♫
waterwarrior's Pokemon
Dratini (Alduin) Male ♫
Nature: Quiet (+SpA, -Spe, -10% evasion)
Type: Dragon
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Marvel Scale (DW ability, LOCKED): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 61 (70/1.15) (-)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
EC: 5/9
MC: 0
DC: 3/5
Attacks: (17/ 116 total moves)
Physical:
Aqua Tail
Dragon Rush
Dragon Tail
ExtremeSpeed
Outrage
Slam
Waterfall
Wrap
Special:
Dragon Rage
Hyper Beam
Twister
Status:
Agility
Dragon Dance
Leer
Safeguard
Thunder Wave
Toxic
Snorunt (Wispmonther) Female
Nature: Modest (+SpA, -Atk)
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: (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: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail
Moody: (Innate) 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: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 0/6
MC: 0
EC: 0/5
Attacks: (13 total)
Physical:
Bide
Bite
Headbutt
Special:
Blizzard
Ice Beam
Icy Wind
Powder Snow
Shadow Ball
Status:
Disable
Double Team
Leer
Protect
Spikes
Eevee (White Wolfos) Male
Nature: Calm (+SpD, -Atk)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2)
Anticipation (DW Ability- LOCKED): (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)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 5/6
MC: 0
DC: 0/5
Attacks: (15 total)
Physical:
Bite
Covet
Quick Attack
Tackle
Take Down
Special:
Shadow Ball
Status:
Endure
Growl
Helping Hand
Protect
Sand-Attack
Substitute
Tail Whip
Wish
Yawn
Misdreavus (Raven) Female
Nature: Modest (+SpA, - Def)
Type: Ghost
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 1
Weight Class: 1
Base Rank Total: 15
EC: 0/6
MC: 0
DC: N/A
Attacks: (13 total)
Physical:
Astonish
Special:
Hex
Shadow Ball
Thunderbolt
Psychic
Psywave
Status:
Confuse Ray
Destiny Bond
Growl
Imprison
Mean Look
Nasty Plot
Spite
Bolderdash (Turret) - ♫ (Sprite made by Ziposaki)
Nature: Modest
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW ability- UNLOCKED): (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: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 110
Size Class: 1
Weight Class: 3
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 5/5
Attacks: (16 total)
Physical:
Rollout
Rock Blast
Tackle
Special:
Ancientpower
Earth Power
Energy Ball
Heat Wave
Mud Shot
Paleo Wave
Power Gem
Shadow Ball
Vacuum Wave
Status:
Accupressure
Defense Curl
Disable
Substitute
Onix (Shi Haungdi) Male
Nature: Adamant (+1 Atk, -1 SpA)
Type: Rock/Ground
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Weak Armor (DW ability- LOCKED): (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: Rank 3 (+)
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Size Class: 7
Weight Class: 6
Base Rank Total: 17
EC: 3/6
MC: 2
DC: 2/5
Attacks: (19/ 87 total moves)
Physical:
Bind
Double-Edge
Earthquake
Flail
Heavy Slam
Iron Tail
Rage
Rock Tomb
Rock Throw
Smack Down
Stone Edge
Tackle
Special:
Status:
Harden
Mud Sport
Protect
Sandstorm
Screech
Stealth Rock
Taunt
King Serperior's Pokemon
Zweilous [Blue-Eyes] (Male)
Nature: Naughty (+Atk, -Sp.Def)
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Hustle: (Can be enabled)This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 100
Atk: Rank 4 (+1)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-1)
Spe: 58
Size Class: 3
Weight Class: 3
Base Rank Total: 17
EC: 7/9
MC: 15
DC: N/A
KOC: 0
Attacks:
1). Tackle
2). Dragon Rage
3). Focus Energy
4). Bite
5). Headbutt
6). Dragonbreath
7). Roar
8). Crunch
9). Earth Power
10). Dark Pulse
11). Head Smash
12). Protect
13). Substitute
14). Thunder Wave
