
The Battle Factory
Overview:
A place where the challenger uses pokemon rental pokemon to battle against other pokemon, and eventually reach the Battle Factory Boss, Thorton. More details will be included later, in the challenge thread.
The Pokemon:
We need your help to compile the list of pokemon that will be available in the Battle Factory. In the end, there will be 400 pokemon available to choose from. However, they will be divided into different categories, absed on how far the challenger is. For now, this is what you need to do.
- Format the pokemon in using the same format as the Sableye below. Copy pasting it and replacing the information with the other pokeon's information is a good way of making sure the format is correct.
- Remember to:
- Use a Veekun sprite for the Pokemon.
- Use the bolding and formatting I've provided (quote the post to see it, or just copy and paste)
- Leave the nature section XXX'd out and blank
- Leave the gender section XXX'd out and blank
- Do not list EC/MC/DC for the Pokemon
- List every ability assuming they are all unlocked for use
- List every level-up move up to level 25 for the Pokemon in the first attack group
- Put an XXX in the post where Egg Moves would go.
- Put an XXX in the post where BW TMs/HMs would go.
- List all moves learned by the pre-evolution of the pokemon.
- Don't forget Size Class, Weight Class, Base Stat Totals, and Move Totals.
- Once you've finished a Pokemon, I will add it to the OP.
- If you reserve something, finish it in the next 24 hours.
- I will periodically do some Pokemon myself to help speed up the process.
Done:

Sableye (F)
Nature: Brave
+1 Atk, -15% Spe, -10% Evasion
Type: Dark/Ghost
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Keen Eye:
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stall:
Type: 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:
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Item:
Focus Sash
Stats:
HP: 90
Atk+: 4
Def: 3
SpA: 3
SpD: 3
Spe-: 42
SC: 1
WC: 2
BRT: 16
Attacks:
Leer
Scratch
Foresight
Night Shade
Fury Swipes
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Metal Burst
Sucker Punch
Recover
Toxic
Shadow Claw
Shadow Ball
Dig
Will-O-Wisp
Ice Punch
Total: 19

Hitmonchan (M)
Nature: Adamant
+1 Atk, -1 SpA
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:
Keen Eye:
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Iron Fist:
Type: 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)
Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Item:
Shell Bell
Stats:
HP: 90
Atk+: 5
Def: 3
SpA-: 1
SpD: 4
Spe: 76
SC: 3
WC: 4
BRT: 18
Attacks:
Revenge
Comet Punch
Agility
Pursuit
ThunderPunch
Ice Punch
Mach Punch
Bullet Punch
Feint
Tackle
Helping Hand
Fake Out
Counter
Endure
Hi Jump Kick
Protect
Earthquake
Return
Stone Edge
Substitute
Magic Coat
Total: 21

Hitmonlee (M)
Nature: Adamant
+1 Atk, -1 SpA
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:
Limber:
Type: Innate
This Pokemon’s body is well trained and immune to paralysis.
Reckless:
Type: 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.
Unburden:
Type: 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.
Item:
Fighting Gem
Stats:
HP: 90
Atk+: 6
Def: 2
SpA-: 1
SpD: 4
Spe: 87
SC: 3
WC: 3
BRT: 18
Attacks:
Revenge
Double Kick
Meditate
Rolling Kick
Jump Kick
Brick Break
Focus Energy
Feint
Tackle
Helping Hand
Fake Out
Counter
Endure
Hi Jump Kick
Protect
Earthquake
Return
Stone Edge
Substitute
Magic Coat
Total: 20

Hitmontop (M)
Nature: Adamant
+1 Atk, -1 SpA
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:
Intimidate:
Type: 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.
Technician:
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Steadfast:
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Item:
Black Belt
Stats:
HP: 90
Atk+: 4
Def: 3
SpA-: 1
SpD: 4
Spe: 70
SC: 3
WC: 3
BRT: 17
Attacks:
Revenge
Rolling Kick
Focus Energy
Pursuit
Quick Attack
Triple Kick
Rapid Spin
Tackle
Helping Hand
Fake Out
Foresight
Counter
Endure
Mach Punch
Bulldoze
Low Sweep
Earthquake
Magic Coat
Total: 20

