







Jenga (Spinda)
Level 2 EXP: 0 / 10
Serious nature ( +None, -None )
Typing: Normal
Abilities: Own Tempo, Tangled Feet Hidden Ability: Contrary
Requires no Tech for their first Technique each battle.
HP: 85
Attack: 5
Defen.: 5
Sp.Atk: 5
Sp.Def: 5
Speed: 60
Size: 2
Weight: 1
Movepool
Level 0:
Brick Break
Calm Mind
Dizzy Punch
Facade
Fake Tears
Feint Attack
Fire Punch
Hyper Voice
Hypnosis
Ice Punch
Protect
Psychic
Psycho Cut
Rest
Rock Slide
Round
Shadow Ball
Sing
Sleep Talk
Snore
Strength
Substitute
Tackle
Thunder Punch
Toxic
Uproar
Wild Charge
Work Up
Zen Headbutt
Level 1:
Captivate
Confide
Counter
Defense Curl
Double Team
Encore
Fake Out
Flash
Helping Hand
Mega Punch
Mud-Slap
Power-Up Punch
Psybeam
Rain Dance
Rapid Spin
Recycle
Rock Smash
Role Play
Safeguard
Seismic Toss
Shock Wave
Sucker Punch
Sunny Day
Swagger
Swift
Teeter Dance
Trick
Water Pulse
Level 2:
Covet
Disable
Double-Edge
Dream Eater
Dynamic Punch
Flail
Focus Punch
Low Kick
Mega Kick
Nightmare
Psycho Shift
Secret Power
Smelling Salts
Superpower
Thief

Stripe (Grimmsnarl)
Level 2 EXP: 0 / 10
Serious nature ( +None, -None )
Typing: Dark/Fairy
Abilities: Prankster, Frisk Hidden Ability: Pickpocket
HP: 95
Attack: 9
Defen.: 5
Sp.Atk: 7
Sp.Def: 6
Speed: 60
Size: 3
Weight: 4
Movepool
Level 0:
Brick Break
Bulk Up
Crunch
Dark Pulse
Dazzling Gleam
Facade
Fake Tears
False Surrender
Fire Punch
Focus Blast
Ice Punch
Light Screen
Nasty Plot
Play Rough
Protect
Reflect
Rest
Round
Shadow Claw
Sleep Talk
Snore
Substitute
Thunder Punch
Thunder Wave
Uproar
Level 1:
Bite
Confide
Fake Out
Flatter
Mega Punch
Misty Terrain
Power-Up Punch
Scary Face
Sucker Punch
Swagger
Taunt
Trick
Level 2:
Assurance
Burning Jealousy
Focus Energy
Focus Punch
Foul Play
Hammer Arm
Low Kick
Mega Kick
Power Whip
Revenge
Superpower
Take Down
Thief

Belligerent (Bronzong)
Level 1 EXP: 0 / 10
Serious nature ( +None, -None )
Typing: Steel/Psychic
Abilities: Levitate, Heatproof Hidden Ability:
HP: 85
Attack: 6
Defen.: 8
Sp.Atk: 6
Sp.Def: 8
Speed: 33
Size: 3
Weight: 5
Movepool
Level 0:
Calm Mind
Earthquake
Facade
Feint Attack
Flash Cannon
Heal Block
Hypnosis
Iron Head
Light Screen
Metal Sound
Power Gem
Protect
Psychic
Reflect
Rest
Rock Polish
Rock Slide
Round
Shadow Ball
Signal Beam
Sleep Talk
Snore
Strength
Substitute
Tackle
Toxic
Zen Headbutt
Level 1:
Ancient Power
Confide
Confuse Ray
Confusion
Double Team
Extrasensory
Flash
Helping Hand
Ice Spinner
Iron Defense
Night Shade
Psybeam
Psychic Terrain
Psywave
Rain Dance
Recycle
Rock Smash
Safeguard
Sandstorm
Stealth Rock
Steel Roller
Sunny Day
Swagger
Trick
Weather Ball
Dojo Master Mustard (Level 2)