Pupitar [Greymon] (Male)
Quiet (-Speed, +Sp.Atk)
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Shed Skin: (Innate)This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Shed Skin (DW) (Locked): (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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+1)
SpD: Rank 3
Spe: 51 -> 44 (-15% Speed, -10 evasion)
Size Class: 3
Weight Class: 5
Base Rank Total: 17
EC: 5/9
DC: 4/5
MC: 13
KOC: 0
Moves:
1). Bite
2). Leer
3). Sandstorm
4). Screech
5). Chip Away
6). Rock Slide
7). Scary Face
8). Curse
9). Iron Head
10). Pursuit
11). Protect
12). Earthquake
13). Double Team
Servine [KS] (Male)
Naive (+15% Speed, +17ACC, -1 SP.Def)
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Overgrow: (Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary(DW-Locked): (Can be Enabled)This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 96 (+16% Acc)
Size Class: 2
Weight Class: 2
Base Rank Total: 15
EC: 4/9
DC: 4/5
MC: 8
KOC: 0
Moves:
1). Tackle
2). Leer
3). Vine Whip
4). Wrap
5). Growth
6). Leaf Tornado
7). Leech Seed
8). Mega Drain
9). Slam
10). Glare
11). Mirror Coat
12). Pursuit
13). Protect
14). Double Team
15). Substitute
Kadabra [Darth Plagueis] (Male)
Nature: Relaxed (+Def, -10 Evasion, -15% Speed)
Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize: (Innate)Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Inner Focus: (Innate)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Magic Guard: (innate)This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from 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: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 91 (-15% Speed, -10% evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 5/9
MC: 7
DC: 3/5
KOC: 0
Moves:
1). Teleport
2). Encore
3). Guard Split
4). Ice Punch
5). Psyshock
6). Shadow Ball
7). Energy Ball
8). Kinesis
9). Confusion
10). Disable
11). Miracle Eye
12). Ally Switch
13). Psychic
Togetic [Darth Zannah] (Female)
Rash (+1 SpA, -1 SpD)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Hustle: (Can be enabled)This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Inate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW-Locked): (Inate)This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+1)
SpD: Rank 3 (-1)
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 5/9
MC: 2
DC: 3/5
KOC: 0
Moves:
1). Growl
2). Charm
3). Metronome
4). Sweet Kiss
5). Encore
6). Yawn
7). Ancientpower
8). Follow Me
9). Bestow
10). Roost
11). Wish
12). Nasty Plot
13). Extrasensory
14). Morning Sun
15). Flamethrower
16). Shadow Ball
17). Protect
Vigoroth [El Gigante] (Male)
Nature: Adamant (+Attack, -Sp.Atk)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Vital Spirit: (Innate)This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Stats:
HP: 100
Atk: Rank 4 (+Atk)
Def: Rank 3
SpA: Rank 1 (-Sp.Atk)
SpD: Rank 2
Spe: 90
Size Class: 3
Weight Class: 3
Base Rank Total: 16
EC: 6/9
MC: 13
DC: N/A
KOC: 1
Moves:
1). Scratch
2). Yawn
3). Encore
4). Slack Off
5). Faint Attack
6). Amnesia
7). Counter
8). Focus Energy
9). Uproar
10). Fury Swipes
11). Endure
12). Hammer Arm
13). Body Slam
14). Sleep Talk
15). Rest
16). Rock Slide
17). Protect
Bench:
Dratini
100|100
Snorunt
90|100
Eevee
90|100
Misdreavus
90|100
Bolderdash
90|100
Onix
90|100
Zweilous
100|100
Pupitar
100|100
Servine
90|100
Kadabra
90|100
Togetic
90|100
Vigoroth
100|100
Active:
Orders:
1) King Serperior sends out pokemon and equips.
2) waterwarrior sends out pokemon, equips, and orders.
3) King Serperior orders.
4) I spend 6 hours keeping this straight and reffing.
