This is an approval post, please don't edit any claims above. EDIT:
Complications: Durant learns Metal Sound for free (level 0 move in ORAS) so you get 1 MC stockpiled there. You had the wrong link in your flash - note that your Corphish will have 3 EC and 3 AC after this claim - next time, post a profile so that it'd be easier to cross-check changes pre- and post-claim. APPROVED.
Canis Majoris: Note that you'll have 21 CC and 31 UC after this approval. Note also that Skiddo will end up with 3/1 EC/AC, and Necturna 4 AC - next time, please post an updated profile for easier cross-checking, thank you. APPROVED.
Rainman Legends: Good to go. APPROVED.
P2X7: Remember that your Archen will be back on 0 MC after claiming Bounce. APPROVED.
Frosty: You actually reffed 11 rounds, not 10, in the Icy Gym match. But given how about 3 of them consist of a single attack...... That's for your conscience to decide. Nevertheless, fix and APPROVED.
Zekrom2525: Note that you'll have 9 CC and your Froakie 6 KOC after this claim, assuming there's nothing amiss. APPROVED.
waterwarrior: You had 2 CC before this claim, so after this you should have 23 CC, not 22. Otherwise, fix and APPROVED.
Claiming. EDIT2:
That's 7 claims approved. A pair of biased wins, a Gym reffing, a subbed in and a subbed out yields 4 CC, 4 CC, 34 UC, 8 UC, and 12 UC. Total stockpile before splurging is 8 CC and 103 UC.
Gray the Lucario earns 3 MC, using them to learn Iron Defense (Egg move).
Wendy the Meganium earns 3 MC, using them to learn Grass Whistle (Egg move).
Charla the Starmie earns 3 MC, using them to learn Cosmic Power (Level-up move) and Trick (ORAS Tutor).
Erza the Stratagem earns 3 MC, plus 1 KOC to learn Swagger and Stone Edge (2 ORAS TMs). Turning in 2 remaining KOC as CC.
Lucy the Gardevoir earns 3 MC, plus 1 KOC to learn Magic Room (ORAS Tutor) and Confide (ORAS TM).
Elfman the Camerupt earns 3 MC, plus 1 KOC to learn Hidden Power Grass and Hyper Beam (2 ORAS TMs). Turning in 1 remaining KOC as CC.
Jet the Nincada earns 1 EC, 1 AC, and 6 MC (4 from KOC), to learn Rest, Sleep Talk, and Facade (3 ORAS TMs).
Droy the Turtwig earns 1 EC, 1 AC, and 2 MC, to learn Toxic (ORAS TM).
Levy the Unown earns 3 MC, using them to learn Psychic (Event move) and giving me my first maxed ASB Pokemon :)
Koneko Toujou the Absol earns 1 AC and 2 MC, plus 1 MC stockpiled to learn Endure (past gen Tutor).
Yuuto Kiba the Gallade earns 1 AC (unlocking Justified) and 2 MC to learn Torment (ORAS TM). Turning in 1 remaining KOC as CC.
With the conversion from KOC my final tally is 12 CC.
CC: 0+4+4+2+1+1 = 12
UC: 49+34+8+12 = 103
CA: 0+7 = 7
Self-Approved.
Complications: Durant learns Metal Sound for free (level 0 move in ORAS) so you get 1 MC stockpiled there. You had the wrong link in your flash - note that your Corphish will have 3 EC and 3 AC after this claim - next time, post a profile so that it'd be easier to cross-check changes pre- and post-claim. APPROVED.
Canis Majoris: Note that you'll have 21 CC and 31 UC after this approval. Note also that Skiddo will end up with 3/1 EC/AC, and Necturna 4 AC - next time, please post an updated profile for easier cross-checking, thank you. APPROVED.
Rainman Legends: Good to go. APPROVED.
P2X7: Remember that your Archen will be back on 0 MC after claiming Bounce. APPROVED.
Frosty: You actually reffed 11 rounds, not 10, in the Icy Gym match. But given how about 3 of them consist of a single attack...... That's for your conscience to decide. Nevertheless, fix and APPROVED.
Zekrom2525: Note that you'll have 9 CC and your Froakie 6 KOC after this claim, assuming there's nothing amiss. APPROVED.
waterwarrior: You had 2 CC before this claim, so after this you should have 23 CC, not 22. Otherwise, fix and APPROVED.
Claiming. EDIT2:
That's 7 claims approved. A pair of biased wins, a Gym reffing, a subbed in and a subbed out yields 4 CC, 4 CC, 34 UC, 8 UC, and 12 UC. Total stockpile before splurging is 8 CC and 103 UC.
Gray the Lucario earns 3 MC, using them to learn Iron Defense (Egg move).
Wendy the Meganium earns 3 MC, using them to learn Grass Whistle (Egg move).
Charla the Starmie earns 3 MC, using them to learn Cosmic Power (Level-up move) and Trick (ORAS Tutor).
Erza the Stratagem earns 3 MC, plus 1 KOC to learn Swagger and Stone Edge (2 ORAS TMs). Turning in 2 remaining KOC as CC.
Lucy the Gardevoir earns 3 MC, plus 1 KOC to learn Magic Room (ORAS Tutor) and Confide (ORAS TM).
Elfman the Camerupt earns 3 MC, plus 1 KOC to learn Hidden Power Grass and Hyper Beam (2 ORAS TMs). Turning in 1 remaining KOC as CC.
Jet the Nincada earns 1 EC, 1 AC, and 6 MC (4 from KOC), to learn Rest, Sleep Talk, and Facade (3 ORAS TMs).
Droy the Turtwig earns 1 EC, 1 AC, and 2 MC, to learn Toxic (ORAS TM).
Levy the Unown earns 3 MC, using them to learn Psychic (Event move) and giving me my first maxed ASB Pokemon :)
Koneko Toujou the Absol earns 1 AC and 2 MC, plus 1 MC stockpiled to learn Endure (past gen Tutor).
Yuuto Kiba the Gallade earns 1 AC (unlocking Justified) and 2 MC to learn Torment (ORAS TM). Turning in 1 remaining KOC as CC.
With the conversion from KOC my final tally is 12 CC.
CC: 0+4+4+2+1+1 = 12
UC: 49+34+8+12 = 103
CA: 0+7 = 7
Lucario(*) Gray (M)
Gray the Riolu first clapped eyes on Zt when he hatched, and has followed him ever since, after bidding goodbye to his birth parents. His desire to be as good as his father (who was a well-known Pokemon in Sinnoh) drives him to perfect his body and trademark Aura Sight in all forms of training. Gray is Natsu’s rival in every way, however it’s not unusual to see them interrupt their fights just to face ‘outsiders’. Like his Ice-Making namesake, Gray is a thinking brawler. His intuition for fights, along with his uncanny ability to read his opponents movements, means he can usually counter the same instant his opponent makes a move. Oddly enough, despite numerous brawls, he sometimes still can’t read Natsu’s moves correctly.