Challenge Type: Fast Singles
Battle Info
Match Type: [Bring 3, Pick 2]v2 Singles
Hours:
Player Hours: 72 round/72 battle
Ref Hours: 72 round/120 battle
Technique Control: 1Backpack Size: 7
Arena: Master Dojo
Mustard was once Galar's Champion, before the league chairman asked him to play a rigged match and he retired in disgust. He vanished from the public eye for a while, but triumphantly returned with a never before seen legendary Pokemon at his side. Now, the Dojo Master resides in the Master Dojo, and students come visit him from far and wide. It's well known that he never goes all out, as he doesn't use his Champion team and allows students to borrow items from the machine his son made.
- At the start of the battle, the Cram-o-matic contains one of each of the following items. On sendout, if a Pokemon is holding no items originally from the Cram-o-matic, they may remove one item from the Cram-o-matic and equip it. Items originally from the Cram-o-matic may be held without taking up an item slot.
Assault Vest
Black Belt
Expert Belt
Heavy-Duty Boots
Punching Glove
Protective Pads
Ring Target
Rocky Helmet
- When not used in a combination, the move Coaching raises the Attack stage of the user by two (2), and the Defense and Special Defense stages of the user by one (1), for their next five (5) turns.
- Camouflage turns the user into a Fighting type
- Secret Power may lower the defender's Attack stage by one (1) for their next three (3) turns
- Nature Power becomes Aura Sphere
Slot 1:

Slot 2:










Slowbro-Galar
Level 2
Type: Poison/Psychic
Abilities: Quick Draw, Own Tempo, Regenerator
Nature: Serious
HP: 95
Atk: 7
Def: 7
SpA: 7
SpD: 5
Spe: 30
Size: 3
Weight: 4
Movepool:
Level 0:
Avalanche
Brick Break
Calm Mind
Earthquake
Facade
Flamethrower
Focus Blast
Ice Beam
Ice Punch
Light Screen
Liquidation
Nasty Plot
Poison Jab
Power Gem
Protect
Psychic
Rest
Round
Shadow Ball
Sleep Talk
Snore
Substitute
Surf
Tackle
Thunder Wave
Toxic
Tri Attack
Waterfall
Zen Headbutt
Level 1:
Acid
Amnesia
Brutal Swing
Confusion
Curse
Growl
Hail
Haze
Heal Pulse
Helping Hand
Ice Fang
Iron Defense
Mega Punch
Psybeam
Psychic Terrain
Rain Dance
Safeguard
Sandstorm
Scary Face
Shell Side Arm
Slack Off
Sludge Bomb
Snowscape
Sunny Day
Swift
Trick
Water Gun
Water Pulse
Weather Ball
Whirlpool
Withdraw
Yawn
Level 2:
Acid Spray
Belch
Blizzard
Disable
Double-Edge
Expanding Force
Fire Blast
Foul Play
Grass Knot
Gunk Shot
Hydro Pump
Iron Tail
Mega Kick
Rock Blast
Take Down
Venoshock

Urshifu-Single-Strike
Level 2
Type: Fighting/Dark
Abilities: Unseen Fist
Nature: Serious
HP: 95
Atk: 9
Def: 7
SpA: 5
SpD: 5
Spe: 97
Size: 3
Weight: 5
Movepool:
Level 0:
Aerial Ace
Aura Sphere
Brick Break
Bulk Up
Crunch
Dark Pulse
Facade
Fire Punch
Focus Blast
Ice Punch
Iron Head
Leer
Poison Jab
Protect
Rest
Roar
Rock Slide
Round
Sleep Talk
Snore
Substitute
Swords Dance
Thunder Punch
Work Up
Zen Headbutt
Level 1:
Coaching
Counter
Detect
False Swipe
Helping Hand
Iron Defense
Mega Punch
Metal Claw
Rock Smash
Scary Face
Sucker Punch
Swift
Taunt
Level 2:
Assurance
Beat Up
Close Combat
Double-Edge
Dynamic Punch
Focus Energy
Focus Punch
Foul Play
Low Kick
Mega Kick
Payback
Revenge
Reversal
Stone Edge
Superpower
Take Down
Level 3:
Wicked Blow (Signature)
Sending out



Carmenergized To Send + Equip + Order