember
Metal Claw
Leer
Dragon Claw
Shadow Claw
Air Slash
Smokescreen
Rage
Dragon Rage
Scary Face
Flamethrower
Fire Fang
Flame Burst
Slash
Wing Attack
Fire Spin
Inferno
Flare Blitz
Hone Claws
Focuc Punch
Dragon Claw
DynamicPunch
Headbutt
Curse
Roar
Mega Punch
Swords dance
Mega Kick
Toxic
Rock Smash
Hidden Power
Sunny Day
Snore
Body Slam
Take Down
Double Edge
Hyper Beam
Protect
Endure
Frustration
SolarBeam
Submission
Iron Tail
Dragonbreath
Counter
Seismic Toss
Earthquake
Return
Fissure
Dig
Brick Break
Mimic
Double Team
Flamethrower
Swagger
Sleep Talk
Sandstorm
Reflect
Bide
Rock Tomb
Swift
Aerial Ace
Facade
Secret Power
Defense Curl
Skull Bash
Rest
Attract
Round
Echoed Voice
Steel Wing
Overheat
Roost
Focus Blast
Fling
Sky Drop
Incinerate
Dragon Pulse
Will-o-Wisp
Giga Impact
Bulldoze
Captivate
Rock Slide
Dragon Tail
Natural Gift
Fire Punch
Substitute
Fury Cutter
Cute
Fly
Strength
Defog
Torrent(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any Water attack is increased by two (2). (eg Surf goes from 10 to 12, Hydro Pump from 12 to 14)
Rain Dish(Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks
Tackle
Tail Whip
Flash Cannon
Bubble
Water Gun
Withdraw
Bite
Rapid Spin
Protect
Water Pulse
Aqua Tail
Focus Punch
DynamicPunch
Headbutt
Curse
Rollout
Roar
Mega Punch
Mega Kick
Toxic
Rock Smash
Body Slam
Take Down
Double Edge
Bubblebeam
Hail
Hidden Power
Snore
Ice Beam
Blizzard
Hyper Beam
Submission
Counter
Seismic Toss
Rage
Icy Wind
Endure
Frustration
Smack Down
Iron Tail
Earthquake
Return
Fissure
Dig
Brick Break
Mud-Slap
Mimic
Double Team
Rock Tomb
Ice Punch
Facade
Secret Power
Swagger
Sleep Talk
Defense Curl
Reflect
Bide
Rest
Attract
Round
Focus Blast
Scald
Brine
Fling
Giga Impact
Avalanche
Gyro Ball
Bulldoze
Captivate
Rock Slide
Dragon Tail
Natural Gift
Substitute
Surf
Strength
Waterfall
Whirlpool
Rock Climb
Dive
Aqua Jet
Aqua Ring
Confusion
Fake Out
Flail
Foresight
Haze
Mirror Coat
Mist
Mud-Sport
Muddy Water
Refresh
Water Spout
Yawn
Hydro Cannon
Outrage
Signal Beam
Water Pledge
Zen Headbutt
Zap Cannon
Alakazam(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.
Synchronise(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(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.
Attacks
Teleport
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Telekinesis
Recover
Psycho Cut
Future Sight
Calm Mind
Role Play
Psyshock
Focus Punch
Calm Mind
DynamicPunch
Headbutt
Curse
Mega Punch
Mega Kick
Toxic
Body Slam
Take Down
Double Edge
Zap Cannon
Psych Up
Hidden Power
Sunny day
Snore
Taunt
Hyper Beam
Submission
Counter
Seismic Toss
Rage
Light Screen
Protect
Rain Dance
Endure
Safeguard
Frustration
Iron Tail
Return
Dig
Psychic
Shadow Ball
Mimic
Double Team
Ice Punch
Swagger
Sleep Talk
ThunderPunch
Dream Eater
Shock Wave
Torment
Facade
Scret Power
Bide
Metronome
Skull Bash
Rest
Attract
Thief
Round
Skill Swap
Snatch
Focus Blast
Energy Ball
Fling
Charge Beam
Drain Punch
Embargo
Recycle
Giga Impact
Flash
Fire Punch
Nightmare
Thunder Wave
Captivate
Natural Gift
Grass Knot
Psywave
Tri Attack
Substitute
Trick Room
Barrier
Encore
Guard Plit
Guard Swap
Knock Off
Power Trick
Gravity
Magic Coat
Signal Beam
Zen Headbutt
Foresight
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.
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.
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.
Toxic
Hidden Power
Sunny Day
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Thunderbolt
Thunder
Return
Shadow Ball
Double Team
Reflect
Facade
Secret Power
Rest
Thief
Snatch
Round
Charge Beam
Endure
Will-O-Wisp
Flash
Volt Switch
Psych Up
Dark Pulse
Sleep Talk
Natural Gift
Dream Eater
Swagger
Mud-Slap
Pain Split
Signal Beam
Snore
Spite
Sucker Punch
Swift
Rotom-C(U)
Types:
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.
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.
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.
Toxic
Hidden Power
Sunny Day
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Thunderbolt
Thunder
Return
Shadow Ball
Double Team
Reflect
Facade
Secret Power
Rest
Thief
Snatch
Round
Charge Beam
Endure
Will-O-Wisp
Flash
Volt Switch
Psych Up
Dark Pulse
Sleep Talk
Natural Gift
Dream Eater
Swagger
Mud-Slap
Pain Split
Signal Beam
Snore
Spite
Sucker Punch
Swift
Rotom-H(U)
Types:
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.
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.
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.
Toxic
Hidden Power
Sunny Day
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Thunderbolt
Thunder
Return
Shadow Ball
Double Team
Reflect
Facade
Secret Power
Rest
Thief
Snatch
Round
Charge Beam
Endure
Will-O-Wisp
Flash
Volt Switch
Psych Up
Dark Pulse
Sleep Talk
Natural Gift
Dream Eater
Swagger
Mud-Slap
Pain Split
Signal Beam
Snore
Spite
Sucker Punch
Swift
Rotom-S(U)
Types:
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.
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.
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
Trick
Astonish
Thunder Wave
ThunderShock
Confuse Ray
Uproar
Double Team
Shock Wave
Ominous Wind
Substitute
Electro Ball
Hex
Charge
Discharge
Air Slash
Toxic
Hidden Power
Sunny Day
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Thunderbolt
Thunder
Return
Shadow Ball
Double Team
Reflect
Facade
Secret Power
Rest
Thief
Snatch
Round
Charge Beam
Endure
Will-O-Wisp
Flash
Volt Switch
Psych Up
Dark Pulse
Sleep Talk
Natural Gift
Dream Eater
Swagger
Mud-Slap
Pain Split
Signal Beam
Snore
Spite
Sucker Punch
Swift
Rotom-F(U)
Types:
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.
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.
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.
Toxic
Hidden Power
Sunny Day
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Thunderbolt
Thunder
Return
Shadow Ball
Double Team
Reflect
Facade
Secret Power
Rest
Thief
Snatch
Round
Charge Beam
Endure
Will-O-Wisp
Flash
Volt Switch
Psych Up
Dark Pulse
Sleep Talk
Natural Gift
Dream Eater
Swagger
Mud-Slap
Pain Split
Signal Beam
Snore
Spite
Sucker Punch
Swift
Rotom-W(U)
Types:
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.
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.
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.
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.
Moxie (Innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
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.
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. Command: (Ability: Intimidate)
Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Chip Away
Hi Jump Kick
Scary Face
Crunch
Facade
Rock Climb
Focus Punch
Head Smash
Dragon Claw
Roar
Toxic
Bulk Up
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Smack Down
Return
Dig
Double Team
Sludge Bomb
Rock Tomb
Torment
Facade
Rest
Attract
Thief
Low Sweep
Round
Focus Blast
Fling
Incinerate
Payback
Retaliate
Giga Impact
Stone Edge
Rock Slide
Dragon Tail
Work Up
Poison Jab
Grass Knot
Substitute
Rock Smash
Snarl
Strength
Amnesia
Counter
Detect
Dragon Dance
Drain Punch
Faint Attack
Fake Out
Fire Punch
Ice Punch
ThunderPunch
Zen Headbutt
Sigilyph (M)
Types:
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.
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.
Magic Guard (Innate): This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Tinted Lens (Innate): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Wonder Skin (Innate): The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Psyshock
Calm Mind
Toxic
Hidden Power
Ice Beam
Hyper Beam
Protect
Rain Dance
Telekinesis
Safeguard
Frustration
SolarBeam
Smack Down
Return
Shadow Ball
Double Team
Aerial Ace
Facade
Rest
Attract
Thief
Round
Energy Ball
Charge Beam
Flash
Thunder Wave
Psych Up
Dream Eater
Swagger
Pluck
Substitute
Flash Cannon
Trick Room
Fly
AncientPower
Psycho Shift
Roost
Skill Swap
Steel Wing
Stored Power
Cofagrigus (M)
Types:
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:
Mummy (Innate): This Pokemon's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Attacks:
Astonish
Protect
Disable
Haze
Night Shade
Hex
Will-O-Wisp
Ominous Wind
Curse
Power Split
Guard Split
Scary Face
Shadow Ball
Grudge
Mean Look
Destiny Bond
Calm Mind
Toxic
Hidden Power
Hyper Beam
Rain Dance
Telekinesis
Safeguard
Frustration
Return
Psychic
Double Team
Facade
Rest
Attract
Thief
Round
Energy Ball
Embargo
Payback
Giga Impact
Flash
Psych Up
Dream Eater
Grass Knot
Swagger
Substitute
Trick Room
Types:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Solid Rock (Innate): This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2). 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. Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Attacks:
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
AncientPower
Crunch
Wide Guard
Brine
Smack Down
Curse
Shell Smash
Aqua Tail
Rock Slide
Rain Dance
Hydro Pump
Toxic
Hidden Power
Ice Beam
Blizzard
Hyper Beam
Frustration
Earthquake
Return
Dig
Double Team
Sandstorm
Rock Tomb
Facade
Rest
Attract
Round
Focus Blast
Scald
Giga Impact
Rock Polish
Stone Edge
Bulldoze
Swagger
Substitute
Rock Smash
Surf
Strength
Waterfall
Dive
Body Slam
Flail
Iron Defense
Knock Off
Rock Throw
Slam
Water Pulse
Whirlpool
Archeops (M)
Types:
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb 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:
Defeatist (Innate): The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Attacks:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Agility
Quick Guard
Acrobatics
DragonBreath
Crunch
Endeavor
U-turn
Rock Slide
Dragon Claw
Thrash
Hone Claws
Dragon Claw
Roar
Toxic
Hidden Power
Taunt
Hyper Beam
Protect
Frustration
Smack Down
Earthquake
Return
Dig
Sandstorm
Rock Tomb
Aerial Ace
Torment
Facade
Rest
Attract
Round
Focus Blast
Shadow Claw
Giga Impact
Rock Polish
Stone Edge
Bulldoze
Dragon Tail
Swagger
Substitute
Rock Smash
Cut
Fly
Bite
Defog
Dragon Pulse
Earth Power
Head Smash
Knock Off
Steel Wing
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).
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.
Swarm:[Type: 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, X-Scissor from 8 to 10) Shell Armour:[Type: Innate]This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Overcoat:[Type: Innate]This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Giga Drain
Sleep Talk
Snore
Endure
Fury Cutter
Take Down
Scary Face
Flail
Double Edge
Durant(M)
Types:
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).
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.
Swarm:[Type: 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, X-Scissor from 8 to 10) Hustle:[Type: 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. Traunt:[Type: Trait]This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.
Abilities: Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks
Tackle
Tail Whip
Bubble
Flash Cannon
Water Gun
Withdraw
Bite
Rapid Spin
Protect
Water Pulse
Aqua Tail
Skull Bash
Iron Defense
Rain Dance
Hydro Pump
Focus Punch
Water Pulse
Dynamicpunch
Headbutt
Curse
Rollout
Roar
Mega Punch
Mega Kick
Toxic
Body Slam
Take Down
Double-Edge
Bubblebeam
Hail
Hidden Power ? (?)
Snore
Ice Beam
Blizzard
Hyper Beam
Submission
Counter
Seismic Toss
Rage
Icy Wind
Endure
Frustration
Smack Down
Iron Tail
Earthquake
Return
Fissure
Dig
Brick Break
Mud-slap
Mimic
Double Team
Rock Tomb
Ice Punch
Facade
Secret Power
Swagger
Sleep Talk
Defense Curl
Reflect
Bide
Rest
Attract
Round
Focus Blast
Scald
Brine
Fling
Giga Impact
Avalanche
Gyro Ball
Bulldoze
Captivate
Rock Slide
Dragon Tail
Natural Gift
Substitute
Rock Smash
Surf
Strength
Waterfall
Whirlpool
Rock Climb
Dive
Aqua Jet
Aqua Ring
Confusion
Fake Out
Flail
Foresight
Haze
Mirror Coat
Mist
Mud Sport
Muddy Water
Refresh
Water Spout
Yawn
Hydro Cannon
Outrage
Signal Beam
Water Pledge
Zen Headbutt
Zap Cannon
Raichu (M) 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.
Abilities: 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.
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. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.
Attacks
Charm
Sweet Kiss
Nasty Plot
Thundershock
Tail Whip
Quick Attack
Growl
Thunder Wave
Thunderbolt
Swift
Electro Ball
Double Team
Slam
Feint
Agility
Discharge
Light Screen
Thunder
Focus Punch
DynamicPunch
Headbutt
Curse
Rollout
Mega Punch
Mega Kick
Toxic
Body Slam
Take Down
Double-Edge
Zap Cannon
Hidden Power ? (?)
Snore
Hyper Beam
Pay Day
Protect
Rain Dance
Endure
Frustration
Iron Tail
Submission
Seismic Toss
Rage
Mimic
Return
Mud-slap
Dig
Brick Break
Double Team
Shock Wave
Facade
Secret Power
Swagger
Sleep Talk
Reflect
Bide Swift
Defense Curl
ThunderPunch
Detect
Skull Bash
Rest
Attract
Thief
Round
Echoed Voice
Focus Blast
Fling
Charge Beam
Giga Impact
Flash
Volt Switch
Captivate
Natural Gift
Substitute
Wild Charge
Rock Smash
Strength
Flash
Bestow
Charge
DoubleSlap
Encore
Fake Out
Flail
Lucky Chant
Present
Reversal
Tickle
Wish
Volt Tackle
Counter
Covet
Helping Hand
Knock Off
Magnet Rise
Signal Beam
Fly
Surf
Dizzy Punch
Petal Dance
Scary Face
Sing
Sandslash (M) 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.
