Not often do we get a match of this size, or a ref so eager to take it! But I really need to be more active in ASB, so here we go.
Akela's assortment of miscellaneousness: (apparently that's a word...)
DFrog's collection of near-uniformity:
Infernape [Faust] M
Nature: Naive
-1SpDef, +15% Spe, +18% Accuracy
Type: Fire/Fight
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
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 125 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 16
Abilities:
Blaze (Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist (Innate): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
EC: 9/9
MC: 0
DW: 5/5
Moves: (23)
#Level Up#
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Mach Punch
Flamethrower
Facade
Feint
Close Combat
Acrobatics
Flare Blitz
Slack Off
Fire Spin
#Egg#
Fake Out
Thunder Punch
Double Kick
Focus Punch
#TM/HM#
Fire Blast
Grass Knot
Hidden Power Ice (7)
#Tutor#
Stealth Rock
Shroomish [Bosco] M
Nature: Jolly
-1SpAtk, +15% Spe, +5 Accuracy
Type:Grass
Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
Abilities:
Effect Spore (Can be Disabled): This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal (Innate): Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
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.
EC: 4/6
MC: 0
DW: 2/5
Moves: (17)
#Level Up#
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Spore
Giga Drain
#Egg#
Drain Punch
Seed Bomb
Bullet Seed
#TM/HM#
Toxic
Facade
Protect
#tutor#
Helping Hand
Snatch
Revenanhk [Pharaon] M
Nature: Brave
+1Atk, -15% Spe, -10% Evasion
Type: Ghost/Fight
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 56 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Abilities:
Shed Skin (Innate):This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock (Innate): This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (Innate)Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
DW: 5/5
MC: 1
Moves: (20)
#Level Up#
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
#Egg#
Wide Guard
Force Palm
Shadow Sneak
#TM/HM#
Toxic
Rock Slide
Earthquake
Brick Break
#Tutor#
Ice Punch
Tirtouga [Genbu] M
Nature: Quiet
+SpAtk, -15% Spe, -10% Evasion
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; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Stats
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 19 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
Abilities:
Solid Rock (Innate): This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
EC: 0/6
MC: 0
DW: 0/5
Moves: (16)
#Level Up#
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
Ancient Power
Crunch
Wide Guard
#Egg#
Body Slam
Knock Off
Water Pulse
#TM/HM#
Ice Beam
Dive
Bulldoze
Conkeldurr [Tombstone] M
Nature: Adamant
+1Atk, -1SpAtk
Type: Fight
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Stats
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
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.
Sheer Force (Can be Enabled): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Iron Fist (Innate): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: 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)
EC: 9/9
MC: 0
DW: 5/5
Moves: (26)
#Level Up#
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake Up Slap
Chip Away
Hammer Arm
Superpower
#Egg#
Drain Punch
Mach Punch
Wide Guard
Foresight
#TM/HM#
Taunt
Brick Break
Dig
Payback
Rock Slide
Earthquake
Bulldoze
#Tutor#
Ice Punch
Thunder Punch
Fire Punch
Helping Hand
Sleep Talk
Voodoom [Daddy] M
Nature: Naughty
+1Atk, -1SpDef
Type: Fighting/Dark
Fighting STAB; Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Dark 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.
Stats
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 110
Size Class: 4
Weight Class: 4
Base Rank Total: 20
Abilities
Volt Absorb (Innate): TThis Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Lightning Rod (Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round
Motor Drive (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. This boost is maintained at the end of each round.
EC: 6/6
MC: 0
DC: 5/5
Moves (25)
#Level Up#
Wrap
Revenge
Night Slash
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Shock Wave
Aura Sphere
Close Combat
Substitute
#Egg#
Mach Punch
Counter
Focus Punch
#TM/HM#
Taunt
Toxic
Torment
Hidden Power Rock (7)
#Tutor#
Ice Punch
Dark Pulse
One last thing before we begin: the rules as stated were 2 chills/5 recoveries, but as this is so unorthodox, I would like confirmation when akela posts his mons.
Now without further ado, the turn order:
Akela sends out and equips items.
DFrog sends out, equips items, and orders.
Akela orders.
I ref this mofo.
rules said:6 v 6 Triples
Items= All
Abilities = All
Subs = 2
Chills/Recoveries = 2/5
Switch = OK
1 Day DQ; 3 Days for Referee
Arena: ASB Arena
Akela's assortment of miscellaneousness: (apparently that's a word...)
Lilligant [Dahlia] [F]
Mild Nature (+1 SpA, -1 Def)
Type: Grass
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Egg Group: Grass
Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Own Tempo (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Leaf Guard (Innate): In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Physical
Bide
Special
Absorb
Energy Ball
Giga Drain
Leaf Storm
Magical Leaf
Mega Drain
Petal Dance
Other
After You
Aromatherapy
Entrainment
Growth
Healing Wish
Helping Hand
Ingrain
Leech Seed
Protect
Quiver Dance
Sleep Powder
Stun Spore
Substitute
Sunny Day
Synthesis
Teeter Dance
Mild Nature (+1 SpA, -1 Def)
Type: Grass
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Egg Group: Grass
Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Own Tempo (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Leaf Guard (Innate): In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Physical
Bide
Special
Absorb
Energy Ball
Giga Drain
Leaf Storm
Magical Leaf
Mega Drain
Petal Dance
Other
After You
Aromatherapy
Entrainment
Growth
Healing Wish
Helping Hand
Ingrain
Leech Seed
Protect
Quiver Dance
Sleep Powder
Stun Spore
Substitute
Sunny Day
Synthesis
Teeter Dance
Liepard [Bagheera] [M]
Naughty Nature (+1 Atk, -1 SpD)
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.