The Hall training was grueling and long, for which Gray took quite some time to getting used to. But it honed his patience, well until the point where there remained very few things that can still bother him - those he held dear to his heart. Using his mind, he started learning how to read and shape energy, to wield his mind as a separate weapon form his body. He plans to put that to great use, still holding a secret ambition to meet and challenge his birth father again, as unlikely as it may be. His aura improved tremendously with the training of his mind and body in the Halls as well as the possession of a Lucarionite - to the point where he can sense danger to a certain extent miles away.
Nature: Mild (+1 SpAtk, -1 Def)
Type:
Fighting type: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel type: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible thereafter.
Abilities:
Ability 1: Steadfast
Type: Passive
If Gray would be flinched by an attack, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Ability 2: Inner Focus
Type: Passive
When an opponent attempts to flinch Gray, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 3: Justified (DW unlocked)
Type: Passive
Gray's body reacts to dark aura, invigorating his passions. When hit by a Dark-type move, Gray's attack will increase by one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Ability 4: Adaptability (Mega-Evo only)
Type: Passive
The moves that match Gray's current type would have their Base Attack Power increased by two (2).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 90
Size Class: 3
Weight Class: 4
Stats (Mega-Evo):
HP: 100
Atk: Rank 6
Def: Rank 2 (-)
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 112
Size Class: 3
Weight Class: 4
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Agility
Attract
Aura Sphere
Bite
Blaze Kick (*)
Bone Rush
Brick Break
Bulk Up
Bulldoze
Bullet Punch (*)
Calm Mind
Captivate
Circle Throw
Close Combat
Copycat (*)
Counter (*)
Cross Chop
Crunch (*)
Dark Pulse
Detect
Dig
Double Team
Dragon Pulse
Drain Punch
Dual Chop
Earthquake (*)
Endure (*)
Extreme Speed
Facade
Feint (*)
Final Gambit
Flash Cannon
Focus Blast
Focus Punch
Follow Me
Force Palm (*)
Foresight (*)
Frustration
Fury Cutter
Giga Impact
Headbutt
Heal Pulse
Helping Hand
Hidden Power Grass
High Jump Kick
Hone Claws
Hyper Beam
Ice Punch
Iron Defense
Iron Tail
Low Kick
Low Sweep
Magnet Rise
Me First
Metal Claw
Metal Sound
Mind Reader
Mud-Slap
Nasty Plot
Payback
Poison Jab
Power-up Punch
Protect
Psychic
Quick Attack (*)
Quick Guard
Rain Dance
Rest
Retaliate
Return
Reversal
Roar
Rock Slide (*)
Rock Tomb
Screech (*)
Shadow Ball
Shadow Claw
Sky Uppercut
Sleep Talk
Snore
Stone Edge
Substitute (*)
Sunny Day
Swift
Swords Dance
Thunder Punch
Toxic
Vacuum Wave
Water Pulse
Work Up
Zen Headbutt
Gray the Riolu first clapped eyes on Zt when he hatched, and has followed him ever since, after bidding goodbye to his birth parents. His desire to be as good as his father (who was a well-known Pokemon in Sinnoh) drives him to perfect his body and trademark Aura Sight in all forms of training. Gray is Natsu’s rival in every way, however it’s not unusual to see them interrupt their fights just to face ‘outsiders’. Like his Ice-Making namesake, Gray is a thinking brawler. His intuition for fights, along with his uncanny ability to read his opponents movements, means he can usually counter the same instant his opponent makes a move. Oddly enough, despite numerous brawls, he sometimes still can’t read Natsu’s moves correctly.
The Hall training was grueling and long, for which Gray took quite some time to getting used to. But it honed his patience, well until the point where there remained very few things that can still bother him - those he held dear to his heart. Using his mind, he started learning how to read and shape energy, to wield his mind as a separate weapon form his body. He plans to put that to great use, still holding a secret ambition to meet and challenge his birth father again, as unlikely as it may be. His aura improved tremendously with the training of his mind and body in the Halls as well as the possession of a Lucarionite - to the point where he can sense danger to a certain extent miles away.
Nature: Mild (+1 SpAtk, -1 Def)
Type:
Fighting type: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel type: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible thereafter.
Abilities:
Ability 1: Steadfast
Type: Passive
If Gray would be flinched by an attack, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Ability 2: Inner Focus
Type: Passive
When an opponent attempts to flinch Gray, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 3: Justified (DW unlocked)
Type: Passive
Gray's body reacts to dark aura, invigorating his passions. When hit by a Dark-type move, Gray's attack will increase by one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Ability 4: Adaptability (Mega-Evo only)
Type: Passive
The moves that match Gray's current type would have their Base Attack Power increased by two (2).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 90
Size Class: 3
Weight Class: 4
Stats (Mega-Evo):
HP: 100
Atk: Rank 6
Def: Rank 2 (-)
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 112
Size Class: 3
Weight Class: 4
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Agility
Attract
Aura Sphere
Bite
Blaze Kick (*)
Bone Rush
Brick Break
Bulk Up
Bulldoze
Bullet Punch (*)
Calm Mind
Captivate
Circle Throw
Close Combat
Copycat (*)
Counter (*)
Cross Chop
Crunch (*)
Dark Pulse
Detect
Dig
Double Team
Dragon Pulse
Drain Punch
Dual Chop
Earthquake (*)
Endure (*)
Extreme Speed
Facade
Feint (*)
Final Gambit
Flash Cannon
Focus Blast
Focus Punch
Follow Me
Force Palm (*)
Foresight (*)
Frustration
Fury Cutter
Giga Impact
Headbutt
Heal Pulse
Helping Hand
Hidden Power Grass
High Jump Kick
Hone Claws
Hyper Beam
Ice Punch
Iron Defense
Iron Tail
Low Kick
Low Sweep
Magnet Rise
Me First
Metal Claw
Metal Sound
Mind Reader
Mud-Slap
Nasty Plot
Payback
Poison Jab
Power-up Punch
Protect
Psychic
Quick Attack (*)
Quick Guard
Rain Dance
Rest
Retaliate
Return
Reversal
Roar
Rock Slide (*)
Rock Tomb
Screech (*)
Shadow Ball
Shadow Claw
Sky Uppercut
Sleep Talk
Snore
Stone Edge
Substitute (*)
Sunny Day
Swift
Swords Dance
Thunder Punch
Toxic
Vacuum Wave
Water Pulse
Work Up
Zen Headbutt
Meganium - Wendy (F)
They say the calmest waters often hide the most turbulent undercurrents, the stillest air often the premonition to the most terrible storms. So does Wendy. She's nice and pretty, often the team's peacemaker (pacemaker too), but her spirit is indomitable. In battle, Wendy wields the very force of nature itself - the plants and the wind that blows between leaves are her primary defence. Wendy is very trusting of strangers, despite Charla's frequent rebukes, but the fact that they're inseparable makes most Daycare visitors hesitate - except for Zheng. Wendy looks upon Natsu and Gray as big brothers, and they respond in kind - protective of their siblings as if of the same lineage.