6v6
Doubles
NFE/LC [I'll only use NFEs] (25 moves max....though none of mine have even 20 yet....)
All Abilities
All Items
2/5 Recovers/Chills
1 sub per mon
Doubles
NFE/LC [I'll only use NFEs] (25 moves max....though none of mine have even 20 yet....)
All Abilities
All Items
2/5 Recovers/Chills
1 sub per mon
Arena: Underground Daycare Center
Field Type: Neutral
Complexity: Simple
Format: All
An untold secret about the Daycare Center in an unspecified region. Supposedly, there is one in every region. Beneath those hallowed halls of love and care is a war pit. Declined eggs speckle the shelves on all the walls. Pokemon who battle in this place gain a boost from their Egg Group. The floor is made of impenetrable organic concrete. The fighting area is about 50 x 50 x 30 meters. The actual room is about 75 x 60 x 50.
Pokemon belonging to two (2) egg groups gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 10%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2).
Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
Field Group: This pokemon's STAB becomes five (5) instead of three (3).
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by 3 BAP. All regular damage attacks against this pokemon are reduced by 2 BAP. All not very effective attacks against this pokemon are reduced by 1 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 5% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost in weather to speed.
Dragon Group: EN use is decreased by 10% (x0.1).**
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by three (3) damage.*
Pokemon belonging to one (1) egg group gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 15%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2). Increases the effect chance of combo moves by 250% (x2.5)
Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. This pokemon is unaffected by the secondary effects of super-effective attacks.
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts four (4) rounds.
Grass Group: The pokemon heal thirty percent (x0.3) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD two (2) stages.
Mineral Group: All super effective attacks against this pokemon are reduced by 4 BAP. All regular damage attacks against this pokemon are reduced by 3 BAP. All not very effective attacks against this pokemon are reduced by 2 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 10% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost to speed.
Dragon Group: EN use is decreased by 20% (x0.2).***
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by five (5) damage.
Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
Undiscovered Group: This Pokemon's uniqueness has make it hardy and tough. It gains a flat 25 more HP.
*Note: End Damage means the damage is calculated normally. Then, add 3 or 5 on to that damage to get the final damage.
**For simple calculation, multiply the base EN by 0.9.
***For simple calculation, multiply the base EN by 0.8.
Field Type: Neutral
Complexity: Simple
Format: All
An untold secret about the Daycare Center in an unspecified region. Supposedly, there is one in every region. Beneath those hallowed halls of love and care is a war pit. Declined eggs speckle the shelves on all the walls. Pokemon who battle in this place gain a boost from their Egg Group. The floor is made of impenetrable organic concrete. The fighting area is about 50 x 50 x 30 meters. The actual room is about 75 x 60 x 50.
Pokemon belonging to two (2) egg groups gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 10%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2).
Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
Field Group: This pokemon's STAB becomes five (5) instead of three (3).
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by 3 BAP. All regular damage attacks against this pokemon are reduced by 2 BAP. All not very effective attacks against this pokemon are reduced by 1 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 5% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost in weather to speed.
Dragon Group: EN use is decreased by 10% (x0.1).**
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by three (3) damage.*
Pokemon belonging to one (1) egg group gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 15%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2). Increases the effect chance of combo moves by 250% (x2.5)
Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. This pokemon is unaffected by the secondary effects of super-effective attacks.
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts four (4) rounds.
Grass Group: The pokemon heal thirty percent (x0.3) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD two (2) stages.
Mineral Group: All super effective attacks against this pokemon are reduced by 4 BAP. All regular damage attacks against this pokemon are reduced by 3 BAP. All not very effective attacks against this pokemon are reduced by 2 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 10% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost to speed.
Dragon Group: EN use is decreased by 20% (x0.2).***
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by five (5) damage.
Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
Undiscovered Group: This Pokemon's uniqueness has make it hardy and tough. It gains a flat 25 more HP.
*Note: End Damage means the damage is calculated normally. Then, add 3 or 5 on to that damage to get the final damage.