Egg Group: Field
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: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 106
Size Class: 2
Weight Class: 3
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Physical
Assurance
Cut
Fake Out
Faint Attack
Fury Swipes
Foul Play
Gunk Shot
Night Slash
Pay Day
Pursuit
Scratch
Seed Bomb
Shadow Claw
Slash
Sucker Punch
Special
Snarl
Other
Assist
Captivate
Growl
Hone Claws
Nasty Plot
Protect
Role Play
Sand-Attack
Snatch
Taunt
Thunder Wave
Torment
Yawn
Naughty Nature (+1 Atk, -1 SpD)
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.
Egg Group: Field
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: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 106
Size Class: 2
Weight Class: 3
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Physical
Assurance
Cut
Fake Out
Faint Attack
Fury Swipes
Foul Play
Gunk Shot
Night Slash
Pay Day
Pursuit
Scratch
Seed Bomb
Shadow Claw
Slash
Sucker Punch
Special
Snarl
Other
Assist
Captivate
Growl
Hone Claws
Nasty Plot
Protect
Role Play
Sand-Attack
Snatch
Taunt
Thunder Wave
Torment
Yawn
Archeops [Mor] [F]
Lonely Nature (+1 ATK, -1 Def)
Types: Rock/Flying
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Flying 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.
Egg Group: Flying/Water 3
Ability:
Defeatist (Trait): The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 22
EC: 6/6
MC: 0
Attacks:
Physical
Acrobatics
Crunch
Dragon Claw
Earthquake
Endeavor
Head Smash
Knock Off
Pluck
Quick Attack
Rock Slide
Rock Throw
Thrash
U-Turn
Wing Attack
Special
AncientPower
Dragon Pulse
Other
Agility
Double Team
Leer
Quick Guard
Roost
Sandstorm
Scary Face
Taunt
Lonely Nature (+1 ATK, -1 Def)
Types: Rock/Flying
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Flying 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.
Egg Group: Flying/Water 3
Ability:
Defeatist (Trait): The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 22
EC: 6/6
MC: 0
Attacks:
Physical
Acrobatics
Crunch
Dragon Claw
Earthquake
Endeavor
Head Smash
Knock Off
Pluck
Quick Attack
Rock Slide
Rock Throw
Thrash
U-Turn
Wing Attack
Special
AncientPower
Dragon Pulse
Other
Agility
Double Team
Leer
Quick Guard
Roost
Sandstorm
Scary Face
Taunt
Omanyte [Cthylla] [F]
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion)
Types: Rock/Water
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Egg Group: Water 1/Water 3
Abilities:
Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Shell Armor (Innate): This Pokemon’s thick armor prevents it from taking critical hits.
Weak Armor (Can Be Enabled) (Locked): 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 2
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 15
EC: 3/6
MC: 0
DC: 2/5
Attacks:
Physical
Bide
Bite
Constrict
Horn Attack
Rollout
Special
AncientPower
Blizzard
Hydro Pump
Mud Shot
Scald
Surf
Water Gun
Water Pulse
Wring Out
Other
Hail
Leer
Withdraw
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion)
Types: Rock/Water
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Egg Group: Water 1/Water 3
Abilities:
Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Shell Armor (Innate): This Pokemon’s thick armor prevents it from taking critical hits.
Weak Armor (Can Be Enabled) (Locked): 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 2
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 15
EC: 3/6
MC: 0
DC: 2/5
Attacks:
Physical
Bide
Bite
Constrict
Horn Attack
Rollout
Special
AncientPower
Blizzard
Hydro Pump
Mud Shot
Scald
Surf
Water Gun
Water Pulse
Wring Out
Other
Hail
Leer
Withdraw
Cyndaquil [Ikki] [F]
Modest Nature (+1 SPA, -1 ATK)
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.
Egg Group: Field
Abilities:
Blaze (Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 5/5
Attacks:
Physical
Double Kick
Flame Wheel
Quick Attack
Tackle
Special
Ember
Eruption
Extrasensory
Fire Blast
Flame Burst
Flamethrower
Inferno
Hidden Power (BAP: 7; Type: Grass)
Other
Defense Curl
Leer
SmokeScreen
Sunny Day
Modest Nature (+1 SPA, -1 ATK)
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.