Dugtrio (M)
Nature: Adamant
+1 Atk, -1 SpA
Type: Ground
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Sand Veil:
Type: Innate
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Arena Trap:
Type: Innate
This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sand Force:
Type: 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.
Item:
Ground Gem
Stats:
HP: 90
Atk+: 4
Def: 2
SpA-: 1
SpD: 3
Spe: 120
SC: 2
WC: 3
BRT: 16
Attacks:
Night Slash
Tri Attack
Scratch
Sand Attack
Growl
Astonish
Mud-Slap
Magnitude
Bulldoze
Sucker Punch
Reversal
Endure
Final Gambit
Earthquake
Stone Edge
Dig
Double-Edge
Total: 19

Rampardos (M)
Nature: Quiet
+1 SpA, -15% Spe, -10% Evasion
Type: 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:
Mold Breaker:
Type: 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.)
Sheer Force:
Type: 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.
Item:
Life Orb
Stats:
HP: 110
Atk: 7
Def: 2
SpA+: 4
SpD: 2
Spe-: 49
SC: 3
WC: 5
BRT: 20
Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Crunch
Hammer Arm
Whirlwind
Ice Beam
Thunderbolt
Flamethrower
Payack
Earthquake
Pain Split
Total: 16

Nidoking (M)
Nature: Quiet
+1 SpA, -15% Spe, -10% Evasion
Type: Poison/Ground
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 STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Poison Point:
Type: 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).
Rivalry:
Type: 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:
Type: 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.
Item:
Expert Belt
Stats:
HP: 100
Atk: 3
Def: 3
SpA+: 4
SpD: 3
Spe-: 72
SC: 3
WC: 4
BRT: 18
Attacks:
Leer
Peck
Focus Energy
Double Kick
Poison Sting
Fury Attack
Horn Attack
Chip Away
Counter
Endure
Disable
Ice Beam
Thunderbolt
Flamethrower
Taunt
Earthquake
Superpower
Total: 17

Nidoqueen (F)
Nature: Quiet
+1 SpA, -15% Spe, -10% Evasion
Type: Poison/Ground
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 STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Poison Point:
Type: 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).
Rivalry:
Type: 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:
Type: 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.
Item:
Black Sludge
Stats:
HP: 100
Atk: 3
Def: 3
SpA+: 4
SpD: 3
Spe-: 64
SC: 3
WC: 4
BRT: 18
Attacks:
Growl
Scratch
Tail Whip
Focus Energy
Double Kick
Poison Sting
Fury Swipes
Bite
Chip Away
Counter
Endure
Disable
Ice Beam
Thunderbolt
Flamethrower
Taunt
Earthquake
Superpower
Total: 18

Rotom
Nature: Modest
+1 SpA, -1 Atk
Type: Ghost/Electric
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.
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:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Item:
Focus Sash
Stats:
HP: 90
Atk-: 1
Def: 3
SpA+: 4
SpD: 3
Spe: 91
SC: 1 (0.3m)
WC: 1 (0.3kg)
BRT: 16
Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Substitute
Hex
Discharge
Thunderbolt
Toxic
Reflect
Pain Split
Total: 24

Electrode
Nature: Modest
+1 SpA, -1 Atk
Type: Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Abilities:
Soundproof:
Type: 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.
Static:
Type: 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.
Aftermath:
Type: Innate
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Item:
Magnet
Stats:
HP: 90
Atk-: 1
Def: 3
SpA+: 4
SpD: 3
Spe: 140
SC: 2
WC: 3
BRT: 18
Attacks:
Charge
Tackle
Screech
Sonicboom
Spark
Rollout
Selfdestruct
Charge Beam
Light Screen
Magnet Rise
Mirror Coat
Electro Ball
Taunt
Hiddden Power [Ice, 7]
Torment
Endure
Total: 24