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.
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Hone Claws
Focus Punch
DynamicPunch
Headbutt
Curse
Toxic
Hidden Power ? (?)
Sunny Day
Snore
Body Slam
Take Down
Double-Edge
Hyper Beam
Protect
Safeguard
Endure
Frustration
Iron Tail
Submission
Seismic Toss
Rage
Earthquake
Return
Fissure
Brick Break
Mud-slap
Mimic
Double Team
Swagger
Sleep Talk
Rock Tomb
Aerial Ace
Facade
Secret Power
Bide
Swift
Detect
Skull Bash
Rest
Rock Slide
Attract
Thief
Round
Focus Blast
Fling
Shadow Claw
Giga Impact
Stone Edge
Bulldoze
Stealth Rock
Captivate
X-Scissor
Natural Gift
Poison Jab
Swagger
Substitute
Rock Smash
Cut
Strength
Rock Climb
Chip Away
Counter
Flail
Metal Claw
Mud Shot
Night Slash
Covet
Earth Power
Knock Off
Super Fang
Nidoking (M) 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.
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: 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 attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
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).
Sheer Force:(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
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Chip Away
Horn Attack
Helping Hand
Thrash
Toxic Spikes
Flatter
Poison Jab
Horn Drill
Captivate
Earth Power
Megahorn
Hone Claws
Focus Punch
Water Pulse
DynamicPunch
Headbutt
Curse
Roar
Mega Punch
Mega Kick
Toxic
Venoshock
Hidden Power ? (?)
Sunny Day
Snore
Taunt
Body Slam
Take Down
Double-Edge
Bubblebeam
Water Gun
Ice Beam
Blizzard
Hyper Beam
Icy Wind
Protect
Rain Dance
Endure
Frustration
Smack Down
Iron Tail
Pay Day
Submission
Counter
Seismic Toss
Rage
Thunderbolt
Thunder
Earthquake
Return
Dig
Fissure
Mimic
Shadow Ball
Brick Break
Mud-slap
Double Team
Sludge Wave
Shock Wave
Flamethrower
Sludge Bomb
Ice Punch
Swagger
Sleep Talk
Sandstorm
Reflect
Bide
Fire Blast
Defense Curl
ThunderPunch
Detect
Skull Bash
Rock Tomb
Torment
Facade
Secret Power
Rest
Rock Slide
Attract
Thief
Round
Echoed Voice
Fire Punch
Focus Blast
Fling
Incinerate
Quash
Dragon Pulse
Shadow Claw
Giga Impact
Stone Edge
Bulldoze
Avalanche
Stealth Rock
Dragon Tail
Natural Gift
Fury Cutter
Substitute
Rock Smash
Cut
Surf
Strength
Whirlpool
Rock Climb
Amnesia
Beat Up
Confusion
Disable
Head Smash
Poison Tail
Sucker Punch
Supersonic
Aqua Tail
Drill Run
Outrage
Super Fang
Superpower
Uproar
Lovely Kiss
Sweet Kiss
Morning Sun
Nidoqueen (F) 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.
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: 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 attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
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).
Sheer Force:(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
Growl
Tackle
Scratch
Tail Whip
Body Slam
Double Kick
Poison Sting
Fury Swipes
Bite
Chip Away
Helping Hand
Toxic Spikes
Fury Swipes
Flatter
Crunch
Earth Power
Superpower
Captivate
Poison Fang
Hone Claws
Focus Punch
Water Pulse
DynamicPunch
Headbutt
Curse
Roar
Mega Punch
Mega Kick
Toxic
Venoshock
Rock Smash
Hidden Power
Sunny Day
Snore
Taunt
Horn Drill
Take Down
Double-Edge
Bubblebeam
Water Gun
Ice Beam
Blizzard
Hyper Beam
Icy Wind
Protect
Rain Dance
Endure
Frustration
Smack Down
Iron Tail
Pay Day
Submission
Counter
Seismic Toss
Rage
Thunderbolt
Thunder
Earthquake
Return
Dig
Fissure
Mimic
Shadow Ball
Brick Break
Mud-slap
Double Team
Sludge Wave
Shock Wave
Flamethrower
Sludge Bomb
Ice Punch
Swagger
Sleep Talk
Sandstorm
Reflect
Bide
Fire Blast
Defense Curl
ThunderPunch
Detect
Skull Bash
Rock Tomb
Aerial Ace
Torment
Facade
Secret Power
Rest
Rock Slide
Attract
Thief
Round
Echoed Voice
Fire Punch
Focus Blast
Fling
Incinerate
Quash
Dragon Pulse
Shadow Claw
Giga Impact
Stone Edge
Bulldoze
Avalanche
Stealth Rock
Captivate
Dragon Tail
Natural Gift
Poison Jab
Fury Cutter
Substitute
Rock Smash
Cut
Surf
Strength
Whirlpool
Rock Climb
Beat Up
Charm
Disable
Focus Energy
Poison Tail
Pursuit
Supersonic
Aqua Tail
Outrage
Super Fang
Uproar
Lovely Kiss
Moonlight
Sweet Kiss
I get 1 UC from this while muttering about how underpaid I get...
Taking Chandelure, Haxorus, Accelgor, Mienshao, Druddigon, Bisharp, Bouffalant, Braviary, Heatmor, and Volcarona because I'm not entirely sure.
Chandelure (M) Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
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.
Abilities: Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
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.
Shadow Tag: (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
Smog
Confuse Ray
Flame Burst
Hex
Ember
Astonish
Minimize
Fire Spin
Night Shade
Will-o-Wisp
Imprison
Memento
Inferno
Curse
Shadow Ball
Pain Split
Overheat
Calm Mind
Toxic
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Telekinesis
Safeguard
Frustration
Solarbeam
Return
Psychic
Double Team
Flamethrower
Fire Blast
Facade
Flame Charge
Rest
Attract
Thief
Round
Energy Ball
Incinerate
Embargo
Payback
Giga Impact
Flash
Psych Up
Dream Eater
Swagger
Substitute
Trick Room
Acid
Acid Armor
Captivate
Clear Smog
Endure
Haze
Dark Pulse
Sleep Talk
Snore
Spite
Trick
Haxorus (M) Type:
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 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).
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: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Attacks
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Dragon Claw
Dragon Dance
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.
Unburden: (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.
Attacks
Leech Life
Acid Spray
Double Team
Quick Attack
Acid
Bide
Curse
Struggle Bug
Mega Drain
Swift
Yawn
Me First
Protect
Agility
Acid Armor
Giga Drain
U-Turn
Body Slam
Bug Buzz
Recover
Power Swap
Guard Swap
Final Gambit
Baton Pass
Double-Edge
Encore
Endure
Feint
Mind Reader
Mud-slap
Pursuit
Spikes
Bug Bite
Gastro Acid
Knock Off
Signal Beam
Sleep Talk
Snore
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.
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.
Regenerator: (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.
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.
Attacks
Pound
Meditate
Protect
Fake Out
Doubleslap
Swift
Calm Mind
Force Palm
Drain Punch
Abilities:
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.
Sheer Force:(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.
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.)
Night Slash
Dragon Tail
Rick Climb
Superpower
Outrage
Roar
Toxic
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Smack Down
Earthquake
Return
Dig
Double Team
Flamethrower
Sludge Bomb
Rock Tomb
Aerial Ace
Torment
Facade
Rest
Attract
Round
Focus Blast
Fling
Charge Beam
Incinerate
Shadow ball
Payback
Retaliate
Giga Impact
Bulldoze
Rock Slide
Swagger
Substitute
Flash Cannon
Rock Smash
Snarl
Cut
Surf
Strength
Crush Claw
Faint Attack
Fire Fang
Glare
Iron Tail
Metal Claw
Poison Tail
Pursuit
Snatch
Sucker Punch
Thunder Fang
Aqua Tail
Dark Pulse
Draco Meteor
Dragon Pulse
Fire Punch
Gunk Shot
Heat Wave
Iron Head
Iron Tail
Sleep Talk
Snore
Stealth Rock
ThunderPunch
Bisharp (M) 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.
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: Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Pressure: (Innate) 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
Metal Burst
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Slash
Assurance
Metal Sound
Embargo
Iron Defense
Night Slash
Iron Head
Swords Dance
Guillotine
Hone Claws
Toxic
Hidden Power
Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Dig
Brick Break
Double Team
Sandstorm
Rock Tomb
Aerial Ace
Facade
Rest
Attract
Thief
Low Sweep
Round
Focus Blast
False Swipe
Fling
Shadow Claw
Payback
Retaliate
Giga Impact
Rock Polish
Stone Edge
X-Scissor
Poison Jab
Grass Knot
Swagger
Substitute
Rock Smash
Snarl
Cut
Headbutt
Mean Look
Psycho Cut
Pursuit
Revenge
Stealth Rock
Sucker Punch
Dark Pulse
Dual Chop
Foul Play
Knock Off
Low Kick
Magnet Rise
Role Play
Sleep Talk
Snatch
Snore
Spite
Bouffalant (M) Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
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.
Sap Sipper: (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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.
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.)
Attacks
Pursuit
Leer
Rage
Fury Attack
Horn Attack
Scary Face
Revenge
Head Charge
Focus Energy
Megahorn
Reversal
Thrash
Swords Dance
Giga Impact
Toxic
Hidden Power
Sunny Day
Taunt
Protect
Rain Dance
Frustration
Earthquake
Return
Double Team
Rock Tomb
Aerial Ace
Facade
Rest
Attract
Round
Payback
Retaliate
Stone Edge
Swords Dance
Bulldoze
Rock Slide
Work Up
Poison Jab
Swagger
Substitute
Wild Charge
Rock Smash
Cut
Surf
Strength
Amnesia
Headbutt
Iron Head
Mud Shot
Mud-slap
Rock Climb
Skull Bash
Stomp
Endeavor
Iron Head
Outrage
Sleep Talk
Snore
Superpower
Uproar
Zen Headbutt
Alright so we are going to follow these same guidelines, Payout remains the same, anyone that helps me out will receive 1 UC for every 5 Pokemon that they template up for me. Please reserve any mons that you are currently working on in 5-mon intervals, and keep the mons you reserve in an orderly fashion so I don't have to look all across the list to plug them in please @.@
Thanks to Pwnemon and Objection for digging this bad boy up for me
Battle Arcade
The Battle Arcade is one of the Battle Facilities exported from the main games to ASB. It was approved here, and is detailed here.
Pokemon
The Battle Arcade usually uses quasi-random Pokemon, but for ASB it'll be a little different. I need you guys to create Pokemon templates for me that will save me a billion hours of my time I don't have to spend. Basically, follow the guidelines:
1.Put all Pokemon you do in separate hide tags. Use the format you use for standard ASB Pokemon. A sample is given below.
2. List all level up moves upto level 35(all generations), including pre-evolution moves if applicable.
3. Then separately list all remaining LU moves from all generations.
4. List all TMs and HMs the Pokemon learns(all generations).
5. List all egg moves the Pokemon learns(all generations only).
6. List all tutor and event moves the Pokemon gets(all generations).
7. Leave the nature area blank, and do the stats as if they were neutral natured(though it shouldn't be written anywhere).
8. Use Veekun.com for the sprites.
9. Do not include EC, MC and DC.
10. Do not list Dream World Abilities specially. List them like normal abilities.
11. Please do the Pokemon properly because it's difficult to have to check and redo things that are done wrong.
12. List all Pokemon to be male(unless female only or genderless). I will handle genders myself later.
13. If there are any repetitions in moves, list only the first instance of the move.
Here's the fun part: You're rewarded for helping! Yes, you can earn some UC while you're at this. You earn 1 UC for every 5 Pokemon that you do.
The social group for preparations stuff is long obsolete, but if you can bring that stuff here, it would be great, and save everyone a lot of time.
As this is now moving into a new thread, for the sake of sanity, all reservations are wiped. My apologies to you folks, but now that official approval has been received, this needs to be sped up as much as possible(and it takes too long for a single person to finish a generation.
The list of the Pokemon themselves is given below.
Venusaur(M)
Types:
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.
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)
Chlorophyll(Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Swords Dance
Toxic
Body Slam
Take Down
Hyper Beam
Rage
Mega Drain
Mimic
Double Team
Reflect
Bide
Rest
Substitute
Cut
Flash
Headbutt
Curse
Roar
Hidden Power
Sunny Day
Snore
Protect
Giga Drain
Frustration
Return
Mud-Slap
Swagger
Sleep Talk
Defense Curl
Rest
Attract
Fury Cutter
Bullet Seed
Earthquake
Sludge Bomb
Facade
Secret Power
Energy Ball
Endure
Giga Impact
Captivate
Natural Gift
Grass Knot
Strength
Rock Smash
Rock Climb
Venoshock
Light Screen
Safeguard
Round
Echoed Voice
Bulldoze
Petal Dance
Razor Wind
Skull Bash
Amnesia
Charm
GrassWhistle
Ingrain
Leaf Storm
Nature Power
Power Whip
Sludge
Frenzy Plant
Grass Pledge
Block
Knock Off
Outrage
String Shot
Rock Throw
Ancientpower
Charizard(M)
Types:
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.
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.
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)
Solar Power(Innate): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2)..
Attacks
Heat Wave
Scratch
Growl
Ember
Metal Claw
Leer
Dragon Claw
Shadow Claw
Air Slash
Smokescreen
Rage
Dragon Rage
Scary Face
Flamethrower
Fire Fang
Flame Burst
Slash
Wing Attack
Fire Spin
Inferno
Flare Blitz
Hone Claws
Focuc Punch
Dragon Claw
DynamicPunch
Headbutt
Curse
Roar
Mega Punch
Swords dance
Mega Kick
Toxic
Rock Smash
Hidden Power
Sunny Day
Snore
Body Slam
Take Down
Double Edge
Hyper Beam
Protect
Endure
Frustration
SolarBeam
Submission
Iron Tail
Dragonbreath
Counter
Seismic Toss
Earthquake
Return
Fissure
Dig
Brick Break
Mimic
Double Team
Flamethrower
Swagger
Sleep Talk
Sandstorm
Reflect
Bide
Rock Tomb
Swift
Aerial Ace
Facade
Secret Power
Defense Curl
Skull Bash
Rest
Attract
Round
Echoed Voice
Steel Wing
Overheat
Roost
Focus Blast
Fling
Sky Drop
Incinerate
Dragon Pulse
Will-o-Wisp
Giga Impact
Bulldoze
Captivate
Rock Slide
Dragon Tail
Natural Gift
Fire Punch
Substitute
Fury Cutter
Cute
Fly
Strength
Defog
Abilities: Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks
Tackle
Tail Whip
Bubble
Flash Cannon
Water Gun
Withdraw
Bite
Rapid Spin
Protect
Water Pulse
Aqua Tail
Skull Bash
Iron Defense
Rain Dance
Hydro Pump
Focus Punch
Water Pulse
Dynamicpunch
Headbutt
Curse
Rollout
Roar
Mega Punch
Mega Kick
Toxic
Body Slam
Take Down
Double-Edge
Bubblebeam
Hail
Hidden Power ? (?)