Egg Group: Field
Abilities:
Blaze (Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 5/5
Attacks:
Physical
Double Kick
Flame Wheel
Quick Attack
Tackle
Special
Ember
Eruption
Extrasensory
Fire Blast
Flame Burst
Flamethrower
Inferno
Hidden Power (BAP: 7; Type: Grass)
Other
Defense Curl
Leer
SmokeScreen
Sunny Day
Exploud [Titanus] [M]
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Egg Group: Monster/Field
Abilities:
Soundproof (Innate): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Scrappy (Innate): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 59 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Physical
Astonish
Bite
Circle Throw
Crunch
Fire Fang
Ice Fang
Pound
SmellingSalt
Stomp
Thunder Fang
Special
Extrasensory
Flamethrower
Hyper Beam
Hyper Voice
Ice Beam
Icy Wind
Round
Surf
Uproar
Other
Howl
Rest
Screech
Sleep Talk
Supersonic
Toxic
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Egg Group: Monster/Field
Abilities:
Soundproof (Innate): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Scrappy (Innate): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 59 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Physical
Astonish
Bite
Circle Throw
Crunch
Fire Fang
Ice Fang
Pound
SmellingSalt
Stomp
Thunder Fang
Special
Extrasensory
Flamethrower
Hyper Beam
Hyper Voice
Ice Beam
Icy Wind
Round
Surf
Uproar
Other
Howl
Rest
Screech
Sleep Talk
Supersonic
Toxic
DFrog's collection of near-uniformity:
Infernape [Faust] M
Nature: Naive
-1SpDef, +15% Spe, +18% Accuracy
Type: Fire/Fight
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
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 125 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 16
Abilities:
Blaze (Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist (Innate): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
EC: 9/9
MC: 0
DW: 5/5
Moves: (23)
#Level Up#
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Mach Punch
Flamethrower
Facade
Feint
Close Combat
Acrobatics
Flare Blitz
Slack Off
Fire Spin
#Egg#
Fake Out
Thunder Punch
Double Kick
Focus Punch
#TM/HM#
Fire Blast
Grass Knot
Hidden Power Ice (7)
#Tutor#
Stealth Rock
Shroomish [Bosco] M
Nature: Jolly
-1SpAtk, +15% Spe, +5 Accuracy
Type:Grass
Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
Abilities:
Effect Spore (Can be Disabled): This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal (Innate): Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
EC: 4/6
MC: 0
DW: 2/5
Moves: (17)
#Level Up#
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Spore
Giga Drain
#Egg#
Drain Punch
Seed Bomb
Bullet Seed
#TM/HM#
Toxic
Facade
Protect
#tutor#
Helping Hand
Snatch
Revenanhk [Pharaon] M
Nature: Brave
+1Atk, -15% Spe, -10% Evasion
Type: Ghost/Fight
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 56 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Abilities:
Shed Skin (Innate):This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock (Innate): This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (Innate)Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
DW: 5/5
MC: 1
Moves: (20)
#Level Up#
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
#Egg#
Wide Guard
Force Palm
Shadow Sneak
#TM/HM#
Toxic
Rock Slide
Earthquake
Brick Break
#Tutor#
Ice Punch
Tirtouga [Genbu] M
Nature: Quiet
+SpAtk, -15% Spe, -10% Evasion
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; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Stats
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 19 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
Abilities:
Solid Rock (Innate): This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
EC: 0/6
MC: 0
DW: 0/5
Moves: (16)
#Level Up#
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
Ancient Power
Crunch
Wide Guard
#Egg#
Body Slam
Knock Off
Water Pulse
#TM/HM#
Ice Beam
Dive
Bulldoze
Conkeldurr [Tombstone] M
Nature: Adamant
+1Atk, -1SpAtk
Type: Fight
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Stats
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
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.
Sheer Force (Can be Enabled): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Iron Fist (Innate): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: 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)
EC: 9/9
MC: 0
DW: 5/5
Moves: (26)
#Level Up#
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake Up Slap
Chip Away
Hammer Arm
Superpower
#Egg#
Drain Punch
Mach Punch
Wide Guard
Foresight
#TM/HM#
Taunt
Brick Break
Dig
Payback
Rock Slide
Earthquake
Bulldoze
#Tutor#
Ice Punch
Thunder Punch
Fire Punch
Helping Hand
Sleep Talk
Voodoom [Daddy] M
Nature: Naughty
+1Atk, -1SpDef
Type: Fighting/Dark
Fighting STAB; Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Dark 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.
Stats
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 110
Size Class: 4
Weight Class: 4
Base Rank Total: 20
Abilities
Volt Absorb (Innate): TThis Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Lightning Rod (Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round
Motor Drive (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. This boost is maintained at the end of each round.
EC: 6/6
MC: 0
DC: 5/5
Moves (25)
#Level Up#
Wrap
Revenge
Night Slash
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Shock Wave
Aura Sphere
Close Combat
Substitute
#Egg#
Mach Punch
Counter
Focus Punch
#TM/HM#
Taunt
Toxic
Torment
Hidden Power Rock (7)
#Tutor#
Ice Punch
Dark Pulse
One last thing before we begin: the rules as stated were 2 chills/5 recoveries, but as this is so unorthodox, I would like confirmation when akela posts his mons.
Now without further ado, the turn order:
Akela sends out and equips items.
DFrog sends out, equips items, and orders.
Akela orders.
I ref this mofo.