**For simple calculation, multiply the base EN by 0.9.
***For simple calculation, multiply the base EN by 0.8.
Dragonair [M]
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Water 1 Group: Increases the effect chance of all moves by 200% (x2).
Dragon Group: EN use is decreased by 10% (x0.1).
HP: 100
Atk: 4.5 [6]
Def: 4.5
SpA: 6
SpD: 4.5
Spe: 61
Size Class: 3
Weight Class: 2
+10 ACC to all attacks targetting this pokemon
+2 STAB
Snorunt [F]
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.
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
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
Mineral Group: All super effective attacks against this pokemon are reduced by 3 BAP. All regular damage attacks against this pokemon are reduced by 2 BAP. All not very effective attacks against this pokemon are reduced by 1 BAP.
HP: 90
Atk: 1.5
Def: 3
SpA: 4.5
SpD: 3
Spe: 50
Size Class: 1
Weight Class: 2
+4 End Damage to Ice
Eevee [M]
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2)
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
HP: 90
Atk: 1.5 [3]
Def: 3
SpA: 3
SpD: 6 [7.5]
Spe: 55
Size Class: 1
Weight Class: 1
Misdreavus [F]
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 10% boost in evasion.
HP: 90
Atk: 1.5
Def: 3
SpA: 6
SpD: 4.5
Spe: 85
Size Class: 1
Weight Class: 1
Bolderdash [X]
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW ability- UNLOCKED): (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.)
Undiscovered Group: This Pokemon's uniqueness has make it hardy and tough. It gains a flat 25 more HP.
HP: 90
Atk: 1.5
Def: 3
SpA: 7.5
SpD: 3
Spe: 110
Size Class: 1
Weight Class: 3
Onix [M]
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Mineral Group: All super effective attacks against this pokemon are reduced by 4 BAP. All regular damage attacks against this pokemon are reduced by 3 BAP. All not very effective attacks against this pokemon are reduced by 2 BAP.
HP: 90
Atk: 4.5
Def: 9
SpA: 1.5
SpD: 3
Spe: 70
Size Class: 7
Weight Class: 6
Zweilous [M]
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Hustle: (Can be enabled)This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Dragon Group: EN use is decreased by 20% (x0.2).***
HP: 100
Atk: 6
Def: 4.5
SpA: 4.5
SpD: 3
Spe: 58
Size Class: 3
Weight Class: 3
Pupitar [M]
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Shed Skin: (Innate)This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Monster Group: Increases this pokemon's accuracy by a flat 15%.
HP: 100
Atk: 4.5
Def: 4.5
SpA: 6
SpD: 4.5
Spe: 44
Size Class: 3
Weight Class: 5
+10 ACC to all attacks targetting this pokemon
Raises the critical hit stage of the Pokemon by one (1) and the Pokemon has a 20% chance of moving first each action.
Servine [M]
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Overgrow: (Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Field Group: This pokemon's STAB becomes five (5) instead of three (3).
Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.
HP: 90
Atk: 3
Def: 4.5 [7.5]
SpA: 3
SpD: 3 [4.5]
Spe: 96
Size Class: 2
Weight Class: 2
+16 ACC to all attacks
Kadabra [M]
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.
Synchronize: (Innate)Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Inner Focus: (Innate)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by five (5) damage.
HP: 90
Atk: 3
Def: 4.5
SpA: 7.5 [9]
SpD: 4.5 [6]
Spe: 91
Size Class: 2
Weight Class: 3
+10 ACC to all attacks targetting this pokemon
Togetic [F]
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Hustle: (Can be enabled)This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Inate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
HP: 90
Atk: 3
Def: 4.5
SpA: 6
SpD: 4.5
Spe: 40
Size Class: 1
Weight Class: 1
+2 to SE Attack
Vigoroth [M]
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Vital Spirit: (Innate)This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
HP: 100
Atk: 6
Def: 4.5
SpA: 1.5
SpD: 3
Spe: 90
Size Class: 3
Weight Class: 3
Items:
Expert Belt: Super Effective moves + 2 BAP
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Water 1 Group: Increases the effect chance of all moves by 200% (x2).