Snore
Ice Beam
Blizzard
Hyper Beam
Submission
Counter
Seismic Toss
Rage
Icy Wind
Endure
Frustration
Smack Down
Iron Tail
Earthquake
Return
Fissure
Dig
Brick Break
Mud-slap
Mimic
Double Team
Rock Tomb
Ice Punch
Facade
Secret Power
Swagger
Sleep Talk
Defense Curl
Reflect
Bide
Rest
Attract
Round
Focus Blast
Scald
Brine
Fling
Giga Impact
Avalanche
Gyro Ball
Bulldoze
Captivate
Rock Slide
Dragon Tail
Natural Gift
Substitute
Rock Smash
Surf
Strength
Waterfall
Whirlpool
Rock Climb
Dive
Aqua Jet
Aqua Ring
Confusion
Fake Out
Flail
Foresight
Haze
Mirror Coat
Mist
Mud Sport
Muddy Water
Refresh
Water Spout
Yawn
Hydro Cannon
Outrage
Signal Beam
Water Pledge
Zen Headbutt
Zap Cannon
Raichu (M) 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.
Abilities: 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.
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. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.
Attacks
Charm
Sweet Kiss
Nasty Plot
Thundershock
Tail Whip
Quick Attack
Growl
Thunder Wave
Thunderbolt
Swift
Electro Ball
Double Team
Slam
Feint
Agility
Discharge
Light Screen
Thunder
Focus Punch
DynamicPunch
Headbutt
Curse
Rollout
Mega Punch
Mega Kick
Toxic
Body Slam
Take Down
Double-Edge
Zap Cannon
Hidden Power ? (?)
Snore
Hyper Beam
Pay Day
Protect
Rain Dance
Endure
Frustration
Iron Tail
Submission
Seismic Toss
Rage
Mimic
Return
Mud-slap
Dig
Brick Break
Double Team
Shock Wave
Facade
Secret Power
Swagger
Sleep Talk
Reflect
Bide Swift
Defense Curl
ThunderPunch
Detect
Skull Bash
Rest
Attract
Thief
Round
Echoed Voice
Focus Blast
Fling
Charge Beam
Giga Impact
Flash
Volt Switch
Captivate
Natural Gift
Substitute
Wild Charge
Rock Smash
Strength
Flash
Bestow
Charge
DoubleSlap
Encore
Fake Out
Flail
Lucky Chant
Present
Reversal
Tickle
Wish
Volt Tackle
Counter
Covet
Helping Hand
Knock Off
Magnet Rise
Signal Beam
Fly
Surf
Dizzy Punch
Petal Dance
Scary Face
Sing
Sandslash (M) 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.
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.
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Hone Claws
Focus Punch
DynamicPunch
Headbutt
Curse
Toxic
Hidden Power ? (?)
Sunny Day
Snore
Body Slam
Take Down
Double-Edge
Hyper Beam
Protect
Safeguard
Endure
Frustration
Iron Tail
Submission
Seismic Toss
Rage
Earthquake
Return
Fissure
Brick Break
Mud-slap
Mimic
Double Team
Swagger
Sleep Talk
Rock Tomb
Aerial Ace
Facade
Secret Power
Bide
Swift
Detect
Skull Bash
Rest
Rock Slide
Attract
Thief
Round
Focus Blast
Fling
Shadow Claw
Giga Impact
Stone Edge
Bulldoze
Stealth Rock
Captivate
X-Scissor
Natural Gift
Poison Jab
Swagger
Substitute
Rock Smash
Cut
Strength
Rock Climb
Chip Away
Counter
Flail
Metal Claw
Mud Shot
Night Slash
Covet
Earth Power
Knock Off
Super Fang
Nidoqueen (F) 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.
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: 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 attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
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).
Sheer Force:(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
Growl
Tackle
Scratch
Tail Whip
Body Slam
Double Kick
Poison Sting
Fury Swipes
Bite
Chip Away
Helping Hand
Toxic Spikes
Fury Swipes
Flatter
Crunch
Earth Power
Superpower
Captivate
Poison Fang
Hone Claws
Focus Punch
Water Pulse
DynamicPunch
Headbutt
Curse
Roar
Mega Punch
Mega Kick
Toxic
Venoshock
Rock Smash
Hidden Power
Sunny Day
Snore
Taunt
Horn Drill
Take Down
Double-Edge
Bubblebeam
Water Gun
Ice Beam
Blizzard
Hyper Beam
Icy Wind
Protect
Rain Dance
Endure
Frustration
Smack Down
Iron Tail
Pay Day
Submission
Counter
Seismic Toss
Rage
Thunderbolt
Thunder
Earthquake
Return
Dig
Fissure
Mimic
Shadow Ball
Brick Break
Mud-slap
Double Team
Sludge Wave
Shock Wave
Flamethrower
Sludge Bomb
Ice Punch
Swagger
Sleep Talk
Sandstorm
Reflect
Bide
Fire Blast
Defense Curl
ThunderPunch
Detect
Skull Bash
Rock Tomb
Aerial Ace
Torment
Facade
Secret Power
Rest
Rock Slide
Attract
Thief
Round
Echoed Voice
Fire Punch
Focus Blast
Fling
Incinerate
Quash
Dragon Pulse
Shadow Claw
Giga Impact
Stone Edge
Bulldoze
Avalanche
Stealth Rock
Captivate
Dragon Tail
Natural Gift
Poison Jab
Fury Cutter
Substitute
Rock Smash
Cut
Surf
Strength
Whirlpool
Rock Climb
Beat Up
Charm
Disable
Focus Energy
Poison Tail
Pursuit
Supersonic
Aqua Tail
Outrage
Super Fang
Uproar
Lovely Kiss
Moonlight
Sweet Kiss
Nidoking (M) 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.
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: 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 attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
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).
Sheer Force:(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
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Chip Away
Horn Attack
Helping Hand
Thrash
Toxic Spikes
Flatter
Poison Jab
Horn Drill
Captivate
Earth Power
Megahorn
Hone Claws
Focus Punch
Water Pulse
DynamicPunch
Headbutt
Curse
Roar
Mega Punch
Mega Kick
Toxic
Venoshock
Hidden Power ? (?)
Sunny Day
Snore
Taunt
Body Slam
Take Down
Double-Edge
Bubblebeam
Water Gun
Ice Beam
Blizzard
Hyper Beam
Icy Wind
Protect
Rain Dance
Endure
Frustration
Smack Down
Iron Tail
Pay Day
Submission
Counter
Seismic Toss
Rage
Thunderbolt
Thunder
Earthquake
Return
Dig
Fissure
Mimic
Shadow Ball
Brick Break
Mud-slap
Double Team
Sludge Wave
Shock Wave
Flamethrower
Sludge Bomb
Ice Punch
Swagger
Sleep Talk
Sandstorm
Reflect
Bide
Fire Blast
Defense Curl
ThunderPunch
Detect
Skull Bash
Rock Tomb
Torment
Facade
Secret Power
Rest
Rock Slide
Attract
Thief
Round
Echoed Voice
Fire Punch
Focus Blast
Fling
Incinerate
Quash
Dragon Pulse
Shadow Claw
Giga Impact
Stone Edge
Bulldoze
Avalanche
Stealth Rock
Dragon Tail
Natural Gift
Fury Cutter
Substitute
Rock Smash
Cut
Surf
Strength
Whirlpool
Rock Climb
Amnesia
Beat Up
Confusion
Disable
Head Smash
Poison Tail
Sucker Punch
Supersonic
Aqua Tail
Drill Run
Outrage
Super Fang
Superpower
Uproar
Lovely Kiss
Sweet Kiss
Morning Sun
Clefable(M)
Types:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Cute Charm(Innate): This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Magic Guard(Innate): This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
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.
Attacks
Sing
Doubleslap
Minimize
Metronome
Moonlight
Charm
Sweet Kiss
Copycat
Magical Leaf
Pound
Growl
Encore
Defense Curl
Follow Me
Wake-Up Slap
Bestow
Cosmic Power
Lucky Chant
Gravity
Stored Power
Light Screen
Meteor Mash
Healing Wish
After You
Mega Punch
Mega Kick
Toxic
Body Slam
Take Down
Double-Edge
BubbleBeam
Water Gun
Ice Beam
Blizzard
Hyper Beam
Submission
Counter
Seismic Toss
Rage
SolarBeam
Thunderbolt
Thunder
Psychic
Teleport
Mimic
Double Team
Reflect
Bide
Fire Blast
Skull Bash
Rest
Thunder Wave
Psywave
Tri Attack
Substitute
Strength
Flash
DynamicPunch
Headbutt
Curse
Rollout
Zap Cannon
Psych Up
Hidden Power
Sunny Day
Snore
Icy Wind
Protect
Rain Dance
Endure
Frustration
Iron Tail
Return
Shadow Ball
Mud-Slap
Ice Punch
Swagger
Sleep Talk
ThunderPunch
Dream Eater
Detect
Attract
Fire Punch
Nightmare
Focus Punch
Water Pulse
Calm Mind
Safeguard
Dig
Brick Break
Shock Wave
Flamethrower
Facade
Secret Power
Snatch
Focus Blast
Fling
Charge Beam
Drain Punch
Recycle
Giga Impact
Stealth Rock
Captivate
Natural Gift
Grass Knot
Rock Smash
Psyshock
Telekinesis
Round
Echoed Voice
Incinerate
Retaliate
Work Up
Softboiled
Bounce
Endeavor
Heal Bell
Helping Hand
Knock Off
Last Resort
Magic Coat
Role Play
Signal Beam
Trick
Zen Headbutt
Uproar
Petal Dance
Scary Face
Swift
Ninetales
Vileplume
Ninetales(M)
Types:
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.
Flash Fire(Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Drougt(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. It can re-summon the effect mid-battle for 9% Energy with a command.
Attacks
Nasty Plot
Ember
Quick Attack
Confuse Ray
Tail Whip
Roar
Safeguard
Fire Spin
Will-O-Wisp
Imprison
Flame Burst
Flamethrower
Payback
Captivate
Inferno
Grudge
Extrasensory
Fire Blast
Toxic
Body Slam
Take Down
Double-Edge
Hyper Beam
Rage
Dig
Mimic
Double Team
Reflect
Bide
Swift
Skull Bash
Rest
Substitute
Headbutt
Curse
Hidden Power
Sunny Day
Snore
Protect
Endure
Frustration
Iron Tail
Return
Swagger
Sleep Talk
Attract
Facade
Secret Power
Overheat
Calm Mind
SolarBeam
Giga Impact
Psych Up
Captivate
Dark Pulse
Natural Gift
Dream Eater
Psyshock
Flame Charge
Round
Energy Ball
Incinerate
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.
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.
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.
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.
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.
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.
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: (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.
Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Leaf Blade
Coil
Giga Drain
Wring Out
Gastro Acid
Leaf Storm
Calm Mind
Toxic
Hidden Power
Sunny Day
Taunt
Hyper Beam
Light Screen
Protect
Safeguard
Frustration
SolarBeam
Return
Double Team
Reflect
Aerial Ace
Torment
Facade
Rest
Attract
Round
Energy Ball
Giga Impact
Flash
Swords Dance
Dragon Tail
Grass Knot
Swagger
Substitute
Rock Smash
Cut
Strength
Captivate
Glare
Iron Tail
Magical Leaf
Mean Look
Mirror Coat
Natural Gift
Pursuit
Sweet Scent
Twister
Frenzy Plant
Grass Pledge
Emboar (M)
Types:
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.
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)
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.
Attacks:
Hammer Arm
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash
Assurance
Flamethrower
Head Smash
Roar
Flare Blitz
Toxic
Bulk Up
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Frustration
SolarBeam
Smack Down
Earthquake
Return
Brick Break
Double Team
Fire Blast
Rock Tomb
Facade
Rest
Attract
Low Sweep
Round
Echoed Voice
Overheat
Focus Blast
Scald
Fling
Incinerate
Will-O-Wisp
Giga Impact
Stone Edge
Gyro Ball
Bulldoze
Rock Slide
Work Up
Poison Jab
Grass Knot
Swagger
Substitute
Wild Charge
Rock Smash
Strength
Body Slam
Covet
Curse
Endeavor
Heavy Slam
Magnitude
Sleep Talk
Superpower
Thrash
Yawn
Blast Burn
Fire Pledge
Samurott (M)
Types:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Torrent: (Innate)When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Attacks:
Megahorn
Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge
Aqua Jet
Encore
Aqua Tail
Sand rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
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.
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Attacks:
Ice Fang
Fire Fang
Thunder Fang
Leer
Tackle
Odor Sleuth
Bite
Helping Hand
Take Down
Work Up
Crunch
Roar
Retaliate
Reversal
Last Resort
Giga Impact
Toxic
Hidden Power
Sunny Day
Hyper Beam
Protect
Rain Dance
Frustration
Thunderbolt
Thunder
Return
Dig
Shadow Ball
Double Team
Rock Tomb
Aerial Ace
Facade
Rest
Attract
Round
Payback
Giga Impact
Thunder Wave
Swagger
Substitute
Wild Charge
Rock Smash
Snarl
Surf
Strength
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.
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.
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.
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.
Attacks:
Defense Curl
Lucky Chant
Psybeam
Hypnosis
Psywave
Yawn
Imprison
Moonlight
Zen Headbutt
Synchronoise
Nightmare
Future Sight
Calm Mind
Psychic
Dream Eater
Telekinesis
Stored Power
Psyshock
Toxic
Hidden Power
Hyper Beam
Light Screen
Protect
Rain Dance
Safeguard
Frustration
Return
Shadow Ball
Double Team
Reflect
Rock Tomb
Torment
Facade
Rest
Attract
Round
Energy Ball
Charge Beam
Giga Impact
Flash
Thunder Wave
Gyro Ball
Psych Up
Rock Slide
Dream Eater
Swagger
Substitute
Trick Room
Barrier
Baton Pass
Curse
Helping Hand
Magic Coat
Secret Power
Sleep Talk
SonicBoom
Swift
Unfezant(M)
Types:
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.
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Super Luck: (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.