Galvantula (X)
Nature: Modest
+1 SpA, -1 Atk
Type: Electric/Bug
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Abilities:
Compoud Eyes:
Type: Innate
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve:
Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
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)
Item:
Choice Specs
Stats:
HP: 100
Atk-: 2
Def: 2
SpA+: 5
SpD: 2
Spe: 108
SC: 2
WC: 2
BRT: 16
Attacks:
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electroweb
Bug Bite
Gastro Acid
Bug Buzz
Disable
Faint Attack
Pursuit
Thunder
Energy Ball
Hidden Power [Ice, 7]
Total: 24

Zebstrika (X)
Nature: XXXXXX
LEAVE THIS SECTION BLANK!
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:
Lightning Rod:
Type: 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, Lightning Rod will not activate.
Motor Drive:
Type: Innate
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. 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.
Sap Sipper:
Type: 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.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 116
SC: 4
WC: 4
BRT: 20
Attacks:
Quick Attack
Tail Whip
Charge
Thunder Wave
Shock Wave
Flame Charge
Pursuit
Spark
XXX
XXX
Total: 14

Liepard (X)
Nature: XXXXXX
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Type: Dark
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Limber:
(Innate) This Pokemon’s body is well trained and immune to paralysis.
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.
Prankster:
(Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 100
Atk: 3
Def: 2
SpA: 3
SpD: 2
Spe: 106
SC: 2
WC: 3
BRT: 17
Attacks:
Scratch
Growl
Assist
Sand-attack
Fury Swipes
Pursuit
Torment
Fake Out
Hone Claws
XXX
XXX
Total: 9

Throh (X)
Nature: XXXXXX
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Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Guts:
(Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
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.)
Stats:
HP: 120
Atk: 4
Def: 3
SpA: 2
SpD: 3
Spe: 45
SC: 3
WC: 4
BRT: 19
Attacks:
Bind
Leer
Bide
Focus Energy
Seismic Toss
Vital Throw
Revenge
Storm Throw
Circle Throw
XXX
Total: 9

Sawk (X)
Nature: XXXXXX
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Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Sturdy:
(Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
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.)
Stats:
HP: 100
Atk: 5
Def: 3
SpA: 2
SpD: 3
Spe: 85
SC: 3
WC: 4
BRT: 19
Attacks:
Rock Smash
Leer
Bide
Focus Energy
Double Kick
Low Sweep
Counter
Karate Chop
XXX
Total: 8

Scolipede (X)
Nature: XXXXXX
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Type: Bug / Poison
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
Poison Point:
(Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
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, Scissor Cross from 8 to 10)
Quick Feet:
(Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Stats:
HP: 90
Atk: 3
Def: 3
SpA: 2
SpD: 3
Spe: 112
SC: 5
WC: 6
BRT: 17
Attacks:
Megahorn
Defense Curl
Rollout
Poison Sting
Screech
Pursuit
Protect
Poison Tail
Iron Defense
Bug Bite
Venoshock
Toxic
XXX
XXX
Total: 12

Heatmor (X)
Nature: XXXXXX
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Type: Fire
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
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 fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
White Smoke:
(Innate) Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents (Screech, Initimidate, etc.)
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 4
SpD: 3
Spe: 65
SC: 3
WC: 4
BRT: 20
Attacks:
Incinerate
Lick
Odor Sleuth
Bind
Fury Swipes
Bug Bite
Inferno
XXX
XXX
Total: 7

Durant (X)
Nature: XXXXXX
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Type: Bug / Steel
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
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, Scissor Cross from 8 to 10)
Hustle:
(Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Truant:
(Innate) This Pokemon is naturally lazy, and only attacks twice every round, forsaking a middle action. It recovers 3% energy during each Truant turn.
Stats:
HP: 90
Atk: 4
Def: 4
SpA: 2
SpD: 2
Spe: 109
SC: 1
WC: 3
BRT: 19
Attacks:
Vicegrip
Sand-Attack
Fury Cutter
Bite
Agility
Metal Claw
Crunch
XXX
XXX
Total: 7