Dragon Group: EN use is decreased by 10% (x0.1).
HP: 100
Atk: 4.5 [6]
Def: 4.5
SpA: 6
SpD: 4.5
Spe: 61
Size Class: 3
Weight Class: 2
+10 ACC to all attacks targetting this pokemon
+2 STAB
Snorunt [F]
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.
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
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
Mineral Group: All super effective attacks against this pokemon are reduced by 3 BAP. All regular damage attacks against this pokemon are reduced by 2 BAP. All not very effective attacks against this pokemon are reduced by 1 BAP.
HP: 90
Atk: 1.5
Def: 3
SpA: 4.5
SpD: 3
Spe: 50
Size Class: 1
Weight Class: 2
+4 End Damage to Ice
Eevee [M]
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2)
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
HP: 90
Atk: 1.5 [3]
Def: 3
SpA: 3
SpD: 6 [7.5]
Spe: 55
Size Class: 1
Weight Class: 1
Misdreavus [F]
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 10% boost in evasion.
HP: 90
Atk: 1.5
Def: 3
SpA: 6
SpD: 4.5
Spe: 85
Size Class: 1
Weight Class: 1
Bolderdash [X]
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW ability- UNLOCKED): (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.)
Undiscovered Group: This Pokemon's uniqueness has make it hardy and tough. It gains a flat 25 more HP.
HP: 90
Atk: 1.5
Def: 3
SpA: 7.5
SpD: 3
Spe: 110
Size Class: 1
Weight Class: 3
Onix [M]
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Mineral Group: All super effective attacks against this pokemon are reduced by 4 BAP. All regular damage attacks against this pokemon are reduced by 3 BAP. All not very effective attacks against this pokemon are reduced by 2 BAP.
HP: 90
Atk: 4.5
Def: 9
SpA: 1.5
SpD: 3
Spe: 70
Size Class: 7
Weight Class: 6
Zweilous [M]
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Hustle: (Can be enabled)This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Dragon Group: EN use is decreased by 20% (x0.2).***
HP: 100
Atk: 6
Def: 4.5
SpA: 4.5
SpD: 3
Spe: 58
Size Class: 3
Weight Class: 3
Pupitar [M]
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Shed Skin: (Innate)This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Monster Group: Increases this pokemon's accuracy by a flat 15%.
HP: 100
Atk: 4.5
Def: 4.5
SpA: 6
SpD: 4.5
Spe: 44
Size Class: 3
Weight Class: 5
+10 ACC to all attacks targetting this pokemon
Raises the critical hit stage of the Pokemon by one (1) and the Pokemon has a 20% chance of moving first each action.
Servine [M]
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Overgrow: (Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Field Group: This pokemon's STAB becomes five (5) instead of three (3).
Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.
HP: 90
Atk: 3
Def: 4.5 [7.5]
SpA: 3
SpD: 3 [4.5]
Spe: 96
Size Class: 2
Weight Class: 2
+16 ACC to all attacks
Kadabra [M]
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.
Synchronize: (Innate)Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Inner Focus: (Innate)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by five (5) damage.