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).
Attacks:
Gust
Growl
Leer
Quick Attack
Air Cutter
Roost
Detect
Taunt
Air Slash
Razor Wind
FeatherDance
Swagger
Facade
Tailwind
Sky Attack
Toxic
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Return
Double Team
Aerial Ace
Rest
Attract
Round
Echoed Voice
Giga Impact
Psych Up
Work Up
Pluck
U-turn
Substitute
Fly
Bestow
Hypnosis
Lucky Chant
Morning Sun
Steel Wing
Uproar
Wish
Gigalith (M)
Types:
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Sand Force: (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:
Tackle
Harden
Sand-Attack
Headbutt
Rock Blast
Mud-Slap
Iron Defense
Smack Down
Power Gem
Rock Slide
Stealth Rock
Sandstorm
Stone Edge
Explosion
Toxic
Hidden Power
Hyper Beam
Protect
Frustration
SolarBeam
Earthquake
Return
Double Team
Rock Tomb
Facade
Rest
Attract
Round
Giga Impact
Rock Polish
Bulldoze
Swagger
Substitute
Flash Cannon
Rock Smash
Strength
Autotomize
Curse
Gravity
Heavy Slam
Lock-On
Magnitude
Take Down
Excadrill (M)
Types:
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.
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.
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (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.
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.)
Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Slash
Rock Slide
Horn Drill
Earthquake
Swords Dance
Sandstorm
Drill Run
Fissure
Toxic
Hidden Power
Hyper Beam
Protect
Frustration
Return
Dig
Brick Break
Double Team
Sludge Bomb
Rock Tomb
Aerial Ace
Facade
Rest
Attract
Round
Focus Blast
Fling
Shadow Claw
Giga Impact
Bulldoze
Rock Slide
X-Scissor
Poison Jab
Swagger
Substitute
Rock Smash
Cut
Strength
Crush Claw
Earth Power
Iron Defense
Metal Sound
Rock Climb
Skull Bash
Submission
Types:
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.
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.
Sheer Force: (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.
Iron Fist: (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)
Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Bulk Up
Rock Slide
DynamicPunch
Scary Face
Hammer Arm
Stone Edge
Focus Punch
Superpower
Toxic
Bulk Up
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Smack Down
Earthquake
Return
Dig
Brick Break
Double Team
Rock Tomb
Facade
Rest
Attract
Low Sweep
Round
Focus Blast
Fling
Payback
Retaliate
Giga Impact
Bulldoze
Work Up
Poison Jab
Grass Knot
Swagger
Substitute
Rock Smash
Strength
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.
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Poison Touch: (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).
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 receives 25% of the damage that attack would do to itself.
Attacks:
Bubble
Growl
Supersonic
Round
BubbleBeam
Mud Shot
Aqua Ring
Uproar
Muddy Water
Rain Dance
Flail
Toxic
Hail
Venoshock
Hidden Power
Hyper Beam
Protect
Frustration
Earthquake
Return
Dig
Brick Break
Double Team
Sludge Wave
Sludge Bomb
Rock Tomb
Facade
Rest
Attract
Round
Echoed Voice
Focus Blast
Scald
Fling
Payback
Giga Impact
Bulldoze
Rock Slide
Poison Jab
Grass Knot
Swagger
Substitute
Rock Smash
Surf
Strength
Earth Power
Mist
Mud Bomb
Mud Sport
Refresh
Sleep Talk
Snore
Water Pulse
Throh (M)
Types:
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.
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.
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: (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:
Bind
Leer
Bide
Focus Energy
Seismic Toss
Vital Throw
Revenge
Storm Throw
Body Slam
Bulk Up
Circle Throw
Endure
Wide Guard
Superpower
Reversal
Toxic
Hidden Power
Sunny Day
Taunt
Protect
Rain Dance
Frustration
Earthquake
Return
Dig
Brick Break
Double Team
Rock Tomb
Facade
Rest
Attract
Low Sweep
Round
Focus Blast
Fling
Payback
Retaliate
Giga Impact
Stone Edge
Bulldoze
Rock Slide
Work Up
Poison Jab
Grass Knot
Swagger
Substitute
Rock Smash
Strength
Sawk (M)
Types:
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.
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: (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
Brick Break
Bulk Up
Retaliate
Endure
Quick Guard
Close Combat
Reversal
Toxic
Hidden Power
Sunny Day
Taunt
Protect
Rain Dance
Frustration
Earthquake
Return
Dig
Brick Break
Double Team
Rock Tomb
Facade
Rest
Attract
Round
Focus Blast
Fling
Payback
Giga Impact
Stone Edge
Bulldoze
Rock Slide
Work Up
Poison Jab
Grass Knot
Swagger
Substitute
Strength
Krookodile (M)
Types:
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.
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.
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: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Anger Point: (Innate) 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).
Hone Claws
Dragon Claw
Roar
Toxic
Bulk Up
Hidden Power
Taunt
Hyper Beam
Protect
Frustration
Smack Down
Return
Brick Break
Double Team
Sludge Bomb
Rock Tomb
Aerial Ace
Torment
Facade
Rest
Attract
Thief
Low Sweep
Round
Focus Blast
Fling
Incinerate
Shadow Claw
Payback
Retaliate
Giga Impact
Stone Edge
Bulldoze
Rock Slide
Dragon Tail
Grass Knot
Swagger
Substitute
Rock Smash
Snarl
Cut
Strength
Beat Up
Counter
Double-Edge
Fire Fang
Focus Energy
Mean Look
Pursuit
Rock Climb
Thunder Fang
Uproar
Darmanitan (M)
Types:
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.
Sheer Force: (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.
Zen Mode: (Can be Enabled) Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.
Attacks:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Swagger
Facade
Fire Punch
Work Up
Thrash
Belly Drum
Flare Blitz
Hammer Arm
Uproar
Taunt
Superpower
Overheat
Roar
Toxic
Bulk Up
Hidden Power
Sunny Day
Hyper Beam
Protect
Frustration
SolarBeam
Smack Down
Earthquake
Return
Dig
Psychic
Brick Break
Double Team
Flamethrower
Fire Blast
Rock Tomb
Torment
Facade
Flame Charge
Rest
Attract
Thief
Round
Overheat
Focus Blast
Fling
Will-O-Wisp
Payback
Giga Impact
Stone Edge
Gyro Ball
Bulldoze
Rock Slide
Work Up
Grass Knot
Swagger
U-Turn
Substitute
Rock Smash
Strength
Encore
Endure
Flame Wheel
Focus Energy
Focus Punch
Hammer Arm
Sleep Talk
Take Down
Yawn
Crustle (M)
Types:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Weak Armor: (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Attacks:
Fury Cutter
Shell Smash
Rock Blast
Withdraw
Sand-Attack
Faint Attack
Smack Down
Rock Polish
Bug Bite
Stealth Rock
Rock Slide
Slash
X-Scissor
Flail
Rock Wrecker
Hone Claws
Toxic
Hidden Power
Hyper Beam
Protect
Frustration
SolarBeam
Smack Down
Earthquake
Return
Dig
Double Team
Sandstorm
Rock Tomb
Aerial Ace
Facade
Rest
Attract
Round
Shadow Claw
Giga Impact
Stone Edge
Swords Dance
Struggle Bug
Bulldoze
Poison Jab
Swagger
Substitute
Rock Smash
Cut
Strength
Block
Counter
Curse
Endure
Iron Defense
Night Slash
Sand Tomb
Spikes
Scrafty (M)
Types:
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.
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.
Moxie (Innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
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.
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. Command: (Ability: Intimidate)
Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Chip Away
Hi Jump Kick
Scary Face
Crunch
Facade
Rock Climb
Focus Punch
Head Smash
Dragon Claw
Roar
Toxic
Bulk Up
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Smack Down
Return
Dig
Double Team
Sludge Bomb
Rock Tomb
Torment
Facade
Rest
Attract
Thief
Low Sweep
Round
Focus Blast
Fling
Incinerate
Payback
Retaliate
Giga Impact
Stone Edge
Rock Slide
Dragon Tail
Work Up
Poison Jab
Grass Knot
Substitute
Rock Smash
Snarl
Strength
Amnesia
Counter
Detect
Dragon Dance
Drain Punch
Faint Attack
Fake Out
Fire Punch
Ice Punch
ThunderPunch
Zen Headbutt
Sigilyph (M)
Types:
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.
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.
Magic Guard (Innate): This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Tinted Lens (Innate): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Wonder Skin (Innate): The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Psyshock
Calm Mind
Toxic
Hidden Power
Ice Beam
Hyper Beam
Protect
Rain Dance
Telekinesis
Safeguard
Frustration
SolarBeam
Smack Down
Return
Shadow Ball
Double Team
Aerial Ace
Facade
Rest
Attract
Thief
Round
Energy Ball
Charge Beam
Flash
Thunder Wave
Psych Up
Dream Eater
Swagger
Pluck
Substitute
Flash Cannon
Trick Room
Fly
AncientPower
Psycho Shift
Roost
Skill Swap
Steel Wing
Stored Power
Cofagrigus (M)
Types:
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:
Mummy (Innate): This Pokemon's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Attacks:
Astonish
Protect
Disable
Haze
Night Shade
Hex
Will-O-Wisp
Ominous Wind
Curse
Power Split
Guard Split
Scary Face
Shadow Ball
Grudge
Mean Look
Destiny Bond
Calm Mind
Toxic
Hidden Power
Hyper Beam
Rain Dance
Telekinesis
Safeguard
Frustration
Return
Psychic
Double Team
Facade
Rest
Attract
Thief
Round
Energy Ball
Embargo
Payback
Giga Impact
Flash
Psych Up
Dream Eater
Grass Knot
Swagger
Substitute
Trick Room
Types:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Solid Rock (Innate): This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2). 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. Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Attacks:
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
AncientPower
Crunch
Wide Guard
Brine
Smack Down
Curse
Shell Smash
Aqua Tail
Rock Slide
Rain Dance
Hydro Pump
Toxic
Hidden Power
Ice Beam
Blizzard
Hyper Beam
Frustration
Earthquake
Return
Dig
Double Team
Sandstorm
Rock Tomb
Facade
Rest
Attract
Round
Focus Blast
Scald
Giga Impact
Rock Polish
Stone Edge
Bulldoze
Swagger
Substitute
Rock Smash
Surf
Strength
Waterfall
Dive
Body Slam
Flail
Iron Defense
Knock Off
Rock Throw
Slam
Water Pulse
Whirlpool
Archeops (M)
Types:
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb 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:
Defeatist (Innate): The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Attacks:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Agility
Quick Guard
Acrobatics
DragonBreath
Crunch
Endeavor
U-turn
Rock Slide
Dragon Claw
Thrash
Hone Claws
Dragon Claw
Roar
Toxic
Hidden Power
Taunt
Hyper Beam
Protect
Frustration
Smack Down
Earthquake
Return
Dig
Sandstorm
Rock Tomb
Aerial Ace
Torment
Facade
Rest
Attract
Round
Focus Blast
Shadow Claw
Giga Impact
Rock Polish
Stone Edge
Bulldoze
Dragon Tail
Swagger
Substitute
Rock Smash
Cut
Fly
Bite
Defog
Dragon Pulse
Earth Power
Head Smash
Knock Off
Steel Wing
Zoroark (M) Nature: XXX Types:
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: 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.]
Attacks:
U-turn
Scratch
Leer
Pursuit
Fake Tears
Hone Claws
Fury Swipes
Faint Attack
Scary Face
Taunt
Foul Play
Night Slash
Torment
Agility
Punishment
Nasty Plot
Imprison
Night Daze
Calm Mind
Roar
Toxic
Hidden Power
Sunny Day
Hyper Beam
Protect
Rain Dance
Frustration
Return
Dig
Shadow Ball
Double Team
Flamethrower
Aerial Ace
Façade
Rest
Attract
Theif
Low Sweep
Round
Focus Blast
Fling
Incinerate
Embargo
Shadow Claw
Payback
Retaliate
Giga Impact
Swords Dance
Grass Knot
Swagger
Substitute
Rock Smash
Cut
Captivate
Counter
Dark Pulse
Detect
Extrasensory
Memento
Snatch
Sucker Punch
Abilities: Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move. Technician: (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. Skill Link: (Innate) This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Attacks:
Bullet Seed
Rock Blast
Helping Hand
Tickle
Sing
Tail Slap
Pound
Growl
DoubleSlap
Encore
Swift
Charm
Wake-Up Slap
Slam
Captivate
Hyper Voice
Calm Mind
Toxic
Hidden Power
Sunny Day
Hyper Beam
Light Screen
Protect
Rain Dance
Safeguard
Frustration
Thunderbolt
Thunder
Return
Dig
Double Team
Façade
Rest
Attract
Thief
Round
Echoed Voice
Focus Blast
Fling
Retaliate
Giga Impact
Thunder Wave
Work Up
Grass Knot
Swagger
U-turn
Sunstitute
Aqua Tail
Endure
Fake Tears
Flail
Iron Tail
Knock Off
Mud-Slap
Sleep Talk
Tail Whip
After You
Covet
Gunk Shot
Helping Hand
Last Resort
Seed Bomb
Snore
Uproar
Gothitelle (M) Nature: XXX 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.
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. Shadow Tag: (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.
Calm Mind
Toxic
Hidden Power
Taunt
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Safeguard
Frustration
Thunderbolt
Return
Psychic
Shadow Ball
Brick Break
Double Team
Reflect
Rock Tomb
Torment
Façade
Rest
Attract
Thief
Low Sweep
Round
Energy Ball
Fling
Charge Beam
Payback
Giga Impact
Flash
Thunder Wave
Psych Up
Rock Slide
Dream Eater
Grass Knot
Swagger
Substitute
Trick Room
Captivate
Dark Pulse
Mean Look
Miracle Eye
Mirror Coat
Uproar
Covet
Foul Play
Gravity
Heal Bell
Helping Hand
Magic Coat
Magic Room
Recycle
Role Play
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Trick
Zen Headbutt
Imprison
Reuniclus (M) Nature: XXX 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.
Abilities: 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). Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated. Regenerator: (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.