After months of travel, Zheng intends to find a suitable place to build a small monastery, where he can have a roof over his family's head while he preaches and travels on his own. Wendy is the first to express support for the idea - a plant must have roots, after all. The outside world has weathered her and given her experience, but she remains hopeful of the promise of a better present and future - especially when she founds herself having fun with the girls in the family, or going about on errands with the lads. She is determined to protect the family's roots, as she calls their indomitable spirit, and will fight if the challenges arise.
Ever the small girl of the family, she wants to grow up, to be independent. Never a rebel, her desires were rooted in her feelings for others - she wants to be independent, because she does not want to be just a burden to everyone. Tending the monastery orchard, she finally found her way to adapt into her nature, and her training in Battle Hall allowed her to realise her potential and evolve. She is still afraid of certain things (like pickles), but she decided that she will never be backing down from her fears or her chances again.
Nature: Quiet (+1 SpAtk, -15% Speed, -10% Evasion)
Type:
Grass type: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Petal Dance will not be disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source.
Abilities:
Ability 1: Overgrow
Type: Passive
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).
Ability 2: Leaf Guard (DW Unlocked)
Type: Passive
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 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 69 (- = 80/1.15)
Size Class: 4
Weight Class: 5
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Ancient Power
Aromatherapy
Bulldoze
Bullet Seed
Counter
Double Team
Double-Edge
Dragon Tail
Earthquake
Endure
Energy Ball
Frenzy Plant
Giga Drain
Grass Knot
Grass Whistle
Growl
Heal Pulse
Ingrain
Leaf Storm
Leech Seed
Light Screen
Magic Coat
Magical Leaf
Mimic
Mud-Slap
Natural Gift
Petal Blizzard
Petal Dance
Poison Powder
Protect
Razor Leaf
Reflect
Rest
Safeguard
Seed Bomb
Sleep Talk
Snore
Solarbeam
Substitute
Sunny Day
Sweet Scent
Synthesis
Tackle
Worry Seed
Wring Out
They say the calmest waters often hide the most turbulent undercurrents, the stillest air often the premonition to the most terrible storms. So does Wendy. She's nice and pretty, often the team's peacemaker (pacemaker too), but her spirit is indomitable. In battle, Wendy wields the very force of nature itself - the plants and the wind that blows between leaves are her primary defence. Wendy is very trusting of strangers, despite Charla's frequent rebukes, but the fact that they're inseparable makes most Daycare visitors hesitate - except for Zheng. Wendy looks upon Natsu and Gray as big brothers, and they respond in kind - protective of their siblings as if of the same lineage.
After months of travel, Zheng intends to find a suitable place to build a small monastery, where he can have a roof over his family's head while he preaches and travels on his own. Wendy is the first to express support for the idea - a plant must have roots, after all. The outside world has weathered her and given her experience, but she remains hopeful of the promise of a better present and future - especially when she founds herself having fun with the girls in the family, or going about on errands with the lads. She is determined to protect the family's roots, as she calls their indomitable spirit, and will fight if the challenges arise.
Ever the small girl of the family, she wants to grow up, to be independent. Never a rebel, her desires were rooted in her feelings for others - she wants to be independent, because she does not want to be just a burden to everyone. Tending the monastery orchard, she finally found her way to adapt into her nature, and her training in Battle Hall allowed her to realise her potential and evolve. She is still afraid of certain things (like pickles), but she decided that she will never be backing down from her fears or her chances again.
Nature: Quiet (+1 SpAtk, -15% Speed, -10% Evasion)
Type:
Grass type: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Petal Dance will not be disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source.
Bloom Command said:For the next six (6) actions, this Pokemon's "Grass," "Powder," and "Seed" status-moves will have fifteen (15) added points to their Base Accuracy (e.g. Grasswhistle goes from 55 Base Acc to 70 Base Acc). Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Abilities:
Ability 1: Overgrow
Type: Passive
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).
Ability 2: Leaf Guard (DW Unlocked)
Type: Passive
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 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 69 (- = 80/1.15)
Size Class: 4
Weight Class: 5
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Ancient Power
Aromatherapy
Bulldoze
Bullet Seed
Counter
Double Team
Double-Edge
Dragon Tail
Earthquake
Endure
Energy Ball
Frenzy Plant
Giga Drain
Grass Knot
Grass Whistle
Growl
Heal Pulse
Ingrain
Leaf Storm
Leech Seed
Light Screen
Magic Coat
Magical Leaf
Mimic
Mud-Slap
Natural Gift
Petal Blizzard
Petal Dance
Poison Powder
Protect
Razor Leaf
Reflect
Rest
Safeguard
Seed Bomb
Sleep Talk
Snore
Solarbeam
Substitute
Sunny Day
Sweet Scent
Synthesis
Tackle
Worry Seed
Wring Out
Starmie - Charla (U)
Charla is Wendy's closest friend and confidante since Daycare. Witty, and quick to learn the ways of the world, Charla did not trust Zheng at first sight, naturally, and disapproves of Natsu and Gray's loud brawls every other minute they were together. Charla looks out for Wendy, not afraid to stand up to bigger, meaner Pokemons, and its that precise quality she sees in Zheng's group that warms her up to the team. Charla is very touchy, resisting most physical contacts except with Wendy, retaliating with swift hit-and-run tactics whenever approached thus.
The sudden disappearance of Wendy as soon as the monastery is founded shook Charla up. But, the resulting search finally convinced her that her best friend is no longer the helpless, naive pup of the past. She still watches over Wendy, though, and she looks forward into their shared future in the family with a bright hope - so long as her eyes don't roll at the antics of the boys.
Nature: Modest (+1 SpA, -1 Atk)
Type:
Water type: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from to 5 per action.
