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Roosevelt was actually Anonymous the Zorua in disguise
I stockpile the TC.
Horsea learns Bounce (Gen IV Tutor), and stockpiles the remaining MC. Anonymous learns Nasty Plot (Level-Up) and Punishment (Level-Up).
Horsea ♂ Nature: Lonely (Atk: +1, Def: -1) Type: Water Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Swift Swim - (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain. Sniper - (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. (DW) Damp - (Dormant) - (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Physical Moves - Bounce, Dive, Outrage Special Moves - Bubble, BubbleBeam, Dragon Pulse, Hydro Pump, Ice Beam, Scald, Signal Beam, Water Gun Status Moves - Agility, Disable, Dragon Dance, Focus Energy, Leer, Rain Dance, Smokescreen, Substitute
This Horsea has something to prove to the world, and he's going to prove it all on his own. He prefers to rely on power whenever he can, but he carries an array of hindering and defensive moves in case he needs the protection - again, relying on only himself for this sort of support.
Zorua ♀ - Anonymous Nature: Lonely (Atk: +1, Def: -1) Type: Dark Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities: Illusion - (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Found alone, in a bin on the side of the road; Anonymous seems to have led a sad life up until now. Often pining for the attention of others, she makes displays of her illusion abilities to win their amusement. Seemingly lacking in self-esteem, she prefers the guises of others to her own.
Type: GROUND
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Lightning Rod:
Type: Innate
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Battle Armor (DW):
Type: Innate
This Pokemon’s thick armor prevents it from taking critical hits.
So first things first: Will Powers was in 2 of these matches, and received 3 MC and 1 KOC each, for a total of 8 MC to spend, I'll add 2 BT from my stock to make it 10.
Purchases: Substitute (BW TM), Psych Up (BW TM), Magnet Rise (Past Gen Tutor), and with 2 BT added, Endure (Past Gen TM)
(BT Stock -2)
AquaVelva was also in 2 battles, and received 3 MC each plus 1 KOC, for a total of 7 MC to spend.
Purchases: Earth Power (Past Gen Tutor), Rock Slide (BW TM), and Dig (BW TM).
Rook was in 2 battles, And received 2 MC plus a KOC in each, for a total of 6.
Purchases: Rock Polish (BW TM), Stone Edge (BW TM), and Bulldoze (BW TM), and use 3 BT from my stock to purchase Earth Power (Past Gen Tutor).
(BT Stock -5)
ARMageddon was in 1 battle and recieved 1EC, 2 MC, 1 DC, and 1 KOC. As it's evolved to a Fidgit since then.
Purchases: I will use 2 BT to fill out its DC. Heal Block (Lv UP), Sludge Bomb (Lv UP), and Body Slam (Lv UP)
(BT Stock -7)
Bishop was in 1 Battle and evolved into Claydol, so it picks up Teleport. It had full EC at the time, so it gets 3 MC and attained 2 KOC, for 5 MC total.
Purchases: Rock Slide (BW TM), and Zen Headbutt (Past Gen Tutor). Additionally I will spend 4 BT on BW TMs Reflect and Light Screen.
(BT Stock - 11)
King was in 1 Battle and received 1 EC, 2 MC, 1 DC, and a KOC. I will spend the KOC on filling up its DC.
Purchases: Then I will use 4 BT to evolve it into Flygon, fresh from a battle. The MC will then be spent on Flygon's Level Up moves Dragon Claw and Dragon Tail. Additionally, 1 BT will be spend on Level-up move Screech, 6 BT will be spent on BW TMs Fire Blast, Substitute, and Fly, while another 6 BT will be spent on past Gen TMs Roost and Giga Drain.
(BT Stock -28)
I have 6 TC from the 3 matches, which I'll leave in reserve for now.
Net effect of these purchases:
+6TC (7 total), +1BT
Steelix [Will Powers] (M) Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10)
Type: Steel/Ground Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Sheer Force (DW): (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.