Unown (X)
Nature: XXXXXX
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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:
Levitate
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: 3
Def: 2
SpA: 3
SpD: 2
Spe: 48
SC: 1
WC: 1
BRT: 14
Attacks:
Hidden Power Bug: 50% Drain Effect (Leech Life)
Hidden Power Dark: Taunt Effect (Taunt)
Hidden Power Dragon: Roar Effect (Dragon Tail)
Hidden Power Electric: 30% Paralyze (Discharge)
Hidden Power Fighting: Calculates Damage Using Defense (Mystery Sword)
Hidden Power Fire: 30% Burn (Lava Plume)
Hidden Power Flying: High Critical Hit Ratio (Aeroblast / Air Cutter)
Hidden Power Ghost: 20% Special Defense Lower (Shadow Ball)
Hidden Power Grass: 20% Sleep (Spore / Sleep Powder / GrassWhistle)
Hidden Power Ground: 20% Accuracy Lower (Mud Bomb / Mud Slap)
Hidden Power Ice: 20% Freeze (Ice Beam)
Hidden Power Poison: 30% Toxic (Poison Fang)
Hidden Power Psychic: 20% Confusion (Psybeam / Confusion)
Hidden Power Rock: 20% Flinch (Rock Slide)
Hidden Power Steel: 20% Special Attack Lower (Flash Cannon)
Hidden Power Water: 20% Speed Lower, Douse effect (BubbleBeam / Water Gun)
Total: 17

Bibarel (X)
Nature: XXXXXX
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Type: Normal/Water
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Simple:
Type: Innate
This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Unaware:
Type: 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.
Moody:
Type: Innate
This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 100
Atk: 3
Def: 2
SpA: 2
SpD: 2
Spe: 71
SC: 2
WC: 3
BRT: 15
Attacks:
Tackle
Growl
Defense Curl
Rollout
Water Gun
Headbutt
Hyper Fang
XXX
XXX
Total: 7

Azumarill (X)
Nature: XXXXXX
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Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Thick Fat:
Type: 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.)
Huge Power:
Type: Trait
This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Sap Sipper:
Type: 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.
Stats:
HP: 110
Atk: 2
Def: 3
SpA: 2
SpD: 3
Spe: 50
SC: 2
WC: 3
BRT: 19
Attacks:
Splash
Charm
Bubble
Slam
Tackle
Defense Curl
Tail Whip
Water Gun
Rollout
Bubblebeam
XXX
XXX
Total: 10

Marowak (X)
Nature: XXXXXX
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Type: Ground
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Lightning Rod:
Type: 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, Lightning Rod will not activate.
Battle Armor:
Type: Innate
This Pokemon’s thick armor prevents it from taking critical hits.
Stats:
HP: 90
Atk: 3
Def: 4
SpA: 2
SpD: 3
Spe: 45
SC: 2
WC: 3
BRT: 16
Attacks:
Growl
Tail Whip
Bone Club
Leer
Headbutt
Focus Energy
Bonemerang
Rage
XXX
XXX
Total: 8

Quagsire (X)
Nature: XXXXXX
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Type: Water/Ground
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Damp:
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Water Absorb:
Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Unaware:
Type: 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.
Stats:
HP: 100
Atk: 3
Def: 4
SpA: 2
SpD: 3
Spe: 35
SC: 3
WC: 4
BRT: 17
Attacks:
Water Gun
Tail Whip
Mud Shot
Slam
Mud Bomb
Amnesia
XXX
XXX
Total: 6

Swellow (X)
Nature: XXXXXX
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Type: Normal/Flying
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Guts:
Type: 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:
Type: Innate
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Stats:
HP: 90
Atk: 3
Def: 2
SpA: 2
SpD: 2
Spe: 125
SC: 1
WC: 2
BRT: 16
Attacks:
Peck
Growl
Focus Energy
Pluck
Quick Attack
Wing Attack
Double Team
XXX
XXX
Total: 7