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Abilities:
Ability 1: Illuminate
Type: Toggle
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Multiple Illuminates do not stack. (Command: Enable/Disable Illuminate)
Ability 2: Natural Cure
Type: Passive
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Ability 3: Analytic (DW Unlocked)
Type: Passive
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 4
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Aurora Beam
Barrier
Bide
Blizzard
Brine
Bubblebeam
Camouflage
Confuse Ray
Cosmic Power
Dazzling Gleam
Dive
Double Team
Endure
Flash Cannon
Grass Knot
Harden
Hydro Pump
Ice Beam
Icy Wind
Light Screen
Magic Coat
Minimize
Pain Split
Power Gem
Protect
Psychic
Psyshock
Rain Dance
Rapid Spin
Recover
Reflect
Rest
Scald
Signal Beam
Skill Swap
Sleep Talk
Substitute
Supersonic
Surf
Swift
Tackle
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Twister
Water Gun
Whirlpool
Charla is Wendy's closest friend and confidante since Daycare. Witty, and quick to learn the ways of the world, Charla did not trust Zheng at first sight, naturally, and disapproves of Natsu and Gray's loud brawls every other minute they were together. Charla looks out for Wendy, not afraid to stand up to bigger, meaner Pokemons, and its that precise quality she sees in Zheng's group that warms her up to the team. Charla is very touchy, resisting most physical contacts except with Wendy, retaliating with swift hit-and-run tactics whenever approached thus.
The sudden disappearance of Wendy as soon as the monastery is founded shook Charla up. But, the resulting search finally convinced her that her best friend is no longer the helpless, naive pup of the past. She still watches over Wendy, though, and she looks forward into their shared future in the family with a bright hope - so long as her eyes don't roll at the antics of the boys.
Nature: Modest (+1 SpA, -1 Atk)
Type:
Water type: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from to 5 per action.
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Abilities:
Ability 1: Illuminate
Type: Toggle
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Multiple Illuminates do not stack. (Command: Enable/Disable Illuminate)
Ability 2: Natural Cure
Type: Passive
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Ability 3: Analytic (DW Unlocked)
Type: Passive
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 4
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Aurora Beam
Barrier
Bide
Blizzard
Brine
Bubblebeam
Camouflage
Confuse Ray
Cosmic Power
Dazzling Gleam
Dive
Double Team
Endure
Flash Cannon
Grass Knot
Harden
Hydro Pump
Ice Beam
Icy Wind
Light Screen
Magic Coat
Minimize
Pain Split
Power Gem
Protect
Psychic
Psyshock
Rain Dance
Rapid Spin
Recover
Reflect
Rest
Scald
Signal Beam
Skill Swap
Sleep Talk
Substitute
Supersonic
Surf
Swift
Tackle
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Twister
Water Gun
Whirlpool
Stratagem - Erza (U)
A swordsman wields the blade with graceful precision, just as Erza uses her attacks with dangerous beauty. She walked in on one of Gray and Natsu’s brawls, and the resulting free-for-all wore on for half a day before Zheng can subdue her with a Pokeball. Unknowingly for her, that fight left a lasting impression on the two – they’re cautious almost to the point of fearful whenever in her company since then. Wendy and Charla looks up to her as a role model, though, and it was Erza who took care of them, even though she was newer to the family.
Chargestone Cave is the hallowed ground for all of Erza's ancestry, yet she decides that she will withhold her instincts to evolve for the sake of her family. Small but close-knit, everyone looks up to Erza as the big sister, even though her quirks with boys sometimes astonished the girls and make the shy ones (like Juvia and Wendy) blush. After a series of long, drawn out clashes with Mirajane, both of them seemed to have settled to a cordial relationship, mutually agreeing to avoid mentioning the past conflicts, opting instead to look after the girls together and knock the boys down a peg or two when they get too loud.
It wasn't until the strawberry cake event that Erza finally found the courage to overcome her fear. The truth was, she was scared of shouldering her responsibility being a full-grown Stratagem, relying more and more on the rest of the family despite the lads' deferment to her leadership and skills. Resolving to do whatever it takes to protect herself and those around her, she secretly learn how to manipulate the nature from Mirajane, and the two became very fast friends. Although, Mirajane seems to have picked up some of Erza's racy quirks as well...
Nature: Modest (+1 SpA, -1 Atk)
Type:
Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Fast Guard, Harden, Iron Defense, Light Screen, Protect, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by 2 BAP during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Abilities:
Ability 1: Levitate
Type: Passive
This Pokemon naturally floats above the earth when released or easily takes flight, evading the all seismic moves. Earth Power will have 3 less BAP. Dig and Dive can still strike a Levitating Pokemon, but only if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Other Ground moves can still hit.
Ability 2: Technician
Type: Passive
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. 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).
Ability 3: Mold Breaker (Unlocked)
Type: Passive
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 130
BRT: 21
Size Class: 2
Weight Class: 3
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Acupressure
AncientPower
Calm Mind
Dazzling Gleam
Defense Curl
Disable
Double Team
Earth Power
Electro Ball
Endure
Energy Ball
Fire Blast
Flamethrower
Flash Cannon
Giga Drain
Heat Wave
Hidden Power Flying
Hone Claws
Hyper Beam
Magnet Rise
Magnetic Flux
Mud Shot
Mud-Slap
Ominous Wind
Paleo Wave
Power Gem
Protect
Rest
Rock Blast
Rock Polish
Rollout
Round
Sandstorm
Shadow Ball
Sleep Talk
Smack Down
Snore
Stealth Rock
Substitute
Sunny Day
Stone Edge
Swift
Tackle
Toxic
Trick
Vacuum Wave
Volt Switch
Weather Ball
A swordsman wields the blade with graceful precision, just as Erza uses her attacks with dangerous beauty. She walked in on one of Gray and Natsu’s brawls, and the resulting free-for-all wore on for half a day before Zheng can subdue her with a Pokeball. Unknowingly for her, that fight left a lasting impression on the two – they’re cautious almost to the point of fearful whenever in her company since then. Wendy and Charla looks up to her as a role model, though, and it was Erza who took care of them, even though she was newer to the family.
Chargestone Cave is the hallowed ground for all of Erza's ancestry, yet she decides that she will withhold her instincts to evolve for the sake of her family. Small but close-knit, everyone looks up to Erza as the big sister, even though her quirks with boys sometimes astonished the girls and make the shy ones (like Juvia and Wendy) blush. After a series of long, drawn out clashes with Mirajane, both of them seemed to have settled to a cordial relationship, mutually agreeing to avoid mentioning the past conflicts, opting instead to look after the girls together and knock the boys down a peg or two when they get too loud.
It wasn't until the strawberry cake event that Erza finally found the courage to overcome her fear. The truth was, she was scared of shouldering her responsibility being a full-grown Stratagem, relying more and more on the rest of the family despite the lads' deferment to her leadership and skills. Resolving to do whatever it takes to protect herself and those around her, she secretly learn how to manipulate the nature from Mirajane, and the two became very fast friends. Although, Mirajane seems to have picked up some of Erza's racy quirks as well...
Nature: Modest (+1 SpA, -1 Atk)
Type:
Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Fast Guard, Harden, Iron Defense, Light Screen, Protect, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by 2 BAP during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Abilities:
Ability 1: Levitate
Type: Passive
This Pokemon naturally floats above the earth when released or easily takes flight, evading the all seismic moves. Earth Power will have 3 less BAP. Dig and Dive can still strike a Levitating Pokemon, but only if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Other Ground moves can still hit.