Attacks:
Thunder Fang
Ice Fang
Fire Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Rock Polish
Dragonbreath
Curse
Crunch
Double-Edge
Sand Tomb
Iron Tail
Stone Edge
Rock Blast
Flail
Stealth Rock
Magnet Rise
Taunt
Earthquake
Dragon Tail
Explosion
Endure
Psych Up
Substitute
Gastrodon(*) [AquaVelva] (F) Nature: Quiet (+1 SpAk; Divides Base Speed by 1.15, Evasion -10)
Type: Water/Ground Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round. Sand Strength (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Mud-Slap(*)
Mud Sport(*)
Harden(*)
Water Pulse(*)
Mud Bomb(*)
Hidden Power (Fire 7)(*)
Rain Dance(*)
Body Slam
Muddy Water
Recover
Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10.)
Type: Grass/Ground 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. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Toxic
Light Screen
Facade
Rock Polish
Bulldoze
Rock Slide
Swords Dance
Fidgit [ARMageddon] (F) Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15, Evasion -10)
Type: Poison/Ground Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move. Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Prankster(DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Magic Room
Wonder Room
Rapid Spin
Sand Attack
Encore
Knock Off
Gust
Tailwind
Comet Punch
Helping Hand
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Body Slam
Toxic Spikes
Sludge Bomb
Air Slash
Gravity
Heal Block
Wide Guard
Disable
Spikes
Earth Power
Taunt
Sludge Wave
Trick Room
Claydol [Bishop] (U) Nature: Relaxed (+1 Def; Divides Base Speed by 1.15, Evasion -10.)
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Type: Ground/Dragon Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Levitate: (Trait)This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Duosion gets 1 EC, 2 MC, 1 DC, 1 KOC. The KOC goes into DC, unlocking Regenerator. I spend the 2 MC, and the 4 stashed ones on the following TMs: Telekinesis, Double Team, Protect.
Chimchar gets 1 EC, 2 MC, 1 DC, 1 KOC. The KOC goes into DC, unlocking Iron Fist. From the 2 MC and the 1 MC left from the above claim, I get Slack Off Level Up and Will-O-Wisp the TM.
Vulpix (M) Nature: Timid (Multiples Base Speed by 1.15 and provides a 19% ((75^2)/290) flat accuracy boost on all attacks. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Type: Fire:
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Flash Fire:
Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Drought (DW):
Type: Innate
When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Ursula the Jellicent gets 2 MC, 1 DC and 1 KOC. The KOC will go into her MC, so her MC is now 3 and her DC is now 4/5. I will spend her MC on the level-up move Hydro Pump and the BW TM Hidden Power Ground 7, bringing her MC to 0.
Facilier the Honchkrow gets 3 MC and 1 KOC. The KOC goes into his MC, bringing it to 4. I'll spend those on the level up move Mean Look and the 4th gen tutor move Icy Wind, bringing his MC to 0.
EDIT: From this battle I claim 6 RC, bringing my RC to 18. Does Glacier Knight really get nothing from this though? And can someone change the tag to completed?
Lloyd the Mareep uses his MC to evolve into Flaaffy, making him look a lot cuter but nevertheless pretty gay.
Flaaffy [Lloyd] (M) Nature:Quiet (Adds a Rank to Special Attack, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Abilities: Static:(Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. Plus (DW):(Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.
I claim from that as well. Will edit with my claim.
OK, time to use some MC I have.
Lanturn will spends its 3 MC on Discharge, Stockpile and Swallow(BWLU).
Since we can swap repetitions now, I'm swapping Mismagius' repeated egg move Spite for Destiny Bond.
Armaldo will use his 2 MC for buying Giga Impact.
Metagross will use his 4 MC on Substitute and Protect.
Sharpedo will use 3 of his 4 MC on Brine, an egg move. The last MC is saved.
Aerodactyl uses his 2 MC on Fly.