Persian (X)
Nature: XXXXXX
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Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Limber:
Type: Innate
This Pokemon’s body is well trained and immune to paralysis.
Technician:
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Unnerve:
Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: 3
Def: 2
SpA: 3
SpD: 3
Spe: 115
SC: 2
WC: 3
BRT: 18
Attacks:
Switcheroo
Growl
Bite
Fake Out
Scratch
Fury Swipes
Screech
Faint Attack
Taunt
Bite
Pay Day
XXX
XXX
Total: 11

Noctowl (X)
Nature: XXXXXX
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Type: Normal/Flying
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Keen Eye:
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Insomnia:
Type: Innate
This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Tinted Lens:
Type: 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).
Stats:
HP: 110
Atk: 2
Def: 2
SpA: 3
SpD: 4
Spe: 70
SC: 2
WC: 3
BRT: 18
Attacks:
Sky Attack
Tackle
Growl
Foresight
Hypnosis
Peck
Uproar
Reflect
Confusion
XXX
XXX
Total: 9

Glalie (X)
Nature: XXXXXX
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Type: Ice
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ice Body:
Type: Innate
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody:
Type: Innate
This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 100
Atk: 3
Def: 3
SpA: 3
SpD: 3
Spe: 80
SC: 3
WC: 6
BRT: 18
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
XXX
XXX
Total: 7

Breloom (X)
Nature: XXXXXX
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Type: Grass/Fighting
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 STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Effect Spore:
Type: Can be Disabled
This Pokemon has a stockpile of defensive spores which it realeases 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:
Type: 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:
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Stats:
HP: 90
Atk: 5
Def: 3
SpA: 2
SpD: 3
Spe: 70
SC: 3
WC: 3
BRT: 17
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
Mach Punch
Counter
XXX
XXX
Total: 8

Sharpedo (X)
Nature: XXXXXX
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Type: Water/Dark
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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:
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Speed Boost:
Type: Innate
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 100
Atk: 5
Def: 2
SpA: 3
SpD: 2
Spe: 95
SC: 3
WC: 4
BRT: 18
Attacks:
Feint
Leer
Bite
Rage
Focus Energy
Scary Face
Crunch
Ice Fang
Screech
Swagger
XXX
XXX
Total: 10

Camerupt (X)
Nature: XXXXXX
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Type: Fire/Ground
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Magma Armor:
Type: 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:
Type: 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:
Type: 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).
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 4
SpD: 3
Spe: 40
SC: 4
WC: 6
BRT: 19
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
XXX
XXX
Total: 7

Foretress (X)
Nature: XXXXXX
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Type: Bug/Steel
Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves..
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:
Sturdy:
Type: 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.
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).
Stats:
HP: 100
Atk: 3
Def: 5
SpA: 2
SpD: 2
Spe: 40
SC: 3
WC: 5
BRT: 17
Attacks:
Toxic Spikes
Tackle
Protect
Selfdestruct
Bug Bite
Take Down
Rapid Spin
Bide
Natural Gift
XXX
XXX
Total: 9

Abomasnow (X)
Nature: XXXXXX
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Type: Grass/Ice
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 STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Snow Warning:
Type: Innate
This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Soundproof:
Type: 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.
Stats:
HP: 100
Atk: 3
Def: 3
SpA: 3
SpD: 3
Spe: 60
SC: 4
WC: 5
BRT: 17
Attacks:
Ice Punch
Powder Snow
Leer
Razor Leaf
Icy Wind
GrassWhistle
Swagger
Mist
XXX
XXX
Total: 8

Skarmory (X)
Nature: XXXXXX
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Type: Steel/Flying
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.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Keen Eye:
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Sturdy:
Type: 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.
Weak Armor:
Type: 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.
Stats:
HP: 100
Atk: 3
Def: 5
SpA: 2
SpD: 3
Spe: 70
SC: 3
WC: 4
BRT: 19
Attacks:
Leer
Peck
Sand-Attack
Swift
Agility
Fury Attack
Feint
Air Cutter
XXX
XXX
Total: 8