Ability 2: Technician
Type: Passive
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. 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).
Ability 3: Mold Breaker (Unlocked)
Type: Passive
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 130
BRT: 21
Size Class: 2
Weight Class: 3
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Acupressure
AncientPower
Calm Mind
Dazzling Gleam
Defense Curl
Disable
Double Team
Earth Power
Electro Ball
Endure
Energy Ball
Fire Blast
Flamethrower
Flash Cannon
Giga Drain
Heat Wave
Hidden Power Flying
Hone Claws
Hyper Beam
Magnet Rise
Magnetic Flux
Mud Shot
Mud-Slap
Ominous Wind
Paleo Wave
Power Gem
Protect
Rest
Rock Blast
Rock Polish
Rollout
Round
Sandstorm
Shadow Ball
Sleep Talk
Smack Down
Snore
Stealth Rock
Substitute
Sunny Day
Stone Edge
Swift
Tackle
Toxic
Trick
Vacuum Wave
Volt Switch
Weather Ball
Gardevoir - Lucy (F)
Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.
Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.
The discovery of Gardevoirite trade intrigued Zheng, and when Lucy came in contact with it, she seemed to be in a far tranquil state of mind. Such was here power with the Mega Stone that the whole monastery and even nearby areas are shrouded in an aura of peace and compassion. Taking care not to affect the lives of others, Zheng had since been cautious in allowing Lucy to come in full contact with the Stone, unless the battle demands for the release of her powers.
Nature: Bold (+1 Def, -1 Atk)
Type:
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Fairy type: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves. Stacks with second STAB where applicable. Full list: Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent.
Abilities:
Ability 1: Synchronize
Type: Passive
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Ability 2: Trace
Type: Trigger
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced. (Command: Trace (Target Ability) )
Ability 3: Telepathy (DW Unlocked)
Type: Passive
This Pokemon creates a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Ability 4: Pixilate (Mega-Evo only)
Type: Toggle
By default, Mega-Gardevoir's Normal-type moves are Fairy-type moves, and have an additional 2 BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by 2.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Stats (Mega-Evo):
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 7
SpD: Rank 5
Spe: 100
Size Class: 3
Weight Class: 3
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Ally Switch
Attract
Calm Mind
Charge Beam
Charm
Confide
Confuse Ray
Confusion
Dazzling Gleam
Disable
Double Team
Dream Eater
Encore
Endure
Energy Ball
Flash
Focus Blast
Frustration
Future Sight
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hyper Beam
Hyper Voice
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mimic
Misty Terrain
Moonblast
Nightmare
Pain Split
Protect
Psychic
Psych Up
Psyshock
Rain Dance
Reflect
Rest
Return
Round
Safeguard
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swift
Taunt
Telekinesis
Teleport
Thief
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.
Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.
The discovery of Gardevoirite trade intrigued Zheng, and when Lucy came in contact with it, she seemed to be in a far tranquil state of mind. Such was here power with the Mega Stone that the whole monastery and even nearby areas are shrouded in an aura of peace and compassion. Taking care not to affect the lives of others, Zheng had since been cautious in allowing Lucy to come in full contact with the Stone, unless the battle demands for the release of her powers.
Nature: Bold (+1 Def, -1 Atk)
Type:
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Fairy type: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves. Stacks with second STAB where applicable. Full list: Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent.
Abilities:
Ability 1: Synchronize
Type: Passive
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Ability 2: Trace
Type: Trigger
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced. (Command: Trace (Target Ability) )
Ability 3: Telepathy (DW Unlocked)
Type: Passive
This Pokemon creates a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Ability 4: Pixilate (Mega-Evo only)
Type: Toggle
By default, Mega-Gardevoir's Normal-type moves are Fairy-type moves, and have an additional 2 BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by 2.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Stats (Mega-Evo):
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 7
SpD: Rank 5
Spe: 100
Size Class: 3
Weight Class: 3
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Ally Switch
Attract
Calm Mind
Charge Beam
Charm
Confide
Confuse Ray
Confusion
Dazzling Gleam
Disable
Double Team
Dream Eater
Encore
Endure
Energy Ball
Flash
Focus Blast
Frustration
Future Sight
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hyper Beam
Hyper Voice
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mimic
Misty Terrain
Moonblast
Nightmare
Pain Split
Protect
Psychic
Psych Up
Psyshock
Rain Dance
Reflect
Rest
Return
Round
Safeguard
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swift
Taunt
Telekinesis
Teleport
Thief
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Camerupt - Elfman (M)
"Hey mon," is probably Elfman's QOTD, all day, everyday. His easy-going attitude is reflective of his species' nature - slowly pacing on with the simple pleasures of daily life. Or so it seems. Elfman is as stubborn as they come - in fact, he got into a tussle with Natsu just because they wanted to cross the same (outer) side of the ledge. It took Gray's help to wrestle him down (a fact all but Gray is unhappy about) but Zheng's capture brought him into the family. Being slow to anger doesn't mean Elfman is slow on the uptake, but it does mean that he's slow to cooldown after he gets really riled up.
Having a family to be with changes Elfman - he is becoming more and more a stolid guardian than a laid-back jock. Steadfast to the point of tactless, he will not give way if he feels that his family is threatened. He is especially protective of Mirajane, and will often go out of his way to help her in any way perceived possible.
Nature: Quiet (+1 SpAtk, -15% Speed, -10% evasion)
Type:
Fire type: Fire STAB; immune to burn status.
Ground type: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Ability 1: Magma Armour
Type: Passive
Elfman has a strong, heated armor that makes it incapable of being frozen. His armor also reduces the Base Attack Power of all incoming attacks by one (1).
Ability 2: Solid Rock
Type: Passive
Elfman’s solid body and durable constitution causes the Base Attack Power of incoming super-effective attacks to be reduced by two (2).