HP: 90
Atk: 3
Def: 4.5
SpA: 7.5 [9]
SpD: 4.5 [6]
Spe: 91
Size Class: 2
Weight Class: 3
+10 ACC to all attacks targetting this pokemon
Togetic [F]
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Hustle: (Can be enabled)This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Inate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
HP: 90
Atk: 3
Def: 4.5
SpA: 6
SpD: 4.5
Spe: 40
Size Class: 1
Weight Class: 1
+2 to SE Attack
Vigoroth [M]
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Vital Spirit: (Innate)This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
HP: 100
Atk: 6
Def: 4.5
SpA: 1.5
SpD: 3
Spe: 90
Size Class: 3
Weight Class: 3
Items:
Expert Belt: Super Effective moves + 2 BAP
waterwarrior's Pokemon
Dratini (Alduin) Male ♫
Nature: Quiet (+SpA, -Spe, -10% evasion)
Type: Dragon
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Marvel Scale (DW ability, LOCKED): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 61 (70/1.15) (-)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
EC: 5/9
MC: 0
DC: 3/5
Attacks: (17/ 116 total moves)
Physical:
Aqua Tail
Dragon Rush
Dragon Tail
ExtremeSpeed
Outrage
Slam
Waterfall
Wrap
Special:
Dragon Rage
Hyper Beam
Twister
Status:
Agility
Dragon Dance
Leer
Safeguard
Thunder Wave
Toxic
Snorunt (Wispmonther) Female
Nature: Modest (+SpA, -Atk)
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: (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: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail
Moody: (Innate) 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: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 0/6
MC: 0
EC: 0/5
Attacks: (13 total)
Physical:
Bide
Bite
Headbutt
Special:
Blizzard
Ice Beam
Icy Wind
Powder Snow
Shadow Ball
Status:
Disable
Double Team
Leer
Protect
Spikes
Eevee (White Wolfos) Male
Nature: Calm (+SpD, -Atk)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2)
Anticipation (DW Ability- LOCKED): (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)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 5/6
MC: 0
DC: 0/5
Attacks: (15 total)
Physical:
Bite
Covet
Quick Attack
Tackle
Take Down
Special:
Shadow Ball
Status:
Endure
Growl
Helping Hand
Protect
Sand-Attack
Substitute
Tail Whip
Wish
Yawn
Misdreavus (Raven) Female
Nature: Modest (+SpA, - Def)
Type: Ghost
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 1
Weight Class: 1
Base Rank Total: 15
EC: 0/6
MC: 0
DC: N/A
Attacks: (13 total)
Physical:
Astonish
Special:
Hex
Shadow Ball
Thunderbolt
Psychic
Psywave
Status:
Confuse Ray
Destiny Bond
Growl
Imprison
Mean Look
Nasty Plot
Spite
Bolderdash (Turret) - ♫ (Sprite made by Ziposaki)
Nature: Modest
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW ability- UNLOCKED): (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: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 110
Size Class: 1
Weight Class: 3
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 5/5
Attacks: (16 total)
Physical:
Rollout
Rock Blast
Tackle
Special:
Ancientpower
Earth Power
Energy Ball
Heat Wave
Mud Shot
Paleo Wave
Power Gem
Shadow Ball
Vacuum Wave
Status:
Accupressure
Defense Curl
Disable
Substitute
Onix (Shi Haungdi) Male
Nature: Adamant (+1 Atk, -1 SpA)
Type: Rock/Ground
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Weak Armor (DW ability- LOCKED): (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: Rank 3 (+)
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Size Class: 7
Weight Class: 6
Base Rank Total: 17
EC: 3/6
MC: 2
DC: 2/5
Attacks: (19/ 87 total moves)
Physical:
Bind
Double-Edge
Earthquake
Flail
Heavy Slam
Iron Tail
Rage
Rock Tomb
Rock Throw
Smack Down
Stone Edge
Tackle
Special:
Status:
Harden
Mud Sport
Protect
Sandstorm
Screech
Stealth Rock
Taunt
King Serperior's Pokemon
Zweilous [Blue-Eyes] (Male)
Nature: Naughty (+Atk, -Sp.Def)
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Hustle: (Can be enabled)This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 100