Alakazam (X)
Nature: XXXXXX
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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:
Type: 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:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Magic Guard (DW):
Type: 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.
Stats:
HP: 90
Atk: 2
Def: 2
SpA: 5
SpD: 3
Spe: 120
SC: 3
WC: 3
BRT: 19
Attacks:
Teleport
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
XXX
XXX
Total: 9

Reuniclus (X)
Nature: XXXXXX
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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:
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).
Magic Guard:
Type: 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 (DW):
Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 110
Atk: 3
Def: 3
SpA: 5
SpD: 3
Spe: 30
SC: 2
WC: 2
BRT: 20
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power
Light Screen
Charm
Recover
Psyshock
XXX
XXX
Total: 9

Slowbro (X)
Nature: XXXXXX
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Type: Water / Psychic
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Oblivious:
Type: Innate
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo:
Type: 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.
Regenerator (DW):
Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: 3
Def: 4
SpA: 4
SpD: 3
Spe: 30
SC: 3
WC: 4
BRT: 19
Attacks:
Confusion
Disable
Headbutt
Curse
Yawn
Tackle
Growl
Water Gun
Headbutt
XXX
XXX
Total: 9

Slowking (X)
Nature: XXXXXX
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Type: Water / Psychic
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Oblivious:
Type: Innate
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo:
Type: 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.
Regenerator (DW):
Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: 3
Def: 3
SpA: 4
SpD: 4
Spe: 30
SC: 4
WC: 4
BRT: 19
Attacks:
Confusion
Disable
Headbutt
Curse
Yawn
Tackle
Growl
Water Gun
Headbutt
Power Gem
Hidden Power
XXX
XXX
Total: 11

Sigilyph (X)
Nature: XXXXXX
LEAVE THIS SECTION BLANK!
Type: Psychic / Flying
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.
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:
Wonder Skin:
Type: 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.
Magic Guard:
Type: 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 (DW):
Type: 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).
Stats:
HP: 100
Atk: 2
Def: 3
SpA: 4
SpD: 3
Spe: 97
SC: 3
WC: 2
BRT: 19
Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
XXX
XXX
Total: 9

Xatu (X)
Nature: XXXXXX
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Type: Psychic / Flying
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.
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:
Synchronize:
Type: 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.
Early Bird:
Type: 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.
Magic Bounce (DW):
Type: Innate
This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
Stats:
HP: 100
Atk: 3
Def: 3
SpA: 3
SpD: 3
Spe: 95
SC: 3
WC: 2
BRT: 18
Attacks:
Peck
Leer
Night Shade
Teleport
Lucky Chant
Miracle Eye
Me First
Confuse Ray
XXX
XXX
Total: 8

Swalot (X)
Nature: XXXXXX
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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:
Type: 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:
Type: Innate
This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Gluttony (DW):
Type: Innate
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Stats:
HP: 110
Atk: 3
Def: 3
SpA: 3
SpD: 3
Spe: 55
SC: 3
WC: 4
BRT: 18
Attacks:
Pound
Yawn
Poison Gas
Sludge
Amnesia
Encore
XXX
XXX
Total: 6

Weezing (X)
Nature: XXXXXX
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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:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 100
Atk: 3
Def: 5
SpA: 3
SpD: 3
Spe: 60
SC: 2
WC: 1
BRT: 19
Attacks:
Poison Gas
Tackle
Smog
Smokescreen
Assurance
Clear Smog
Selfdestruct
XXX
XXX
Total: 7

Bastiodon (X)
Nature: XXXXXX
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Type: Rock/Steel
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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:
Sturdy:
Type: 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.
Soundproof:
Type: 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.)
Stats:
HP: 90
Atk: 2
Def: 7
SpA: 2
SpD: 5
Spe: 30
SC: 3
WC: 5
BRT: 20
Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
XXX
XXX
Total: 7

Magcargo (X)
Nature: XXXXXX
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Type: Rock/Fire
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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:
Magma Armor:
Type: 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).
Flame Body:
Type: 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.
Weak Armor:
Type: 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.
Stats:
HP: 90
Atk: 2
Def: 5
SpA: 3
SpD: 3
Spe: 30
SC: 2
WC: 4
BRT: 17
Attacks:
Yawn
Smog
Ember
Rock Throw
Harden
Recover
Flame Burst
XXX
XXX
Total: 7