Ability 3: Anger Point (DW Unlocked)
Type: Passive
When struck with a critical hit, Elfman becomes enraged and its Attack rises to maximum (Stage 6). However, his Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches the Pokemon's natural Attack stage. Critical hits from self-targeting moves do not activate Anger Point.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (40/1.15)
Size Class: 4
Weight Class: 6
EC: 6/6 Evolution at 6
MC: 0
AC: 5/5
Attacks:
Amnesia
Ancient Power
Body Slam
Bulldoze
Defense Curl
Dig
Double Team
Double-Edge
Earth Power
Earthquake
Ember
Endure
Eruption
Fire Blast
Fissure
Flame Burst
Flamethrower
Flash Cannon
Focus Energy
Frustration
Giga Impact
Growl
Heat Wave
Hidden Power Grass
Hyper Beam
Incinerate
Iron Head
Lava Plume
Magnitude
Mimic
Mud Bomb
Mud-Slap
Overheat
Protect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Tomb
Rollout
Sleep Talk
Solar Beam
Stealth Rock
Stone Edge
Substitute
Tackle
Take Down
Toxic
Will-O-Wisp
Yawn
"Hey mon," is probably Elfman's QOTD, all day, everyday. His easy-going attitude is reflective of his species' nature - slowly pacing on with the simple pleasures of daily life. Or so it seems. Elfman is as stubborn as they come - in fact, he got into a tussle with Natsu just because they wanted to cross the same (outer) side of the ledge. It took Gray's help to wrestle him down (a fact all but Gray is unhappy about) but Zheng's capture brought him into the family. Being slow to anger doesn't mean Elfman is slow on the uptake, but it does mean that he's slow to cooldown after he gets really riled up.
Having a family to be with changes Elfman - he is becoming more and more a stolid guardian than a laid-back jock. Steadfast to the point of tactless, he will not give way if he feels that his family is threatened. He is especially protective of Mirajane, and will often go out of his way to help her in any way perceived possible.
Nature: Quiet (+1 SpAtk, -15% Speed, -10% evasion)
Type:
Fire type: Fire STAB; immune to burn status.
Brighten Command said:For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Ground type: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Ability 1: Magma Armour
Type: Passive
Elfman has a strong, heated armor that makes it incapable of being frozen. His armor also reduces the Base Attack Power of all incoming attacks by one (1).
Ability 2: Solid Rock
Type: Passive
Elfman’s solid body and durable constitution causes the Base Attack Power of incoming super-effective attacks to be reduced by two (2).
Ability 3: Anger Point (DW Unlocked)
Type: Passive
When struck with a critical hit, Elfman becomes enraged and its Attack rises to maximum (Stage 6). However, his Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches the Pokemon's natural Attack stage. Critical hits from self-targeting moves do not activate Anger Point.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (40/1.15)
Size Class: 4
Weight Class: 6
EC: 6/6 Evolution at 6
MC: 0
AC: 5/5
Attacks:
Amnesia
Ancient Power
Body Slam
Bulldoze
Defense Curl
Dig
Double Team
Double-Edge
Earth Power
Earthquake
Ember
Endure
Eruption
Fire Blast
Fissure
Flame Burst
Flamethrower
Flash Cannon
Focus Energy
Frustration
Giga Impact
Growl
Heat Wave
Hidden Power Grass
Hyper Beam
Incinerate
Iron Head
Lava Plume
Magnitude
Mimic
Mud Bomb
Mud-Slap
Overheat
Protect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Tomb
Rollout
Sleep Talk
Solar Beam
Stealth Rock
Stone Edge
Substitute
Tackle
Take Down
Toxic
Will-O-Wisp
Yawn
Jet - Nincada (M)
His dream is to be fast. He became friends with everyone faster than Laxus, but he always felt... vulnerable. Hence the dream. He wanted to be fast, so that if trouble comes, it'll never catch him. So that when enemies come, they'll never know what hit them. So that when sorrow comes, he'll be long gone.
Nature: Adamant (+Atk; -SpA)
Type:
Bug type: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Ground type: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Ability 1: Compoundeyes
Type: Passive
Jet's complex eyes give him a comprehensive view of the field, making his moves and attacks 30% (x1.3) more accurate.
Ability 2: Run Away (Hidden, Locked)
Type: Passive
Jet is quick on his feet, evading any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. 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.
Stats:
HP: 90
Atk: 3 (+)
Def: 3
SpA: 1 (-)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 3/5
Attacks:
Fury Swipes
Harden
Leech Life
Metal Claw
Mind Reader
Mud-Slap
Sand-Attack
Scratch
Bug Bite
Faint Attack
Final Gambit
Gust
Silver Wind
Sandstorm
Dig
Substitute
Night Slash
Protect
Aerial Ace
Frustration
String Shot
Rest
Sleep Talk
Facade
His dream is to be fast. He became friends with everyone faster than Laxus, but he always felt... vulnerable. Hence the dream. He wanted to be fast, so that if trouble comes, it'll never catch him. So that when enemies come, they'll never know what hit them. So that when sorrow comes, he'll be long gone.
Nature: Adamant (+Atk; -SpA)
Type:
Bug type: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Ground type: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Ability 1: Compoundeyes
Type: Passive
Jet's complex eyes give him a comprehensive view of the field, making his moves and attacks 30% (x1.3) more accurate.
Ability 2: Run Away (Hidden, Locked)
Type: Passive
Jet is quick on his feet, evading any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. 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.
Stats:
HP: 90
Atk: 3 (+)
Def: 3
SpA: 1 (-)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 3/5
Attacks:
Fury Swipes
Harden
Leech Life
Metal Claw
Mind Reader
Mud-Slap
Sand-Attack
Scratch
Bug Bite
Faint Attack
Final Gambit
Gust
Silver Wind
Sandstorm
Dig
Substitute
Night Slash
Protect
Aerial Ace
Frustration
String Shot
Rest
Sleep Talk
Facade
Turtwig - Droy (M)
Jet is Droy's fastest new friend. Often hungry and wanting food, Droy would implore Jet to help him find stuff to eat. Often after raiding the kitchens, the pair would sneak about the monastery, looking for places to hide while they eat. But when he's not eating, Droy can often be seen working on the gardens and the orchard with Wendy, doing his chores by helping around to make new fresh produce - which he'll eat, of course.
Nature: Sassy (+SpDef, -15% Speed, -10% Acc)
Type:
Grass Type: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.
Abilities:
Ability 1: Overgrow
Type: Passive
When Droy'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, Solar Beam from 12 to 14)
Ability 2: Shell Armour (Hidden)
Type: Passive
Droy's thick body and craggy carapace prevents it from taking critical hits.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 26 (-)
Size Class: 1
Weight Class: 2
BRT: 14
EC: 4/9
MC: 0
AC: 4/5
Attacks:
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Leech Seed
Synthesis
Leaf Storm
Crunch
Giga Drain
Grassy Terrain
Seed Bomb
Worry Seed
Stockpile
Wide Guard
Bullet Seed
Reflect
Light Screen
Safeguard
Protect
Stealth Rock
Grass Knot
Toxic
Jet is Droy's fastest new friend. Often hungry and wanting food, Droy would implore Jet to help him find stuff to eat. Often after raiding the kitchens, the pair would sneak about the monastery, looking for places to hide while they eat. But when he's not eating, Droy can often be seen working on the gardens and the orchard with Wendy, doing his chores by helping around to make new fresh produce - which he'll eat, of course.
Nature: Sassy (+SpDef, -15% Speed, -10% Acc)
Type:
Grass Type: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.