Atk: Rank 4 (+1)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-1)
Spe: 58
Size Class: 3
Weight Class: 3
Base Rank Total: 17
EC: 7/9
MC: 15
DC: N/A
KOC: 0
Attacks:
1). Tackle
2). Dragon Rage
3). Focus Energy
4). Bite
5). Headbutt
6). Dragonbreath
7). Roar
8). Crunch
9). Earth Power
10). Dark Pulse
11). Head Smash
12). Protect
13). Substitute
14). Thunder Wave
Pupitar [Greymon] (Male)
Quiet (-Speed, +Sp.Atk)
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Shed Skin: (Innate)This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Shed Skin (DW) (Locked): (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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+1)
SpD: Rank 3
Spe: 51 -> 44 (-15% Speed, -10 evasion)
Size Class: 3
Weight Class: 5
Base Rank Total: 17
EC: 5/9
DC: 4/5
MC: 13
KOC: 0
Moves:
1). Bite
2). Leer
3). Sandstorm
4). Screech
5). Chip Away
6). Rock Slide
7). Scary Face
8). Curse
9). Iron Head
10). Pursuit
11). Protect
12). Earthquake
13). Double Team
Servine [KS] (Male)
Naive (+15% Speed, +17ACC, -1 SP.Def)
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Overgrow: (Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary(DW-Locked): (Can be Enabled)This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 96 (+16% Acc)
Size Class: 2
Weight Class: 2
Base Rank Total: 15
EC: 4/9
DC: 4/5
MC: 8
KOC: 0
Moves:
1). Tackle
2). Leer
3). Vine Whip
4). Wrap
5). Growth
6). Leaf Tornado
7). Leech Seed
8). Mega Drain
9). Slam
10). Glare
11). Mirror Coat
12). Pursuit
13). Protect
14). Double Team
15). Substitute
Kadabra [Darth Plagueis] (Male)
Nature: Relaxed (+Def, -10 Evasion, -15% Speed)
Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize: (Innate)Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Inner Focus: (Innate)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Magic Guard: (innate)This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from 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: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 91 (-15% Speed, -10% evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 5/9
MC: 7
DC: 3/5
KOC: 0
Moves:
1). Teleport
2). Encore
3). Guard Split
4). Ice Punch
5). Psyshock
6). Shadow Ball
7). Energy Ball
8). Kinesis
9). Confusion
10). Disable
11). Miracle Eye
12). Ally Switch
13). Psychic
Togetic [Darth Zannah] (Female)
Rash (+1 SpA, -1 SpD)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Hustle: (Can be enabled)This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Inate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW-Locked): (Inate)This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+1)
SpD: Rank 3 (-1)
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 5/9
MC: 2
DC: 3/5
KOC: 0
Moves:
1). Growl
2). Charm
3). Metronome
4). Sweet Kiss
5). Encore
6). Yawn
7). Ancientpower
8). Follow Me
9). Bestow
10). Roost
11). Wish
12). Nasty Plot
13). Extrasensory
14). Morning Sun
15). Flamethrower
16). Shadow Ball
17). Protect
Vigoroth [El Gigante] (Male)
Nature: Adamant (+Attack, -Sp.Atk)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Vital Spirit: (Innate)This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Stats:
HP: 100
Atk: Rank 4 (+Atk)
Def: Rank 3
SpA: Rank 1 (-Sp.Atk)
SpD: Rank 2
Spe: 90
Size Class: 3
Weight Class: 3
Base Rank Total: 16
EC: 6/9
MC: 13
DC: N/A
KOC: 1
Moves:
1). Scratch
2). Yawn
3). Encore
4). Slack Off
5). Faint Attack
6). Amnesia
7). Counter
8). Focus Energy
9). Uproar
10). Fury Swipes
11). Endure
12). Hammer Arm
13). Body Slam
14). Sleep Talk
15). Rest
16). Rock Slide
17). Protect
Bench:
Dratini
100|100
Snorunt
90|100
Eevee
90|100
Misdreavus
90|100
Bolderdash
90|100
Onix
90|100
Zweilous
100|100
Pupitar
100|100
Servine
90|100
Kadabra
90|100
Togetic
90|100
Vigoroth
100|100
Active:
Orders:
1) King Serperior sends out pokemon and equips.
2) waterwarrior sends out pokemon, equips, and orders.
3) King Serperior orders.
4) I spend 6 hours keeping this straight and reffing.