Calm Mind
Toxic
Hyper Beam
Protect
Rain Dance
Telekinesis
Safeguard
Frustration
Thunder
Return
Psychic
Shadow Ball
Double Team
Rock Tomb
Façade
Rest
Attract
Round
Focus Blast
Energy Ball
Fling
Embargo
Explosion
Giga Impact
Flash
Thunder Wave
Gyro Ball
Psych Up
Rock Slide
Dream Eater
Grass Knot
Swagger
Substitute
Flash Cannon
Trick Room
Rock Smash
Strength
Acid Armor
Astonish
Confuse Ray
Imprison
Night Shade
Secret Power
Trick
After You
Drain Punch
Endeavor
Fire Punch
Helping Hand
Ice Punch
Knock Off
Magic Coat
Role Play
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Superpower
Thunderpunch
Wonder Room
Zen Headbutt
Sawsbuck (M) Nature: XXX Types:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. 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: Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Sap Sipper: (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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. Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Attacks:
Megahorn
Tackle
Camouflage
Growl
Sand-Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Aromatherapy
Energy Ball
Charm
Horn Leech
Nature Power
Double-Edge
Toxic
Hidden Power
Sunny Day
Hyper Beam
Light Screen
Protect
Rain Dance
Safeguard
Frustration
Solarbeam
Return
Shadow Ball
Double Team
Façade
Rest
Attract
Round
Echoed Voice
Retaliate
Giga Impact
Flash
Thunder Wave
Swords Dance
Work Up
Grass Knot
Swagger
Substitute
Wild Charge
Rock Smash
Cut
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).
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.
Swarm:[Type: 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, X-Scissor from 8 to 10) Shell Armour:[Type: Innate]This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Overcoat:[Type: Innate]This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
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).
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.
Swarm:[Type: 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, X-Scissor from 8 to 10) Hustle:[Type: 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. Traunt:[Type: Trait]This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.
Claiming Zoroark, Cincinno, Gothitelle, Reuniclus, and Sawsbuck.
Zoroark (M) Nature: XXX Types:
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: 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.]
Attacks:
U-turn
Scratch
Leer
Pursuit
Fake Tears
Hone Claws
Fury Swipes
Faint Attack
Scary Face
Taunt
Foul Play
Night Slash
Torment
Agility
Punishment
Nasty Plot
Imprison
Night Daze
Calm Mind
Roar
Toxic
Hidden Power
Sunny Day
Hyper Beam
Protect
Rain Dance
Frustration
Return
Dig
Shadow Ball
Double Team
Flamethrower
Aerial Ace
Façade
Rest
Attract
Theif
Low Sweep
Round
Focus Blast
Fling
Incinerate
Embargo
Shadow Claw
Payback
Retaliate
Giga Impact
Swords Dance
Grass Knot
Swagger
Substitute
Rock Smash
Cut
Captivate
Counter
Dark Pulse
Detect
Extrasensory
Memento
Snatch
Sucker Punch
Abilities: Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move. Technician: (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. Skill Link: (Innate) This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Attacks:
Bullet Seed
Rock Blast
Helping Hand
Tickle
Sing
Tail Slap
Pound
Growl
DoubleSlap
Encore
Swift
Charm
Wake-Up Slap
Slam
Captivate
Hyper Voice
Calm Mind
Toxic
Hidden Power
Sunny Day
Hyper Beam
Light Screen
Protect
Rain Dance
Safeguard
Frustration
Thunderbolt
Thunder
Return
Dig
Double Team
Façade
Rest
Attract
Thief
Round
Echoed Voice
Focus Blast
Fling
Retaliate
Giga Impact
Thunder Wave
Work Up
Grass Knot
Swagger
U-turn
Sunstitute
Aqua Tail
Endure
Fake Tears
Flail
Iron Tail
Knock Off
Mud-Slap
Sleep Talk
Tail Whip
After You
Covet
Gunk Shot
Helping Hand
Last Resort
Seed Bomb
Snore
Uproar
Gothitelle (M) Nature: XXX 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.
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. Shadow Tag: (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.
Calm Mind
Toxic
Hidden Power
Taunt
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Safeguard
Frustration
Thunderbolt
Return
Psychic
Shadow Ball
Brick Break
Double Team
Reflect
Rock Tomb
Torment
Façade
Rest
Attract
Thief
Low Sweep
Round
Energy Ball
Fling
Charge Beam
Payback
Giga Impact
Flash
Thunder Wave
Psych Up
Rock Slide
Dream Eater
Grass Knot
Swagger
Substitute
Trick Room
Captivate
Dark Pulse
Mean Look
Miracle Eye
Mirror Coat
Uproar
Covet
Foul Play
Gravity
Heal Bell
Helping Hand
Magic Coat
Magic Room
Recycle
Role Play
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Trick
Zen Headbutt
Imprison
Reuniclus (M) Nature: XXX 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.
Abilities: 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). Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated. Regenerator: (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.
Calm Mind
Toxic
Hyper Beam
Protect
Rain Dance
Telekinesis
Safeguard
Frustration
Thunder
Return
Psychic
Shadow Ball
Double Team
Rock Tomb
Façade
Rest
Attract
Round
Focus Blast
Energy Ball
Fling
Embargo
Explosion
Giga Impact
Flash
Thunder Wave
Gyro Ball
Psych Up
Rock Slide
Dream Eater
Grass Knot
Swagger
Substitute
Flash Cannon
Trick Room
Rock Smash
Strength
Acid Armor
Astonish
Confuse Ray
Imprison
Night Shade
Secret Power
Trick
After You
Drain Punch
Endeavor
Fire Punch
Helping Hand
Ice Punch
Knock Off
Magic Coat
Role Play
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Superpower
Thunderpunch
Wonder Room
Zen Headbutt
Sawsbuck (M) Nature: XXX Types:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. 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: Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Sap Sipper: (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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. Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Attacks:
Megahorn
Tackle
Camouflage
Growl
Sand-Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Aromatherapy
Energy Ball
Charm
Horn Leech
Nature Power
Double-Edge
Toxic
Hidden Power
Sunny Day
Hyper Beam
Light Screen
Protect
Rain Dance
Safeguard
Frustration
Solarbeam
Return
Shadow Ball
Double Team
Façade
Rest
Attract
Round
Echoed Voice
Retaliate
Giga Impact
Flash
Thunder Wave
Swords Dance
Work Up
Grass Knot
Swagger
Substitute
Wild Charge
Rock Smash
Cut
Ok, now that G6 has convinced me that we should continue this, I'll start on Hoenn. Reserving Sceptile, Blaziken, Swampert, Ludicolo and Shiftry.
Sceptile (M) Nature: XXXXX
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)
Unburden (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.
Body Slam
Counter
Double-Edge
DynamicPunch
Frenzy Plant
Grass Pledge
Headbutt
Iron Tail
Low Kick
Mega Kick
Mega Punch
Mimic
Mud-Slap
Outrage
Seed Bomb
Seismic Toss
Snore
Swift
ThunderPunch
Blaziken (M) Nature: XXXXX
Type: Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
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)
Speed Boost (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 occurs at the end of each round (stats other than Speed are still affected).
Hone Claws
Focus Punch
Roar
Toxic
Hidden Power
Sunny Day
Hyper Beam
Protect
Frustration
SolarBeam
Earthquake
Return
Dig
Brick Break
Double Team
Fire Blast
Rock Tomb
Aerial Ace
Facade
Flame Charge
Secret Power
Rest
Attract
Low Sweep
Round
Echoed Voice
Overheat
Focus Blast
Fling
Incinerate
Endure
Will-O-Wisp
Acrobatics
Shadow Claw
Giga Impact
Stone Edge
Swords Dance
Bulldoze
Captivate
Rock Slide
Work Up
Sleep Talk
Natural Gift
Poison Jab
Swagger
Substitute
Rock Smash
Cut
Strength
Rock Climb
Agility
Baton Pass
Counter
Crush Claw
Curse
FeatherDance
Feint
Flame Burst
Last Resort
Low Kick
Night Slash
Reversal
SmellingSalt
Blast Burn
Body Slam
Bounce
Double-Edge
Dual Chop
DynamicPunch
Fire Pledge
Fury Cutter
Headbutt
Heat Wave
Helping Hand
Knock Off
Mega Punch
Mega Kick
Mimic
Mud-Slap
Role Play
Seismic Toss
Snore
Superpower
Swift
ThunderPunch
Vacuum Wave
Swampert (M) Nature: XXXXX
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.
Abilities:
Torrent (Innate):
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (Innate):
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Aqua Tail
Body Slam
Defense Curl
DynamicPunch
Earth Power
Headbutt
Hydro Cannon
Ice Punch
Icy Wind
Iron Tail
Low Kick
Mega Kick
Mega Punch
Mimic
Outrage
Rollout
Seismic Toss
Snore
Superpower
Water Pledge
Ludicolo (M) Nature: XXXXX
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Swift Swim (Innate):
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish (Innate):
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
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.
Body Slam
Double-Edge
DynamicPunch
Fire Punch
Headbutt
Hyper Voice
Ice Punch
Icy Wind
Mega Punch
Mega Kick
Metronome
Mimic
Mud-Slap
Seed Bomb
Seismic Toss
Snore
ThunderPunch
Shiftry (M) Nature: XXXXX
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.
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:
Chlorophyll (Innate):
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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.
Pickpocket (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.
Why not? Reserving Heatmor, Braviary, Bouffelant , Bisharp and Volcarona, a total of 5. Oh, and Durant learns Aerial Ace via TM. Wut.
Braviary(M)
Types:
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.
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.
Sheer Force(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.
Defiant(Innate): The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Attacks:
Peck
Leer
Fury Attack
Wing Attack
Home Claws
Sary Face
Aerial Ace
Slash
Defog
Tailwind
Air Slash
Crunch Claw
Sky Drop
Superpower
Whirlwind
Brave Bird
Thrash
Toxic
Bulk Up
Hidden Power
Sunny Day
Hyper Beam
Protect
Frustration
Rain Dance
Return
Double Team
Rock Tomb
Facade
Rest
Attract
Round
Shadow Claw
Retaliate
Giga Impact
Rock Slide
Work Up
Swagger
Pluck
U-turn
Substitute
Rock Smash
Cut
Fly
Strength
Heat Wave
Roost
Sky Attack
Sleep Talk
Snore
Heatmor (M) Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Gluttony (Innate): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
White Smoke (Innate): Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents. (Screech, Intimidate, etc.)
Bug Bite
Slash
Amnesia
Flamethrower
Stockpile
Spit Up
Swallow
Inferno
Hone Claws
Toxic
Hidden Power
Sunny Day
Taunt
Protect
Rain Dance
Frustration
Solar Beam
Return
Dig
Fire Blast
Rock Tomb
Aerial Ace
Facade
Rest
Attract
Thief
Round
Focus Blast
Fling
Incinerate
Will-o-Wisp
Shadow Claw
Giga Impact
Swagger
Substitute
Rock Smash
Cut
Body Slam
Curse
Faint Attack
Heat Wave
Night Slash
Pursuit
Sleep Talk
Sucker Punch
Tickle
Wrap
Bind
Fire Punch
Gastro Acid
Giga Drain
Heat Wave
Knock Off
Low Kick
Recycle
Snatch
Snore
Superpower
Thunder Punch
Volcarona (M)
Types:
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).
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Abilities:
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.
Swarm (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, X-Scissor from 8 to 10)
Attacks:
Ember
String Shot
Leech Life
Gust
Fire Spin
Take Down
Flame Charge
Type: 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:
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.
Scrappy (Innate):
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Air Cutter
Baton Pass
Counter
Double-Edge
FeatherDance
Gust
Heat Wave
Mimic
Mud-Slap
Ominous Wind
Snore
Swift
Tailwind
Twister
Pelipper (M) Nature: XXXXX
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.
Abilities:
Keen Eye (Innate):
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Rain Dish (Innate):
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
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:
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 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.
Telepathy (Innate):
This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Confuse Ray
Destiny Bond
Disable
Encore
Grudge
Mean Look
Memento
Shadow Sneak
Synchronoise
Body Slam
Defense Curl
Double-Edge
Fire Punch
Headbutt
Heal Bell
Helping Hand
Hyper Voice
Ice Punch
Icy Wind
Magic Coat
Magic Room
Mimic
Mud-Slap
Nightmare
Pain Split
Signal Beam
Sing
Snore
Swift
ThunderPunch
Trick
Wonder Room
Zen Headbutt
Masquerain (M) Nature: XXXXX
Type: 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).
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:
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.
Unnerve (Innate):
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Water Pulse
Toxic
Hidden Power
Sunny Day
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Giga Drain
Frustration
SolarBeam
Return
Shadow Ball
Double Team
Aerial Ace
Facade
Secret Power
Rest
Attract
Thief
Roost
Round
Energy Ball
Endure
Scald
Giga Impact
Flash
Struggle Bug
Psych Up
Captivate
Sleep Talk
Natural Gift
Swagger
U-turn
Substitute
Defog
Aqua Jet
Bug Bite
Foresight
Hydro Pump
Mind Reader
Mud Shot
Psybeam
Signal Beam
Air Cutter
Double-Edge
Ice Wind
Mimic
Mud-Slap
Mud Sport
Nightmare
Snore
String Shot
Swift
Tailwind
Twister
Breloom (M) Nature: XXXXX
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.
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:
Effect Spore (Can Be Disabled):
This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
When disabled, the Pokemon's Powder attacks are 10% more accurate.
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.
Technician (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.
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
Mach Punch
PoisonPowder
Counter
Worry Seed
Force Palm
Growth
Sky Uppercut
Giga Drain
Mind Reader
Seed Bomb
Spore
DynamicPunch
Focus Punch
Toxic
Bulk Up
Venoshock
Bullet Seed
Hidden Power
Sunny Day
Hyper Beam
Protect
Giga Drain
Safeguard
Frustration
SolarBeam
Iron Tail
Return
Brick Break
Double Team
Sludge Bomb
Rock Tomb
Facade
Secret Power
Rest
Attract
Snatch
Low Sweep
Round
Focus Blast
Energy Ball
False Swipe
Fling
Retaliate
Endure
Drain Punch
Giga Impact
Flash
Stone Edge
Captivate
Rock Slide
Work Up
Sleep Talk
Natural Gift
Grass Knot
Swagger
Substitute
Rock Smash
Cut
Strength
Charm
Fake Tears
Helping Hand
Wake-Up Slap
Worry Seed
Body Slam
Double-Edge
Fury Cutter
Mega Punch
Mega Kick
Mimic
Mud-Slap
Refresh
Seismic Toss
Snore
Superpower
Synthesis
ThunderPunch
Vacuum Wave
Ninjask (M) Nature: XXXXX
Type: 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).
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:
Speed Boost (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 occurs at the end of each round (stats other than Speed are still affected).
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.
Bug Bite
Bug Buzz
Faint Attack
Final Gambit
Gust
Night Slash
Air Cutter
Double-Edge
Mimic
Ominous Wind
Snore
Spite
String Shot
Swift
Uproar
Shedinja (X) Nature: XXXXX
Type: Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Wonder Guard (Innate):
Pokemon with this ability suffer no damage from attacks that are not super effective. This ability cannot be removed or copied by any means.
Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.)
Scrappy (Innate):
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Water Pulse
Toxic
Hidden Power
Sunny Day
Taunt
Ice Beam
Blizzard
Protect
Rain Dance
Frustration
SolarBeam
Smack Down
Earthquake
Return
Shadow Ball
Brick Break
Double Team
Shock Wave
Flamethrower
Fire Blast
Rock Tomb
Torment
Facade
Secret Power
Attract
Round
Echoed Voice
Overheat
Focus Blast
Fling
Incinerate
Retaliate
Endure
Giga Impact
Bulldoze
Avalanche
Captivate
Rock Slide
Work Up
Natural Gift
Swagger
Substitute
Rock Smash
Surf
Strength
Whirlpool
Rock Climb
Circle Throw
Endeavor
Extrasensory
Fake Tears
Hammer Arm
SmellingSalt
SmokeScreen
Snore
Take Down
Body Slam
Counter
Defense Curl
Double-Edge
DynamicPunch
Fire Punch
Headbutt
Ice Punch
Icy Wind
Low Kick
Mega Kick
Mega Punch
Mimic
Mud-Slap
Outrage
Psych Up
Rollout
Seismic Toss
Teeter Dance
ThunderPunch
Zen Headbutt
Hariyama (M) Nature: XXXXX
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.
Abilities:
Thick Fat (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.)
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.
Sheer Force (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:
Brine
Tackle
Focus Energy
Sand-Attack
Arm Thrust
Vital Throw
Fake Out
Whirlwind
Knock Off
SmellingSalt
Belly Drum
Force Palm
Seismic Toss
Wake-Up Slap
Endure
Close Combat
Reversal
Heavy Slam
Focus Punch
Toxic
Bulk Up
Hidden Power
Sunny Day
Hyper Beam
Protect
Rain Dance
Frustration
Earthquake
Smack Down
Return
Dig
Brick Break
Double Team
Rock Tomb
Facade
Secret Power
Rest
Attract
Low Sweep
Round
Focus Blast
Fling
Payback
Retaliate
Giga Impact
Stone Edge
Bulldoze
Captivate
Rock Slide
Work Up
Sleep Talk
Natural Gift
Poison Jab
Swagger
Substitute
Rock Smash
Surf
Strength
Whirlpool
Rock Climb
Bullet Punch
Chip Away
Counter
Cross Chop
Detect
DynamicPunch
Faint Attack
Feint
Foresight
Helping Hand
Revenge
Wide Guard
Body Slam
Double-Edge
Fire Punch
Headbutt
Ice Punch
Iron Head
Low Kick
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Refresh
Role Play
Snore
Superpower
ThunderPunch
Vacuum Wave
Delcatty (F) Nature: XXXXX
Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm (Innate):
This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Normalize (Can Be Disabled):
This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-inducing and other properties. The Pokemon's Normal-type attacks will have four (4) more Base Attack Power.
Wonder Skin (Innate):
The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Attacks:
Fake Out
Attract
Growl
Sing
DoubleSlap
Tail Whip
Tackle
Copycat
Foresight
Assist
Charm
Faint Attack
Wake-Up Slap
Covet
Heal Bell
Double-Edge
Captivate
Water Pulse
Calm Mind
Toxic
Hidden Power
Sunny Day
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Safeguard
Frustration
SolarBeam
Iron Tail
Thunderbolt
Thunder
Return
Dig
Shadow Ball
Double Team
Shock Wave
Facade
Secret Power
Rest
Attract
Round
Echoed Voice
Charge Beam
Endure
Payback
Retaliate
Giga Impact
Flash
Thunder Wave
Psych Up
Work Up
Sleep Talk
Natural Gift
Dream Eater
Grass Knot
Swagger
Substitute
Wild Charge
Rock Smash
Strength
Baton Pass
Fake Tears
Helping Hand
Last Resort
Mud Bomb
Simple Beam
Sucker Punch
Tickle
Uproar
Wish
Zen Headbutt
Body Slam
Defense Curl
Fury Swipes
Headbutt
Hyper Voice
Icy Wind
Mimic
Mud-Slap
Rollout
Snore
Sweet Kiss
Swift
2UC
EDIT: Now with noparse:
[noparse]
Swellow (M) Nature: XXXXX
Type: 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:
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.
Scrappy (Innate):
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Air Cutter
Baton Pass
Counter
Double-Edge
FeatherDance
Gust
Heat Wave
Mimic
Mud-Slap
Ominous Wind
Snore
Swift
Tailwind
Twister
[/noparse]
[noparse]
Pelipper (M) Nature: XXXXX
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.
Abilities:
Keen Eye (Innate):
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Rain Dish (Innate):
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
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:
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 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.
Telepathy (Innate):
This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Confuse Ray
Destiny Bond
Disable
Encore
Grudge
Mean Look
Memento
Shadow Sneak
Synchronoise
Body Slam
Defense Curl
Double-Edge
Fire Punch
Headbutt
Heal Bell
Helping Hand
Hyper Voice
Ice Punch
Icy Wind
Magic Coat
Magic Room
Mimic
Mud-Slap
Nightmare
Pain Split
Signal Beam
Sing
Snore
Swift
ThunderPunch
Trick
Wonder Room
Zen Headbutt
[/noparse]
[noparse]
Masquerain (M) Nature: XXXXX
Type: 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).
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:
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.
Unnerve (Innate):
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Water Pulse
Toxic
Hidden Power
Sunny Day
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Giga Drain
Frustration
SolarBeam
Return
Shadow Ball
Double Team
Aerial Ace
Facade
Secret Power
Rest
Attract
Thief
Roost
Round
Energy Ball
Endure
Scald
Giga Impact
Flash
Struggle Bug
Psych Up
Captivate
Sleep Talk
Natural Gift
Swagger
U-turn
Substitute
Defog
Aqua Jet
Bug Bite
Foresight
Hydro Pump
Mind Reader
Mud Shot
Psybeam
Signal Beam
Air Cutter
Double-Edge
Ice Wind
Mimic
Mud-Slap
Mud Sport
Nightmare
Snore
String Shot
Swift
Tailwind
Twister
[/noparse]
[noparse]
Breloom (M) Nature: XXXXX
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.
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:
Effect Spore (Can Be Disabled):
This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
When disabled, the Pokemon's Powder attacks are 10% more accurate.
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.
Technician (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.
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
Mach Punch
PoisonPowder
Counter
Worry Seed
Force Palm
Growth
Sky Uppercut
Giga Drain
Mind Reader
Seed Bomb
Spore
DynamicPunch
Focus Punch
Toxic
Bulk Up
Venoshock
Bullet Seed
Hidden Power
Sunny Day
Hyper Beam
Protect
Giga Drain
Safeguard
Frustration
SolarBeam
Iron Tail
Return
Brick Break
Double Team
Sludge Bomb
Rock Tomb
Facade
Secret Power
Rest
Attract
Snatch
Low Sweep
Round
Focus Blast
Energy Ball
False Swipe
Fling
Retaliate
Endure
Drain Punch
Giga Impact
Flash
Stone Edge
Captivate
Rock Slide
Work Up
Sleep Talk
Natural Gift
Grass Knot
Swagger
Substitute
Rock Smash
Cut
Strength
Charm
Fake Tears
Helping Hand
Wake-Up Slap
Worry Seed
Body Slam
Double-Edge
Fury Cutter
Mega Punch
Mega Kick
Mimic
Mud-Slap
Refresh
Seismic Toss
Snore
Superpower
Synthesis
ThunderPunch
Vacuum Wave
[/noparse]
[noparse]
Ninjask (M) Nature: XXXXX
Type: 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).
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:
Speed Boost (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 occurs at the end of each round (stats other than Speed are still affected).
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.
Bug Bite
Bug Buzz
Faint Attack
Final Gambit
Gust
Night Slash
Air Cutter
Double-Edge
Mimic
Ominous Wind
Snore
Spite
String Shot
Swift
Uproar
[/noparse]
[noparse]
Shedinja (X) Nature: XXXXX
Type: Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Wonder Guard (Innate):
Pokemon with this ability suffer no damage from attacks that are not super effective. This ability cannot be removed or copied by any means.
Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.)
Scrappy (Innate):
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Water Pulse
Toxic
Hidden Power
Sunny Day
Taunt
Ice Beam
Blizzard
Protect
Rain Dance
Frustration
SolarBeam
Smack Down
Earthquake
Return
Shadow Ball
Brick Break
Double Team
Shock Wave
Flamethrower
Fire Blast
Rock Tomb
Torment
Facade
Secret Power
Attract
Round
Echoed Voice
Overheat
Focus Blast
Fling
Incinerate
Retaliate
Endure
Giga Impact
Bulldoze
Avalanche
Captivate
Rock Slide
Work Up
Natural Gift
Swagger
Substitute
Rock Smash
Surf
Strength
Whirlpool
Rock Climb
Circle Throw
Endeavor
Extrasensory
Fake Tears
Hammer Arm
SmellingSalt
SmokeScreen
Snore
Take Down
Body Slam
Counter
Defense Curl
Double-Edge
DynamicPunch
Fire Punch
Headbutt
Ice Punch
Icy Wind
Low Kick
Mega Kick
Mega Punch
Mimic
Mud-Slap
Outrage
Psych Up
Rollout
Seismic Toss
Teeter Dance
ThunderPunch
Zen Headbutt
[/noparse]
[noparse]
Hariyama (M) Nature: XXXXX
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.
Abilities:
Thick Fat (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.)
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.
Sheer Force (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:
Brine
Tackle
Focus Energy
Sand-Attack
Arm Thrust
Vital Throw
Fake Out
Whirlwind
Knock Off
SmellingSalt
Belly Drum
Force Palm
Seismic Toss
Wake-Up Slap
Endure
Close Combat
Reversal
Heavy Slam
Focus Punch
Toxic
Bulk Up
Hidden Power
Sunny Day
Hyper Beam
Protect
Rain Dance
Frustration
Earthquake
Smack Down
Return
Dig
Brick Break
Double Team
Rock Tomb
Facade
Secret Power
Rest
Attract
Low Sweep
Round
Focus Blast
Fling
Payback
Retaliate
Giga Impact
Stone Edge
Bulldoze
Captivate
Rock Slide
Work Up
Sleep Talk
Natural Gift
Poison Jab
Swagger
Substitute
Rock Smash
Surf
Strength
Whirlpool
Rock Climb
Bullet Punch
Chip Away
Counter
Cross Chop
Detect
DynamicPunch
Faint Attack
Feint
Foresight
Helping Hand
Revenge
Wide Guard
Body Slam
Double-Edge
Fire Punch
Headbutt
Ice Punch
Iron Head
Low Kick
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Refresh
Role Play
Snore
Superpower
ThunderPunch
Vacuum Wave
[/noparse]
[noparse]
Delcatty (F) Nature: XXXXX
Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm (Innate):
This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Normalize (Can Be Disabled):
This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-inducing and other properties. The Pokemon's Normal-type attacks will have four (4) more Base Attack Power.
Wonder Skin (Innate):
The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Type: Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
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:
Keen Eye (Innate):
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stall (Innate):
This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster (Innate):
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Knock Off
Faint Attack
Punishment
Shadow Claw
Power Gem
Confuse Ray
Foul Play
Zen Headbutt
Shadow Ball
Mean Look
Hone Claws
Focus Punch
Water Pulse
Calm Mind
Toxic
Hidden Power
Sunny Day
Taunt
Protect
Rain Dance
Telekinesis
Frustration
Return
Dig
Psychic
Brick Break
Double Team
Shock Wave
Rock Tomb
Aerial Ace
Torment
Facade
Secret Power
Rest
Attract
Thief
Snatch
Low Sweep
Round
Fling
Incinerate
Endure
Will-O-Wisp
Embargo
Payback
Retaliate
Flash
Psych Up
Captivate
Dark Pulse
Sleep Talk
Natural Gift
Poison Jab
Dream Eater
Swagger
Substitute
Rock Smash
Snarl
Cut
Feint
Flatter
Mean Look
Metal Burst
Moonlight
Nasty Plot
Recover
Sucker Punch
Trick
Body Slam
Counter
Double-Edge
DynamicPunch
Fire Punch
Fury Cutter
Gravity
Headbutt
Ice Punch
Icy Wind
Lick
Low Kick
Magic Coat
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Nightmare
Ominous Wind
Pain Split
Role Play
Seismic Toss
Signal Beam
Snore
Spite
ThunderPunch
Wonder Room
Aggron (M) Nature: XXXXX
Type: Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power 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.
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.
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.
Heavy Metal (Innate):
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
Metal Claw
Iron Defense
Roar
Take Down
Iron Tail
Iron Head
Protect
Metal Sound
Double-Edge
Autotomize
Heavy Slam
Metal Burst
Hone Claws
Focus Punch
Dragon Claw
Water Pulse
Toxic
Hidden Power
Sunny Day
Taunt
Ice Beam
Blizzard
Hyper Beam
Rain Dance
Frustration
SolarBeam
Smack Down
Thunderbolt
Thunder
Earthquake
Return
Dig
Brick Break
Double Team
Shock Wave
Flamethrower
Sandstorm
Fire Blast
Rock Tomb
Aerial Ace
Facade
Secret Power
Rest
Attract
Round
Focus Blast
Fling
Incinerate
Endure
Dragon Pulse
Shadow Claw
Payback
Giga Impact
Rock Polish
Stone Edge
Avalanche
Thunder Wave
Bulldoze
Stealth Rock
Captivate
Dark Pulse
Rock Slide
Dragon Tail
Sleep Talk
Natural Gift
Swagger
Substitute
Flash Cannon
Rock Smash
Cut
Surf
Strength
Whirlpool
Rock Climb
Body Slam
Curse
Dragon Rush
Endeavor
Head Smash
Screech
SmellingSalt
Stomp
Superpower
AncientPower
Aqua Tail
Block
Counter
Defense Curl
DynamicPunch
Earth Power
Fire Punch
Fury Cutter
Ice Punch
Icy Wind
Low Kick
Magnet Rise
Mega Kick
Mega Punch
Mimic
Outrage
Rollout
Seismic Toss
Snore
Spite
ThunderPunch
Uproar
Medicham (M) Nature: XXXXX
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.
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:
Pure Power (Innate):
This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
Telepathy (Innate):
This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Attacks:
Fire Punch
ThunderPunch
Ice Punch
Bide
Meditate
Confusion
Detect
Hidden Power
Swagger
Mind Reader
Feint
Calm Mind
Force Palm
Hi Jump Kick
Psych Up
Acupressure
Power Trick
Reversal
Recover
Psyshock
Focus Punch
Toxic
Bulk Up
Sunny Day
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball
Brick Break
Double Team
Reflect
Rock Tomb
Facade
Secret Power
Rest
Attract
Low Sweep
Round
Focus Blast
Energy Ball
Fling
Retaliate
Endure
Drain Punch
Recycle
Giga Impact
Flash
Captivate
Rock Slide
Work Up
Sleep Talk
Natural Gift
Poison Jab
Dream Eater
Grass Knot
Substitute
Rock Smash
Strength
Baton Pass
Bullet Punch
Drain Punch
DynamicPunch
Fake Out
Foresight
Guard Swap
Power Swap
Psycho Cut
Body Slam
Counter
Double-Edge
Gravity
Headbutt
Helping Hand
Low Kick
Magic Coat
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Pain Split
Role Play
Seismic Toss
Signal Beam
Snore
Swift
Trick
Vacuum Wave
Zen Headbutt
Manectric (M) Nature: XXXXX
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.
Abilities:
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.
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. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.
Minus (Innate):
This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).
Body Slam
Double-Edge
Magnet Rise
Mimic
Mud-Slap
Refresh
Signal Beam
Snore
Swalot (M) Nature: XXXXX
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:
Liquid Ooze (Innate):
This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Sticky Hold (Innate):
This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Gluttony (Innate):
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Attacks:
Pound
Yawn
Poison Gas
Sludge
Amnesia
Encore
Body Slam
Toxic
Acid Spray
Stockpile
Spit Up
Swallow
Sludge Bomb
Gastro Acid
Wring Out
Gunk Shot
Water Pulse
Venoshock
Bullet Seed
Hidden Power
Sunny Day
Ice Beam
Hyper Beam
Protect
Rain Dance
Giga Drain
Frustration
SolarBeam
Earthquake
Return
Shadow Ball
Double Team
Sludge Wave
Shock Wave
Facade
Secret Power
Rest
Attract
Snatch
Endure
Round
Explosion
Giga Impact
Bulldoze
Captivate
Sleep Talk
Natural Gift
Dream Eater
Swagger
Substitute
Rock Smash
Strength
Acid Armor
Curse
Destiny Bond
Mud-Slap
Pain Split
Smog
Block
Counter
Defense Curl
Double-Edge
DynamicPunch
Fire Punch
Headbutt
Ice Punch
Mimic
Nightmare
Rollout
Seed Bomb
Selfdestruct
Sing
Snore
ThunderPunch
Sharpedo (M) Nature: XXXXX
Type: 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 (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 (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 occurs at the end of each round (stats other than Speed are still affected).
Attacks:
Feint
Leer
Bite
Rage
Focus Energy
Scary Face
Crunch
Ice Fang
Screech
Swagger
Assurance
Slash
Aqua Jet
Take Down
Taunt
Agility
Skull Bash
Night Slash
Water Pulse
Roar
Toxic
Hail
Hidden Power
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Frustration
Earthquake
Return
Double Team
Rock Tomb
Torment
Facade
Secret Power
Rest
Attract
Thief
Brine
Endure
Round
Scald
Payback
Retaliate
Giga Impact
Bulldoze
Avalanche
Captivate
Dark Pulse
Sleep Talk
Natural Gift
Poison Jab
Substitute
Rock Smash
Snarl
Surf
Strength
Waterfall
Whirlpool
Dive
AncientPower
Brine
Double-Edge
Hydro Pump
Swift
Thrash
Bounce
Fury Cutter
Icy Wind
Mimic
Mud-Slap
Refresh
Snore
Spite
Super Fang
Uproar
Zen Headbutt
Wailord (M) Nature: XXXXX
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Veil (Innate):
Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Oblivious (Innate):
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
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.
Attacks:
Splash
Growl
Water Gun
Rollout
Whirlpool
Astonish
Water Pulse
Mist
Rest
Brine
Water Spout
Amnesia
Dive
Bounce
Hydro Pump
Heavy Slam
Roar
Toxic
Hail
Hidden Power
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Frustration
Earthquake
Return
Double Team
Rock Tomb
Facade
Secret Power
Attract
Endure
Round
Echoed Voice
Scald
Giga Impact
Bulldoze
Avalanche
Captivate
Sleep Talk
Natural Gift
Swagger
Substitute
Rock Smash
Surf
Strength
Waterfall
Whirlpool
Aqua Ring
Body Slam
Curse
Defense Curl
Double-Edge
Fissure
Snore
Soak
Thrash
Tickle
Zen Headbutt
Block
Headbutt
Hyper Voice
Icy Wind
Iron Head
Mimic
Selfdestruct
Camerupt (M) Nature: XXXXX
Type: Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
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:
Magma Armor (Innate):
This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock (Innate):
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
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). Critical hits from self-targeting moves do not activate Anger Point.
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume
Earth Power
Curse
Rock Slide
Yawn
Earth Power
Earthquake
Flamethrower
Eruption
Double-Edge
Fissure
Roar
Toxic
Hidden Power
Sunny Day
Hyper Beam
Protect
Frustration
SolarBeam
Return
Dig
Double Team
Sandstorm
Fire Blast
Rock Tomb
Facade
Flame Charge
Secret Power
Rest
Attract
Round
Echoed Voice
Overheat
Incinerate
Endure
Will-O-Wisp
Explosion
Giga Impact
Rock Polish
Stone Edge
Bulldoze
Stealth Rock
Captivate
Sleep Talk
Natural Gift
Swagger
Substitute
Flash Cannon
Rock Smash
Strength
AncientPower
Body Slam
Defense Curl
Heat Wave
Howl
Iron Head
Mud Bomb
Rollout
Scary Face
Spit Up
Stockpile
Stomp
Swallow
After You
Charm
Headbutt
Mimic
Mud-Slap
Selfdestruct
Torkoal (M) Nature: XXXXX
Type: Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Abilities:
White Smoke (Innate):
Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents. (Screech, Intimidate, etc.)
Shell Armor (Innate):
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Toxic
Hidden Power
Sunny Day
Hyper Beam
Frustration
SolarBeam
Iron Tail
Earthquake
Return
Double Team
Sludge Bomb
Fire Blast
Rock Tomb
Facade
Flame Charge
Secret Power
Rest
Attract
Round
Overheat
Incinerate
Endure
Will-O-Wisp
Explosion
Giga Impact
Stone Edge
Gyro Ball
Bulldoze
Stealth Rock
Captivate
Rock Slide
Sleep Talk
Natural Gift
Swagger
Substitute
Rock Smash
Strength
After You
Double-Edge
Earth Power
Headbutt
Mimic
Mud-Slap
Rollout
Selfdestruct
Snore
Grumpig (M) Nature: XXXXX
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:
Thick Fat (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.)
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.
Gluttony (Innate):
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Body Slam
Bounce
Counter
Covet
Double-Edge
DynamicPunch
Fire Punch
Headbutt
Heal Bell
Ice Punch
Icy Wind
Mega Kick
Mega Punch
Mimic
Mud-Slap
Recycle
Role Play
Seismic Toss
Signal Beam
Snore
Swift
ThunderPunch
2UC
EDIT: Now with noparse:
[noparse]
Sableye (M) Nature: XXXXX
Type: Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
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:
Keen Eye (Innate):
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stall (Innate):
This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster (Innate):
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Knock Off
Faint Attack
Punishment
Shadow Claw
Power Gem
Confuse Ray
Foul Play
Zen Headbutt
Shadow Ball
Mean Look
Hone Claws
Focus Punch
Water Pulse
Calm Mind
Toxic
Hidden Power
Sunny Day
Taunt
Protect
Rain Dance
Telekinesis
Frustration
Return
Dig
Psychic
Brick Break
Double Team
Shock Wave
Rock Tomb
Aerial Ace
Torment
Facade
Secret Power
Rest
Attract
Thief
Snatch
Low Sweep
Round
Fling
Incinerate
Endure
Will-O-Wisp
Embargo
Payback
Retaliate
Flash
Psych Up
Captivate
Dark Pulse
Sleep Talk
Natural Gift
Poison Jab
Dream Eater
Swagger
Substitute
Rock Smash
Snarl
Cut
Feint
Flatter
Mean Look
Metal Burst
Moonlight
Nasty Plot
Recover
Sucker Punch
Trick
Body Slam
Counter
Double-Edge
DynamicPunch
Fire Punch
Fury Cutter
Gravity
Headbutt
Ice Punch
Icy Wind
Lick
Low Kick
Magic Coat
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Nightmare
Ominous Wind
Pain Split
Role Play
Seismic Toss
Signal Beam
Snore
Spite
ThunderPunch
Wonder Room
[/noparse]
[noparse]
Aggron (M) Nature: XXXXX
Type: Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power 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.
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.
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.
Heavy Metal (Innate):
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
Metal Claw
Iron Defense
Roar
Take Down
Iron Tail
Iron Head
Protect
Metal Sound
Double-Edge
Autotomize
Heavy Slam
Metal Burst
Hone Claws
Focus Punch
Dragon Claw
Water Pulse
Toxic
Hidden Power
Sunny Day
Taunt
Ice Beam
Blizzard
Hyper Beam
Rain Dance
Frustration
SolarBeam
Smack Down
Thunderbolt
Thunder
Earthquake
Return
Dig
Brick Break
Double Team
Shock Wave
Flamethrower
Sandstorm
Fire Blast
Rock Tomb
Aerial Ace
Facade
Secret Power
Rest
Attract
Round
Focus Blast
Fling
Incinerate
Endure
Dragon Pulse
Shadow Claw
Payback
Giga Impact
Rock Polish
Stone Edge
Avalanche
Thunder Wave
Bulldoze
Stealth Rock
Captivate
Dark Pulse
Rock Slide
Dragon Tail
Sleep Talk
Natural Gift
Swagger
Substitute
Flash Cannon
Rock Smash
Cut
Surf
Strength
Whirlpool
Rock Climb
Body Slam
Curse
Dragon Rush
Endeavor
Head Smash
Screech
SmellingSalt
Stomp
Superpower
AncientPower
Aqua Tail
Block
Counter
Defense Curl
DynamicPunch
Earth Power
Fire Punch
Fury Cutter
Ice Punch
Icy Wind
Low Kick
Magnet Rise
Mega Kick
Mega Punch
Mimic
Outrage
Rollout
Seismic Toss
Snore
Spite
ThunderPunch
Uproar
[/noparse]
[noparse]
Medicham (M) Nature: XXXXX
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.
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:
Pure Power (Innate):
This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
Telepathy (Innate):
This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Attacks:
Fire Punch
ThunderPunch
Ice Punch
Bide
Meditate
Confusion
Detect
Hidden Power
Swagger
Mind Reader
Feint
Calm Mind
Force Palm
Hi Jump Kick
Psych Up
Acupressure
Power Trick
Reversal
Recover
Psyshock
Focus Punch
Toxic
Bulk Up
Sunny Day
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball
Brick Break
Double Team
Reflect
Rock Tomb
Facade
Secret Power
Rest
Attract
Low Sweep
Round
Focus Blast
Energy Ball
Fling
Retaliate
Endure
Drain Punch
Recycle
Giga Impact
Flash
Captivate
Rock Slide
Work Up
Sleep Talk
Natural Gift
Poison Jab
Dream Eater
Grass Knot
Substitute
Rock Smash
Strength
Baton Pass
Bullet Punch
Drain Punch
DynamicPunch
Fake Out
Foresight
Guard Swap
Power Swap
Psycho Cut
Body Slam
Counter
Double-Edge
Gravity
Headbutt
Helping Hand
Low Kick
Magic Coat
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Pain Split
Role Play
Seismic Toss
Signal Beam
Snore
Swift
Trick
Vacuum Wave
Zen Headbutt
[/noparse]
[noparse]
Manectric (M) Nature: XXXXX
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.
Abilities:
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.
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. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.
Minus (Innate):
This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).
Body Slam
Double-Edge
Magnet Rise
Mimic
Mud-Slap
Refresh
Signal Beam
Snore
[/noparse]
[noparse]
Swalot (M) Nature: XXXXX
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:
Liquid Ooze (Innate):
This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Sticky Hold (Innate):
This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Gluttony (Innate):
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Attacks:
Pound
Yawn
Poison Gas
Sludge
Amnesia
Encore
Body Slam
Toxic
Acid Spray
Stockpile
Spit Up
Swallow
Sludge Bomb
Gastro Acid
Wring Out
Gunk Shot
Water Pulse
Venoshock
Bullet Seed
Hidden Power
Sunny Day
Ice Beam
Hyper Beam
Protect
Rain Dance
Giga Drain
Frustration
SolarBeam
Earthquake
Return
Shadow Ball
Double Team
Sludge Wave
Shock Wave
Facade
Secret Power
Rest
Attract
Snatch
Endure
Round
Explosion
Giga Impact
Bulldoze
Captivate
Sleep Talk
Natural Gift
Dream Eater
Swagger
Substitute
Rock Smash
Strength
Acid Armor
Curse
Destiny Bond
Mud-Slap
Pain Split
Smog
Block
Counter
Defense Curl
Double-Edge
DynamicPunch
Fire Punch
Headbutt
Ice Punch
Mimic
Nightmare
Rollout
Seed Bomb
Selfdestruct
Sing
Snore
ThunderPunch
[/noparse]
[noparse]
Sharpedo (M) Nature: XXXXX
Type: 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 (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 (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 occurs at the end of each round (stats other than Speed are still affected).
Attacks:
Feint
Leer
Bite
Rage
Focus Energy
Scary Face
Crunch
Ice Fang
Screech
Swagger
Assurance
Slash
Aqua Jet
Take Down
Taunt
Agility
Skull Bash
Night Slash
Water Pulse
Roar
Toxic
Hail
Hidden Power
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Frustration
Earthquake
Return
Double Team
Rock Tomb
Torment
Facade
Secret Power
Rest
Attract
Thief
Brine
Endure
Round
Scald
Payback
Retaliate
Giga Impact
Bulldoze
Avalanche
Captivate
Dark Pulse
Sleep Talk
Natural Gift
Poison Jab
Substitute
Rock Smash
Snarl
Surf
Strength
Waterfall
Whirlpool
Dive
AncientPower
Brine
Double-Edge
Hydro Pump
Swift
Thrash
Bounce
Fury Cutter
Icy Wind
Mimic
Mud-Slap
Refresh
Snore
Spite
Super Fang
Uproar
Zen Headbutt
[/noparse]
[noparse]
Wailord (M) Nature: XXXXX
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Veil (Innate):
Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Oblivious (Innate):
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
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.