Bloom Command: For the next six (6) actions, this Pokemon's "Grass," "Powder," and "Seed" status-moves will have fifteen (15) added points to their Base Accuracy (e.g. Grass Whistle goes from 55 Base Acc to 70 Base Acc). Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Abilities:
Ability 1: Overgrow
Type: Passive
When Droy'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, Solar Beam from 12 to 14)
Ability 2: Shell Armour (Hidden)
Type: Passive
Droy's thick body and craggy carapace prevents it from taking critical hits.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 26 (-)
Size Class: 1
Weight Class: 2
BRT: 14
EC: 4/9
MC: 0
AC: 4/5
Attacks:
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Leech Seed
Synthesis
Leaf Storm
Crunch
Giga Drain
Grassy Terrain
Seed Bomb
Worry Seed
Stockpile
Wide Guard
Bullet Seed
Reflect
Light Screen
Safeguard
Protect
Stealth Rock
Grass Knot
Toxic
Unown - Levy
Levy is a book-lover, who chanced upon the library collection in the monastery Zheng founded. Inside, she was astounded to find books of a totally new philosophy to her, a history of a world she never imagined of. Resolute that she would not pass up this chance, she resided there until Jet and Droy happened upon her in their wanderings, and the trio soon became fast friends.
Nature: Modest (+SpAtk, -Atk)
Type:
Psychic Type: Psychic STAB; Levy's tome of spells enable her to lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Levitate
Type: Passive
Levy has a small magic rug, which 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 still strike her 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.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
BRT: 14
Attacks (max 18 moves):
Hidden Power Bug
Hidden Power Dark
Hidden Power Dragon
Hidden Power Electric
Hidden Power Fairy
Hidden Power Fighting
Hidden Power Fire
Hidden Power Flying
Hidden Power Ghost
Hidden Power Grass
Hidden Power Ground
Hidden Power Ice
Hidden Power Poison
Hidden Power Psychic
Hidden Power Rock
Hidden Power Steel
Hidden Power Water
Psychic
Levy is a book-lover, who chanced upon the library collection in the monastery Zheng founded. Inside, she was astounded to find books of a totally new philosophy to her, a history of a world she never imagined of. Resolute that she would not pass up this chance, she resided there until Jet and Droy happened upon her in their wanderings, and the trio soon became fast friends.
Nature: Modest (+SpAtk, -Atk)
Type:
Psychic Type: Psychic STAB; Levy's tome of spells enable her to lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Levitate
Type: Passive
Levy has a small magic rug, which 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 still strike her 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.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
BRT: 14
Attacks (max 18 moves):
Hidden Power Bug
Hidden Power Dark
Hidden Power Dragon
Hidden Power Electric
Hidden Power Fairy
Hidden Power Fighting
Hidden Power Fire
Hidden Power Flying
Hidden Power Ghost
Hidden Power Grass
Hidden Power Ground
Hidden Power Ice
Hidden Power Poison
Hidden Power Psychic
Hidden Power Rock
Hidden Power Steel
Hidden Power Water
Psychic
Koneko Toujou, "Hellcat" - Absol (F)
Known as the rare, unwanted Disaster Pokemon, and a descendant of Lou's Absol - whose Trainer was gone missing for too long, with disquieting rumours, Koneko was not welcomed in the ASB community. Even the shelter shunned her, for fear of attracting ill luck. Most veteran Trainers do not share the superstition, but her small form, frailer than even most of her kind made most hesitate to take her in, until Tanner found her. She is scarred by the treatment from those around her, and is very reluctant to open up to anyone. Rias is the first to be able to touch her without her shying away, and it seems Tanner is making some slight progress.
Nature: Modest (+SpAtk, -Atk) - also very timid
Type:
Dark type: Dark STAB; Koneko is very serious about putting lechers in their right place. She ignores Attract and Confusion status entirely when using her natural Dark-type damaging and non-damaging attacks.
Abilities:
Ability 1: Pressure
Type: Passive
Koneko's quiet, tense, presence fills the air with intense anxiety, and any damaging or status attack launched at her costs the attacking Pokemon two (2) more energy to perform.
Ability 2: Super Luck
Type: Passive
Koneko can manipulate her aura to increase his critical hit levels one stage above other Pokemon, making normal moves inflict critical hits 12.5% of the time and high critical hit moves inflict critical hits 50% of the time.
Ability 3: Justified (Hidden)
Type: Passive
Koneko's touki reacts to similarly dark energies. When hit by a Dark-type move, Koneko's attack will increase by one (1) stage. A boost gained this way will be maintained at the end of each round.
Ability 4: Magic Bounce (Mega-Evo only)
Type: Passive
In Mega-Evolution forme, Koneko can manipulate the dark senki to ward off non-damaging attacks as soon as they are launched, reflecting them back at the user.
Stats:
HP: 100
Atk: Rank 4 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75
Size Class: 3 (actually more of a 2 since she's quite small compared to the rest of the Absol species)
Weight Class: 3
BRT: 18
Stats (Mega-Evo):
HP: 100
Atk: Rank 5 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 115
Size Class: 3
Weight Class: 3
BRT: 21
MC: 0
AC: 2/5
Attacks:
Aerial Ace
Assurance
Baton Pass
Bite
Detect
Double Team
Endure
Feint
Feint Attack
Hex
Incinerate
Leer
Magic Coat
Me First
Mean Look
Megahorn
Night Slash
Payback
Perish Song
Play Rough
Punishment
Pursuit
Quick Attack
Razor Wind
Retaliate
Rock Slide
Rock Smash
Rock Tomb
Sandstorm
Scratch
Shadow Claw
Slash
Stone Edge
Sucker Punch
Sunny Day
Swords Dance
Taunt
Thief
Thief
Thunder
X-Scissor
Zen Headbutt
Known as the rare, unwanted Disaster Pokemon, and a descendant of Lou's Absol - whose Trainer was gone missing for too long, with disquieting rumours, Koneko was not welcomed in the ASB community. Even the shelter shunned her, for fear of attracting ill luck. Most veteran Trainers do not share the superstition, but her small form, frailer than even most of her kind made most hesitate to take her in, until Tanner found her. She is scarred by the treatment from those around her, and is very reluctant to open up to anyone. Rias is the first to be able to touch her without her shying away, and it seems Tanner is making some slight progress.
Nature: Modest (+SpAtk, -Atk) - also very timid
Type:
Dark type: Dark STAB; Koneko is very serious about putting lechers in their right place. She ignores Attract and Confusion status entirely when using her natural Dark-type damaging and non-damaging attacks.
Abilities:
Ability 1: Pressure
Type: Passive
Koneko's quiet, tense, presence fills the air with intense anxiety, and any damaging or status attack launched at her costs the attacking Pokemon two (2) more energy to perform.