Rampardos gets 3 MC from the raid zarator linked to. Stratagem gets 2 MC and 1 DC. Rampardos uses the MC on Ancientpower and Thunderbolt. Stratagem just saves stuff. The KOC go into my TC, boosting that to 12, then raid TC push it to 14.
I get 2 RC which go into my Lotad, Similee's EC bringing him to 5/9
What Lotad is evolving?
Similee (M) Lombre
Type:
Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Grass Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Swift Swim (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Rain Dish (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo(DW) (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.
EC 5/9 MC 0 DC 1/5
Nature:
Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Spending 6 TC on Light Clay, Serperior's KOC goes into MC, obviously, and it learns Dragon Tail and Frenzy Plant (if Serperior's KO counter would be invalid, Twister only), Zoroark learns Captivate.
Serperior (F) Nature: Hasty (+15% Speed, +19% Accuracy, -1 Def) Type: Grass Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) Contrary (DW Unlocked): (Can be Enabled) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
Nature: Hasty
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 130 (113 * 1.15 = 129.95, which rounds up to 130.)(+)
Usin' my 7 TC (moving my 7TC to 0TC) on a Throh for my Fighting Gym Candidate Team.
Throh(*)
Fudoshin(M)
Nature: Careful (+1 Rank to Special Defense, -1 Rank to Special Attack) Type: Fighting Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Guts, Inner Focus Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Mold Breaker:(DW Locked) (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Fidgit [Ivaldii(F)] Nature: Modest( +Rank in SAtk; -Rank in Atk ) Personality:
Retaining a close relationship with her trainer, Ivaldii is an arrogant individual who can't stand to lose. She is very bratty and taunts the rest of the team by sitting on her trainer's shoulder. Her fighting style is usually airborne, but uses her amazing craftsmanship skills to create sculptures of herself as substitutes. Also, she abuses encore and taunt (these moves reflect her personality) constantly, destroying walls and set-up sweepers. Ivaldii and Frigga have the most tension, as they frequently dispute over her trainer's attention. She will only eat sweets. Type: Poison/Flying Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Ablilities: Persistant: (Innate)This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move. Vital Spirit: (Innate)This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Unburden(DW LOCKED): (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.
Moves:
Magic Room
Wonder Room
Rapid Spin
Sand Attack
Heal Pulse
Entertainment
Helping Hand
Comet Punch
Razor Wind
Gust
Tailwind
Encore
Rapid Spin
Knock Off
Copycat
Whirlwind
Taunt
Toxic
Substitute
Disable
Earth Power
Wish
Me First
Sludge Bomb
Toxic Spikes
Light Screen
Air Slash
Vayn gets 1 EC, DC, and 3 MC and spends 2 on Trick Room
Chandelure (Vayn) F Nature: Modest (ATK reducad by *; SATK increased by *) Personality: Since her evolution, she has recognized how to recognize patterns. However, she still seeks to change the environment to her advantage. She has learned the power of force, and recognizes it. She is starting to grow an understanding of pokemon as well as people's thoughts. Her tactics are never thought down upon. Her appearance in a match is enigmatic, as she has an array of different strategies she can use. Now, her fighting style differs from her previous one, as now, she has acess to much more mobility, being able to spread a trail of fire as she floats, or fortifying herself with an army of will 'o' wisps. Her friendship with Yuki is a close one, in fact, they only communicate with each other. When Yuki is by her side, she won't lose. She was born of the negative litwicks, emmiting negative light, which can offset normal light, which makes her surroundings dim. Type: Fire/Ghost Fire:Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1). Ghost:Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1).
Abilities: Flash Fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Flame Body: (Innate)This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Shadow Tag(DW UNLOCKED): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Fire Spin
Night Shade
Will 'o' Wisp
Flame Burst
Imprison
Flamethrower
Shadow Ball
Psychic
Acid Armor
Heat Wave
Haze
Hex
Taunt
Will 'o' Wisp
Protect
Trick Room