Attacks:
Splash
Growl
Water Gun
Rollout
Whirlpool
Astonish
Water Pulse
Mist
Rest
Brine
Water Spout
Amnesia
Dive
Bounce
Hydro Pump
Heavy Slam
Roar
Toxic
Hail
Hidden Power
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Frustration
Earthquake
Return
Double Team
Rock Tomb
Facade
Secret Power
Attract
Endure
Round
Echoed Voice
Scald
Giga Impact
Bulldoze
Avalanche
Captivate
Sleep Talk
Natural Gift
Swagger
Substitute
Rock Smash
Surf
Strength
Waterfall
Whirlpool
Aqua Ring
Body Slam
Curse
Defense Curl
Double-Edge
Fissure
Snore
Soak
Thrash
Tickle
Zen Headbutt
Block
Headbutt
Hyper Voice
Icy Wind
Iron Head
Mimic
Selfdestruct
[/noparse]
[noparse]
Camerupt (M) Nature: XXXXX
Type: Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
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:
Magma Armor (Innate):
This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock (Innate):
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
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). Critical hits from self-targeting moves do not activate Anger Point.
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume
Earth Power
Curse
Rock Slide
Yawn
Earth Power
Earthquake
Flamethrower
Eruption
Double-Edge
Fissure
Roar
Toxic
Hidden Power
Sunny Day
Hyper Beam
Protect
Frustration
SolarBeam
Return
Dig
Double Team
Sandstorm
Fire Blast
Rock Tomb
Facade
Flame Charge
Secret Power
Rest
Attract
Round
Echoed Voice
Overheat
Incinerate
Endure
Will-O-Wisp
Explosion
Giga Impact
Rock Polish
Stone Edge
Bulldoze
Stealth Rock
Captivate
Sleep Talk
Natural Gift
Swagger
Substitute
Flash Cannon
Rock Smash
Strength
AncientPower
Body Slam
Defense Curl
Heat Wave
Howl
Iron Head
Mud Bomb
Rollout
Scary Face
Spit Up
Stockpile
Stomp
Swallow
After You
Charm
Headbutt
Mimic
Mud-Slap
Selfdestruct
[/noparse]
[noparse]
Torkoal (M) Nature: XXXXX
Type: Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Abilities:
White Smoke (Innate):
Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents. (Screech, Intimidate, etc.)
Shell Armor (Innate):
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Toxic
Hidden Power
Sunny Day
Hyper Beam
Frustration
SolarBeam
Iron Tail
Earthquake
Return
Double Team
Sludge Bomb
Fire Blast
Rock Tomb
Facade
Flame Charge
Secret Power
Rest
Attract
Round
Overheat
Incinerate
Endure
Will-O-Wisp
Explosion
Giga Impact
Stone Edge
Gyro Ball
Bulldoze
Stealth Rock
Captivate
Rock Slide
Sleep Talk
Natural Gift
Swagger
Substitute
Rock Smash
Strength
After You
Double-Edge
Earth Power
Headbutt
Mimic
Mud-Slap
Rollout
Selfdestruct
Snore
[/noparse]
[noparse]
Grumpig (M) Nature: XXXXX
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:
Thick Fat (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.)
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.
Gluttony (Innate):
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Body Slam
Bounce
Counter
Covet
Double-Edge
DynamicPunch
Fire Punch
Headbutt
Heal Bell
Ice Punch
Icy Wind
Mega Kick
Mega Punch
Mimic
Mud-Slap
Recycle
Role Play
Seismic Toss
Signal Beam
Snore
Swift
ThunderPunch
I'm bored so taking this up :P
Reserving Meganium, Typhlosion
Meganium (M)
Types:
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.
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)
Leaf Guard (Innate):
In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Attacks:
Tackle
Growl
Razor Leaf
Poisonpowder
Reflect
Synthesis
Body Slam
Magical Leaf
Natural Gift
Petal Dance
Sweet Scent
Light Screen
Safeguard
Aromatherapy
SolarBeam
Headbutt
Curse
Toxic
Bullet Seed
Rock Smash
Hidden Power
Sunny Day
Snore
Hyper Beam
Protect
Giga Drain
Endure
Frustration
Iron Tail
Earthquake
Return
Mud-Slap
Double Team
Swagger
Sleep Talk
Detect
Facade
Secret Power
Rest
Attract
Fury Cutter
Round
Echoed Voice
Energy Ball
Giga Impact
Flash
Swords Dance
Bulldoze
Dragon Tail
Captivate
Grass Knot
Substitute
Cut
Strength
Rock Climb
Ancientpower
Counter
Flail
Grasswhistle
Heal Pulse
Ingrain
Leaf Storm
Leech Seed
Nature Power
Refresh
Vine Whip
Wring Out
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.
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)
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Attacks:
Tackle
Leer
Smokescreen
Gyro Ball
Ember
Quick Attack
Flame Wheel
Defense Curl
Swift
Lava Plume
Scylant (M) Nature: XXX Type: Ice/Bug 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 Pokémon's complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Mountaineer: (Innate) This Pokémon 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: (Innate) This Pokémon 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 multi-hit attacks is increased by two (2).
Attacks:
Ice Punch
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Bug Bite
Icicle Spear
Hail
Icy Wind
Bug Buzz
Icicle Crash
Sheer Cold
Earth Power
Pin Missile
Superpower
String Shot
Spikes
Tail Glow
Counter
Signal Beam
Silver Wind
Water Pulse
Focus Punch
Hone Claws
Toxic
Venoshock
Hidden Power
Taunt
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Frustration
Solarbeam
Earthquake
Return
Dig
Brick Break
Double Team
Façade
Secret Power
Rest
Attract
Round
Echoed Voice
Focus Blast
False Swipe
Fling
Endure
Quash
Acrobatics
Giga Impact
Stone Edge
Avalanche
Swords Dance
Struggle Bug
Captivate
Bulldoze
Frost Breath
Rock Slide
X-Scissor
Sleep Talk
Natural Gift
Swagger
U-turn
Substitute
Cut
Strength
Rock Smash
Electroweb
Fury Cutter
Giga Drain
Knock Off
Snore
Revenankh (M) Nature: XXX 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 on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. 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: (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.
Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Vital Throw
Revenge
Power Whip
Hammer Arm
Punishment
Moonlight
Counter
Curse
Destiny Bond
Force Palm
Hex
Mach Punch
Memento
Nasty Plot
Shadow Sneak
Submission
Wide Guard
Focus Punch
Toxic
Bulk Up
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Telekinesis
Safeguard
Frustration
Smack Down
Earthquake
Return
Psychic
Shadow Ball
Brick Break
Double Team
Sandstorm
Torment
Façade
Secret Power
Rest
Attract
Low Sweep
Round
Echoed Voice
Focus Blast
Fling
Endure
Drain Punch
Embargo
Payback
Retaliate
Giga Impact
Psych Up
Captivate
Bulldoze
Rock Slide
Sleep Talk
Natural Gift
Work Up
Poison Jab
Dream Eater
Swagger
Substitute
Strength
Rock Smash
AncientPower
Bind
Dual Chop
Helping Hand
Ice Punch
Knock Off
Mud-Slap
Ominous Wind
Pain Split
Snore
Spite
Sucker Punch
Superpower
Trick
Vacuum Wave
Pyroak (M) Nature: XXX Type: Fire/Grass 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. 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: 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.
Fidgit (M) Nature: XXX Type: Poison/Ground 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. 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: Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move. 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. Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Magic Room
Wonder Room
Circle Throw
Gust
Tailwind
Comet Punch
Helping Hand
Encore
Rapid Spin
Knock Off
Copycat
Whirlwind
Wide Guard
Body Slam
Sludge Bomb
Toxic Spikes
Gravity
Heal Block
Earth Power
Lucky Chant
Acid Spray
After You
Disable
Entrainment
Follow Me
Haze
Heal Pulse
Me First
Metronome
Mimic
Sand Tomb
Spikes
Stealth Rock
Wish
Toxic
Venoshock
Hidden Power
Sunny Day
Taunt
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Safeguard
Frustration
Smack Down
Earthquake
Return
Dig
Shadow Ball
Double Team
Reflect
Sludge Wave
Sandstorm
Rock Tomb
Aerial Ace
Torment
Façade
Secret Power
Rest
Attract
Thief
Low Sweep
Skill Swap
Round
Snatch
Echoed Voice
Ally Switch
Fling
Endure
Quash
Acrobatics
Embargo
Retaliate
Giga Impact
Stone Edge
Struggle Bug
Psych Up
Captivate
Rock Slide
Sleep Talk
Natural Gift
Bulldoze
Poison Jab
Swagger
U-turn
Substitute
Trick Room
Rock Smash
Rock Climb
After You
Block
Drill Run
Earth Power
Gastro Acid
Icy Wind
Mud-Slap
Ominous Wind
Snore
Swift
Twister
Stratagem (-) Nature: XXX Type: Rock Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Levitate: (Innate) 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. Technician: (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 multi-hit attacks is increased by two (2). 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.)
Attacks:
Giga Drain
Weather Ball
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Magnet Rise
Acupressure
Mud Shot
Power Gem
Double-Edge
Metal Sound
Paleo Wave
Rock Polish
Ancientpower
Earth Power
Head Smash
Electro Ball
Hone Claws
Calm Mind
Toxic
Hidden Power
Sunny Day
Hyper Beam
Protect
Rain Dance
Frustration
Smack Down
Earthquake
Return
Shadow Ball
Double Team
Flamethrower
Sandstorm
Fire Blast
Rock Tomb
Aerial Ace
Façade
Secret Power
Rest
Round
Echoed Voice
Energy Ball
False Swipe
Endure
Acrobatics
Embargo
Explosion
Giga Impact
Flash
Stone Edge
Volt Switch
Stealth Rock
Rock Slide
Sleep Talk
Natural Gift
Substitute
Flash Cannon
Cut
Rock Smash
Rock Climb
Arghonaut (M) Nature: XXX Type: Water/Fighting Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: 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. Iron Fist: (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)
Attacks:
Night Slash
Constrict
Bubble
Yawn
Wrap
Chip Away
Arm Thrust
Aqua Jet
Mach Punch
Foul Play
Kitsunoh (M) Nature: XXX Type: Steel/Ghost 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
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: (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:
Imprison
Scratch
Tail Whip
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Metal Claw
Copycat
Memento
Fake Out
Shadow Claw
Iron Head
Revenge
Shadow Strike
Perish Song
Curse
Featherdance
Flail
Foul Play
Hex
Metal Sound
Meteor Mash
Psycho Shift
Yawn
Hone Claws
Roar
Toxic
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Safeguard
Frustration
Earthquake
Return
Dig
Psychic
Shadow Ball
Double Team
Aerial Ace
Torment
Façade
Secret Power
Rest
Attract
Thief
Round
Snatch
False Swipe
Fling
Endure
Will-O-Wisp
Embargo
Shadow Claw
Payback
Retaliate
Giga Impact
Flash
Gyro Ball
Psych Up
Captivate
Bulldoze
Dark Pulse
Rock Slide
Sleep Talk
Natural Gift
Dream Eater
Swagger
U-Turn
Substitute
Flash Cannon
Trick Room
Cut
Strength
Defog
Rock Smash
Endeavor
Foul Play
Fury Cutter
Headbutt
Ice Punch
Icy Wind
Knock Off
Last Resort
Low Kick
Magic Coat
Ominous Wind
Pain Split
Role Play
Snore
Spite
Sucker Punch
Super Fang
Superpower
Thunderpunch
Trick
Cyclohm (M) Nature: XXX 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).
Attacks:
Whirlwind
Bide
Weaher Ball
Tri Attack
Tackle
Growl
Leer
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Double Hit
Sonicboom
Dragon Tail
Discharge
Slack Off
Dragon Pulse
Hurricane
Zap Cannon
Ourage
Dragon Dance
Dragon Rush
Dragonbreath
Gust
Heal Bell
Hydro Pump
Magnet Rise
Mud-Slap
Power Gem
Shock Wave
Spark
Thrash
Water Pulse
Hone Claws
Dragon Claw
Roar
Toxic
Hail
Hidden Power
Sunny Day
Ice Beam
Blizzard
Hyper Beam
Light Screen
Protect
Frustration
Thunderbolt
Thunder
Earthquake
Return
Double Team
Flamethrower
Sandstorm
Fire Blast
Aerial Ace
Torment
Façade
Secret Power
Rest
Attract
Round
Charge Beam
Endure
Incinerate
Dragon Pulse
Giga Impact
Flash
Volt Switch
Thunder Wave
Captivate
Bulldoze
Sleep Talk
Natural Gift
Substitute
Trick Room
Wild Charge
Surf
Strength
Waterfall
Draco Meteor
Electro Web
Headbutt
Magnet Rise
Mud-Slap
Signal Beam
Snore
Swift
Colossoil (M) Nature: XXX Type: Dark/Ground 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 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. 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.
Attacks:
Drill Run
Leer
Peck
Horn Attack
Bite
Rapid Spin
Body Slam
Pursuit
Bounce
Magnitude
Stockpile
Swallow
Spit Up
Crunch
Megahorn
Horn Drill
Double-Edge
Encore
Fake Out
Fire Fang
Fissure
Flail
Foul Play
Mud Bomb
Mud Shot
Sand Tomb
Sucker Punch
Thunder Fang
Water Spout
Roar
Toxic
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Smack Down
Earthquake
Return
Dig
Brick Break
Double Team
Sludge Wave
Sludge Bomb
Sandstorm
Rock Tomb
Secret Power
Facade
Rest
Attract
Thief
Round
Snatch
Echoed Voice
Quash
Embargo
Payback
Retaliate
Giga Impact
Stone Edge
Bulldoze
Rock Slide
Dragon Tail
Poison Jab
Swagger
U-turn
Substitute
Rock Smash
Snarl
Strength
Endure
Captivate
Natural Gift
Ancientpower
Aqua Tail
Body Slam
Dark Pulse
Dive
Earth Power
Foul Play
Iron Tail
Knock Off
Rollout
Sleep Talk
Snatch
Snore
Sucker Punch
Superpower
Voodoom (M) Nature: XXX Type: Fighting / Dark 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. 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:
Volt Absorb: (Passive) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon. Lightningrod: (Passive) 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. This boost is maintained at the end of each round. Motor Drive: (Passive) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.
Moves:
Revenge
Night Slash
Wrap
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Faint Attack
Close Combat
Acupressure
Aura Sphere
Substitute
Beat Up