Ability 2: Super Luck
Type: Passive
Koneko can manipulate her aura to increase his critical hit levels one stage above other Pokemon, making normal moves inflict critical hits 12.5% of the time and high critical hit moves inflict critical hits 50% of the time.
Ability 3: Justified (Hidden)
Type: Passive
Koneko's touki reacts to similarly dark energies. When hit by a Dark-type move, Koneko's attack will increase by one (1) stage. A boost gained this way will be maintained at the end of each round.
Ability 4: Magic Bounce (Mega-Evo only)
Type: Passive
In Mega-Evolution forme, Koneko can manipulate the dark senki to ward off non-damaging attacks as soon as they are launched, reflecting them back at the user.
Stats:
HP: 100
Atk: Rank 4 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75
Size Class: 3 (actually more of a 2 since she's quite small compared to the rest of the Absol species)
Weight Class: 3
BRT: 18
Stats (Mega-Evo):
HP: 100
Atk: Rank 5 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 115
Size Class: 3
Weight Class: 3
BRT: 21
MC: 0
AC: 2/5
Attacks:
Aerial Ace
Assurance
Baton Pass
Bite
Detect
Double Team
Endure
Feint
Feint Attack
Hex
Incinerate
Leer
Magic Coat
Me First
Mean Look
Megahorn
Night Slash
Payback
Perish Song
Play Rough
Punishment
Pursuit
Quick Attack
Razor Wind
Retaliate
Rock Slide
Rock Smash
Rock Tomb
Sandstorm
Scratch
Shadow Claw
Slash
Stone Edge
Sucker Punch
Sunny Day
Swords Dance
Taunt
Thief
Thief
Thunder
X-Scissor
Zen Headbutt
Yuuto Kiba, "Holy Demonic Swordsman" - Gallade (M)
A Ralts whose friends have been swept away by an unnatural rainstorm, Yuuto is the only survivor - saved by Rias. Captured b Tanner, he is originally unwilling to be forced into Rias' peerage, but Erza, Zheng's Stratagem, is the first to give him a channel for his purpose - the art of sword-fighting and the ways to become stronger. He follows after Erza as a pupil after a mentor, learning how to fight with both mind and blade, while staying beside Rias for another shot at a new life. Still, he cannot forget his past - how a Tornadus and a Thundurus had destroyed his friends and home.
Nature: Impish (+Def, -SpAtk) - sparklingly charming and polite, but devoted inside
Type:
Psychic type: Psychic STAB; Yuuto's determination means he can lift and throw opponents with Psychic regardless of Special Attack Rank.
Fighting type: Fighting STAB: Yuuto's techniques allow him to ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:
Ability 1: Steadfast
Type: Passive
If Yuuto is out-flinched, he puts on a burst of extra Speed by one (1) stage, maintained at the end of each round.
Ability 2: Justified (Unlocked)
Type: Trigger
Yuuto's holy demonic swords react to dark energy, invigorating their honed edges. When hit by a Dark-type move, Yuuto's attack will increase by one (1) stage, maintained at the end of each round.
Ability 3: Inner Focus (Mega-Evo only)
Type: Passive
When an opponent attempts to flinch Yuuto, he would parry the flinching effects and continue his attacks. If Steadfast is also present, it activates.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
BRT: 21
Stats (Mega-Evo):
HP: 100
Atk: Rank 7
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 110
Size Class: 3
Weight Class: 4
BRT: 24
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Aerial Ace
Brick Break
Bulldoze
Calm Mind
Close Combat
Confusion
Cut
Destiny Bond
Disable
Double Team
Drain Punch
Dual Chop
Earthquake
Encore
Endure
Facade
Feint
Fire Punch
Focus Punch
Frustration
Fury Cutter
Grass Knot
Growl
Heal Pulse
Helping Hand
Ice Punch
Knock Off
Leaf Blade
Leer
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Mimic
Night Slash
Pain Split
Poison Jab
Power-up Punch
Protect
Psycho Cut
Psyshock
Quick Guard
Reflect
Retaliate
Rock Slide
Torment
Return
Safeguard
Shadow Sneak
Skill Swap
Slash
Snatch
Stone Edge
Stored Power
Substitute
Taunt
Teleport
Thunder Punch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Wide Guard
Will-o-Wisp
X-Scissor
Zen Headbutt
A Ralts whose friends have been swept away by an unnatural rainstorm, Yuuto is the only survivor - saved by Rias. Captured b Tanner, he is originally unwilling to be forced into Rias' peerage, but Erza, Zheng's Stratagem, is the first to give him a channel for his purpose - the art of sword-fighting and the ways to become stronger. He follows after Erza as a pupil after a mentor, learning how to fight with both mind and blade, while staying beside Rias for another shot at a new life. Still, he cannot forget his past - how a Tornadus and a Thundurus had destroyed his friends and home.
Nature: Impish (+Def, -SpAtk) - sparklingly charming and polite, but devoted inside
Type:
Psychic type: Psychic STAB; Yuuto's determination means he can lift and throw opponents with Psychic regardless of Special Attack Rank.
Fighting type: Fighting STAB: Yuuto's techniques allow him to ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:
Ability 1: Steadfast
Type: Passive
If Yuuto is out-flinched, he puts on a burst of extra Speed by one (1) stage, maintained at the end of each round.
Ability 2: Justified (Unlocked)
Type: Trigger
Yuuto's holy demonic swords react to dark energy, invigorating their honed edges. When hit by a Dark-type move, Yuuto's attack will increase by one (1) stage, maintained at the end of each round.
Ability 3: Inner Focus (Mega-Evo only)
Type: Passive
When an opponent attempts to flinch Yuuto, he would parry the flinching effects and continue his attacks. If Steadfast is also present, it activates.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
BRT: 21
Stats (Mega-Evo):
HP: 100
Atk: Rank 7
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 110
Size Class: 3
Weight Class: 4
BRT: 24
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Aerial Ace
Brick Break
Bulldoze
Calm Mind
Close Combat
Confusion
Cut
Destiny Bond
Disable
Double Team
Drain Punch
Dual Chop
Earthquake
Encore
Endure
Facade
Feint
Fire Punch
Focus Punch
Frustration
Fury Cutter
Grass Knot
Growl
Heal Pulse
Helping Hand
Ice Punch
Knock Off
Leaf Blade
Leer
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Mimic
Night Slash
Pain Split
Poison Jab
Power-up Punch
Protect
Psycho Cut
Psyshock
Quick Guard
Reflect
Retaliate
Rock Slide
Torment
Return
Safeguard
Shadow Sneak
Skill Swap
Slash
Snatch
Stone Edge
Stored Power
Substitute
Taunt
Teleport
Thunder Punch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Wide Guard
Will-o-Wisp
X-Scissor
Zen Headbutt
Self-Approved.
Last edited: