Nothing but darkness. A chiming sound rings out.
3v3 Weak FE Singles
2 Day DQ
All abilities
ASB arena
5 chills / 2 recovers
Items = None
2 subs per mon
Arena: Faylion's Mind
2 Day DQ
All abilities
ASB arena
5 chills / 2 recovers
Items = None
2 subs per mon
Arena: Faylion's Mind
Seeker: UllarWarlord
<Rapidash> [Marecraft Carrier] (Female)
Nature: Naive (+Spe, -SpD)
Nature: Naive (+Spe, -SpD)
Type: Fire
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.
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:
Run Away (Type: Innate)
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Flash Fire (Type: 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 (Type: Innate) [DW, Unlocked]
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.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121 (+, +17% Accuracy)
Size Class: 4
Weight Class: 4
Base Rank Total: 20
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121 (+, +17% Accuracy)
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
DC: 5/5
Attacks:
Quick Attack
Tackle
Growl
Tail Whip
Ember
Flame Wheel
Stomp
Flame Charge
Fire Spin
Megahorn
Bounce
Poison Jab
Flare Blitz
Agility
Tackle
Growl
Tail Whip
Ember
Flame Wheel
Stomp
Flame Charge
Fire Spin
Megahorn
Bounce
Poison Jab
Flare Blitz
Agility
Morning Sun
Low Kick
Hypnosis
Hypnosis
Flamethrower
Protect
Wild Charge
Wild Charge
<Octillery> [Tentacleese] (Male)
Nature: Serious (Neutral)
Nature: Serious (Neutral)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Suction Cups (Type: Innate)
This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Sniper (Type: Innate)
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (Type: Innate) [DW, Unlocked]
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
DC: 5/5
Attacks:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Gunk Shot
Rock Blast
Octazooka
Bullet Seed
Signal Beam
Ice Beam
Hydro Pump
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Gunk Shot
Rock Blast
Octazooka
Bullet Seed
Signal Beam
Ice Beam
Hydro Pump
Swift
Water Spout
Haze
Haze
Charge Beam
Substitute
Surf
Surf
<Probopass> [SpaceBoss] (Male)
Nature: Brave (+Atk, -Spe)
Nature: Brave (+Atk, -Spe)
Type: Rock/Steel
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.
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:
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.
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.
Magnet Pull (Type: Can Be Activated)
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (Type: Innate) [DW, Unlocked]
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: 90
Atk: Rank 3 (+)
Def: Rank 6
SpA: Rank 3
SpD: Rank 6
Spe: 34 (-, -10% Evasion)
Size Class: 3
Weight Class: 7
Base Rank Total: 21
Atk: Rank 3 (+)
Def: Rank 6
SpA: Rank 3
SpD: Rank 6
Spe: 34 (-, -10% Evasion)
Size Class: 3
Weight Class: 7
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
DC: 5/5
Attacks:
Tackle
Harden
Block
Rock Throw
Thunder Wave
Rock Blast
Rest
Spark
Magnet Rise
Gravity
Iron Defense
Magnet Bomb
Rock Slide
Discharge
Earth Power
Harden
Block
Rock Throw
Thunder Wave
Rock Blast
Rest
Spark
Magnet Rise
Gravity
Iron Defense
Magnet Bomb
Rock Slide
Discharge
Earth Power
Endure
Explosion
Head Smash
Head Smash
Protect
Substitute
Double Team
Double Team
Levitate
Challenger: Eternal Drifter
Oblivion Knight (aka Knight of Oblivion) the Scrafty, Agent of Itsumo
Oblivion Knight (aka Knight of Oblivion) the Scrafty, Agent of Itsumo
Oblivion Knight* (Male Scrafty)
Adamant
Type: Dark/Fighting
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Adamant
Type: Dark/Fighting
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Shed Skin: Type: 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.
Moxie: Type: 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.
(Dream World: Unlocked!) 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.
Command: (Ability: Intimidate)
Intimidate: The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after after a KO.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
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.
Moxie: Type: 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.
(Dream World: Unlocked!) 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.
Command: (Ability: Intimidate)
Intimidate: The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after after a KO.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
DC: 5/5
Attacks: (31 Moves Known)
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
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
Counter
Dragon Dance*
Drain Punch
Fake Out
Fire Punch
Ice Punch*
ThunderPunch*
Drain Punch
Fake Out
Fire Punch
Ice Punch*
ThunderPunch*
Dual Chop
Knock Off
Dragon Claw*
Toxic
Bulk Up*
Protect
Rest*
Thief
Bulk Up*
Protect
Rest*
Thief
Fern the Persian, Betrayer of the Light
Fern (Female Persian)
Hardy Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Hardy Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilties:
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 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.
(Dream World: Unlocked!) 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.
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 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.
(Dream World: Unlocked!) 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.
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
DC: 5/5
Attacks: (32 Moves Known)
Switcheroo
Scratch
Growl
Bite
Fake Out
Fury Swipes
Screech
Faint Attack
Taunt
Pay Day
Power Gem
Slash
Nasty Plot
Assurance
Captivate
Night Slash
Feint
Swagger
Scratch
Growl
Bite
Fake Out
Fury Swipes
Screech
Faint Attack
Taunt
Pay Day
Power Gem
Slash
Nasty Plot
Assurance
Captivate
Night Slash
Feint
Swagger
Hypnosis
Odor Sleuth
Spite
Spite
Icy Wind
Mimic
Swift
Swift
Water Pulse
Toxic
Protect
Double Team
Shock Wave
Aerial Ace
Thief
Retaliate
Protect
Double Team
Shock Wave
Aerial Ace
Thief
Retaliate
Decoy the Electrode, Bomber of Itsumo
Decoy (Genderless Electrode)
Naive Nature
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.
Naive Nature
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.
(Dream World: Unlocked!) 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.
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.
(Dream World: Unlocked!) 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.
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 161 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Accuracy Bonus: +30%
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 161 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Accuracy Bonus: +30%
EC: 6/6
MC: 0
DC: 5/5
DC: 5/5
Attacks: (29 Moves Known)
Charge
Tackle
Sonicboom
Spark
Rollout
Screech
Charge Beam
Light Screen
Electro Ball
Selfdestruct
Swift
Magnet Rise
Gyro Ball
Explosion
Mirror Coat
Tackle
Sonicboom
Spark
Rollout
Screech
Charge Beam
Light Screen
Electro Ball
Selfdestruct
Swift
Magnet Rise
Gyro Ball
Explosion
Mirror Coat
Headbutt
Mimic
Signal Beam
Sucker Punch
Signal Beam
Sucker Punch
Toxic
Zap Cannon
Protect
Thunderbolt
Thunder
Teleport
Double Team
Thunder Wave
Protect
Thunderbolt
Thunder
Teleport
Double Team
Thunder Wave
Agility
Refresh
Squares materialize in a dark room. The only light is very dim coming from the squares that make up the floor.
(-15% to Acc, Dark and Psychic Pokemon get +3 BAP to all moves, Fire and Electric Pokemon get +10% Acc for attacks and being attacked)
(-15% to Acc, Dark and Psychic Pokemon get +3 BAP to all moves, Fire and Electric Pokemon get +10% Acc for attacks and being attacked)
UllarWarlord sends out Pokemon and equip
Eternal Drifter sends out Pokemon, equip, and moves
UllarWarlord moves