Kabutops (X)
Nature: XXXXXX
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Type: Water/Rock
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Swift Swim:
Type: Innate
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Battle Armor:
Type: Innate
This Pokemon’s thick armor prevents it from taking critical hits.
Weak Armor:
Type: 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..
Stats:
HP: 90
Atk: 4
Def: 4
SpA: 3
SpD: 3
Spe: 80
SC: 3
WC: 3
BRT: 19
Attacks:
Feint
Scratch
Harden
Absorb
Leer
Mud Shot
Sand Attack
XXX
XXX
Total: 7

Drifblim (X)
Nature: XXXXXX
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Type: Ghost/Flying
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.
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:
Aftermath:
Type: Innate
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Unburden:
Type: 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.
Flare Boost:
Type: Innate
This Pokemon's body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.
Stats:
HP: 125
Atk: 3
Def: 2
SpA: 3
SpD:2
Spe: 80
SC: 2
WC: 2
BRT: 19
Attacks:
Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex
XXX
XXX
Total: 7

Gorebyss (X)
Nature: XXXXXX
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Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim:
Type: Innate
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Hydration (DW):
Type: Innate
This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Stats:
HP: 90
Atk: 3
Def: 4
SpA: 4
SpD: 3
Spe: 52
SC: 2
WC: 2
BRT: 18
Attacks:
Whirlpool
Confusion
Agility
Water Pulse
Amnesia
Aqua Ring
Clamp
Water Gun
Iron Defense
XXX
XXX
Total: 9

Cryogonal (X)
Nature: XXXXXX
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Type: Ice
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 100
Atk: 2
Def: 2
SpA: 3
SpD: 5
Spe: 105
SC: 2
WC: 5
BRT: 19
Attacks:
Bind
Ice Shard
Sharpen
Rapid Spin
Icy Wind
Mist
Haze
Aurora Beam
XXX
XXX
Total: 8


Bisharp (X)
Nature: XXXXXX
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Type: Dark/Steel
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 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:
Type: 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:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Pressure:
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Stats:
HP: 100
Atk: 5
Def: 4
SpA: 2
SpD: 3
Spe: 70
SC: 3
WC: 4
BRT: 20
Attacks:
Metal Burst
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
XXX
XXX
Total: 8


Toxicroak (X)
Nature: XXXXXX
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Type: Poison/Fighting
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.
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:
Anticipation:
Type: Innate
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Dry Skin:
Type: Innate
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Poison Touch:
Type: 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).
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 3
SpD: 3
Spe: 85
SC: 3
WC: 3
BRT: 19
Attacks:
Astonish
Mud-Slap
Poison Sting
Taunt
Pursuit
Faint Attack
Revenge
Swagger
XXX
XXX
Total: 8

Skuntank (X)
Nature: XXXXXX
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Type: Dark/Poison
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.
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Stench:
Type: Innate
This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Aftermath:
Type: Innate
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Keen Eye:
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stats:
HP: 100
Atk: 3
Def: 3
SpA: 3
SpD: 3
Spe: 84
SC: 2
WC: 3
BRT: 19
Attacks:
Scratch
Focus Energy
Poison Gas
Screech
Fury Swipes
Smokescreen
Toxic
Feint
Slash
XXX
XXX
Total: 9

Froslass (X)
Nature: XXXXXX
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Type: Ice/Ghost
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.
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:
Snow Cloak:
Type: Innate
This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Cursed Body:
Type: Innate
When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: 3
Def: 3
SpA: 3
SpD: 3
Spe: 110
SC: 3
WC: 3
BRT: 19
Attacks:
Powder Snow
Leer
Double Team
Astonish
Bite
Icy Wind
Confuse Ray
Headbutt
Protect
Ominous Wind
XXX
XXX
Total: 10

Cacturne (X)
Nature: XXXXXX
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Type: Dark/Grass
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.
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:
Sand Veil:
Type: Innate
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Water Absorb:
Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Stats:
HP: 100
Atk: 4
Def: 2
SpA: 4
SpD: 2
Spe: 55
SC: 3
WC: 4
BRT: 17
Attacks:
Revenge
Poison Sting
Leer
Absorb
Growth
Leech Seed
Sand-Attack
Pin Missile
Ingrain
XXX
XXX
Total: 9

Darmanitan (X)
Nature: XXXXXX
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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 brushfire areas.
Abilities:
Sheer Force:
Type: 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:
Type: Can be Enabled
Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.
Stats:
HP: 110
Atk: 5
Def: 2
SpA: 2
SpD: 2
Spe: 95
SC: 3
WC: 4
BRT: 18
Attacks:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Swagger
Facade
Fire Punch
Work Up
XXX
XXX
Total: 11

Jellicent (X)
Nature: XXXXXX
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Type: Water/Ghost
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Water Absorb:
Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Cursed Body:
Type: Innate
When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp:
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 10
Atk: 2
Def: 3
SpA: 3
SpD: 4
Spe: 60
SC: 4
WC: 5
BRT: 18
Attacks:
Bubble
Water Sport
Absorb
Night Shade
Bubblebeam
Recover
Water Pulse
XXX
XXX
Total: 7

Golurk (X)
Nature: XXXXXX
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Type: Ground/Ghost
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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:
Iron Fist:
Type: 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)
Klutz:
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard:
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Stats:
HP: 100
Atk: 5
Def: 3
SpA: 2
SpD: 3
Spe: 55
SC: 5
WC: 7
BRT: 18
Attacks:
Pound
Astonish
Defense Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
XXX
XXX
Total: 9

Spiritomb (X)
Nature: XXXXXX
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Type: Dark/Ghost
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Pressure:
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Infiltrator:
Type: Innate
Through a combination of speed and cunning, this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 90
Atk: 3
Def: 4
SpA: 3
SpD: 4
Spe: 35
SC: 2
WC: 5
BRT: 18
Attacks:
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind
XXX
XXX
Total: 9

Ferrothorn (X)
Nature: XXXXXX
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Type: Steel/Grass
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.
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:
Iron Barbs:
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats:
HP: 100
Atk: 3
Def: 5
SpA: 2
SpD: 4
Spe: 20
SC: 2
WC: 5
BRT: 18
Attacks:
Rock Climb
Harden
Tackle
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
XXX
XXX
Total: 8

Clefable (X)
Nature: XXXXXX
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Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm:
Type: Inmate
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:
Type: 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:
Type: 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.
Stats:
HP: 100
Atk: 3
Def: 3
SpA: 3
SpD: 3
Spe: 60
SC: 3
WC: 3
BRT: 17
Attacks:
Sing
Double-Slap
Minimize
Metronone
XXX
XXX
Total: 4

Gastrodon (X)
Nature: XXXXXX
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Type: Water/Ground
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Sticky Hold:
Type: Innate
This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain:
Type: Innate
This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sand Force:
Type: 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.
Stats:
HP: 110
Atk: 3
Def: 3
SpA: 3
SpD: 3
Spe: 39
SC: 2
WC: 3
BRT: 18
Attacks:
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power
Rain Dance
XXX
XXX
Total: 7
Remaining:
Unown
Dugtrio
Azumarill
Rotom
Bibarel
Marowak
Quagsire
Swellow
Persian
Liepard
Noctowl
Hitmonlee
Hitmontop
Electrode
Glalie
Breloom
Sharpedo
Camerupt
Foretress
Abomasnow
Skarmory
Throh
Sawk
Gatvantula
Gastrodon
Scolipede
Crustle
Froslass
Cacturne
Darmanitan
Jellicent
Golurk
59/60
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Thank you for helping with the Battle Factory! Remember, the faster we get these done, the faster the Battle Factory will be up and running! There will be two trials, for Singles and Doubles. Those who contribute will get in!