Leader ZhengTannRock Gym NM said:You walk towards a stone henge, having spotted a small stone hut right beside it that is the residence of the Gym Leader. By now you're experienced in traveling to know that this region is unique in that their Gym Leaders come in all shapes, sizes and social classes - some living on cruise ships, others in cemeteries, yet others in.... Let's just say the Gym League here either has a tight, biased budget, is an eccentric bunch, or both.
As you walked closer to the henge, you can feel as if these rocks simply jutted, or grew, out of the ground, as if they've stood there for eons, without work of man. Even the beams above the pillars seemed to be molded, not placed. But.... how?
"The answer, of course, lies in languages,"
"Gyah!!"
You jumped in shock, as the Leader appears beside you out of nowhere.
"Hi, I'm Wukong. I assume you're here for the Badge?"
You nodded, and his face splits into a grin.
"Let's get started then!"
He ran ahead, touching a pillar as he crossed the threshold. The whole henge immediately glowed with.... Unown runes?
"Come on, let's have a blast! As long as we battle within the Rock Henge, we'll be fine!"
Format
Arena mechanics
- 5 vs 5 Doubles, GL B7P5
- 96-hour DQ (once someone goes over that, I'll usually leave a VM asking them to look at it. If their recent activity is twice over the time, a straight no-warning DQ may be requested by opponent)
- 2 Abilities
- 2/5 Recoveries/Chills
- 7 Substitutions per round (excluding KO subs of course)
- 1 Mega-Evolution
- Switch = OK
- Items = MEGA-STONES ONLY
- Turn Order = COIN-FLIP
- All Rock-types get Rock Head if they don't already have it.
- The move Rock Slide has 30% chance to summon Stealth Rock onto the field instead of the original 30% flinch chance.
- All defensive moves listed under Rock STAB gain +4 Priority instead of the original +1.
- No external rock, water, or grass sources.
- No seismic combos allowed.
- Camouflage turns user into Rock-type, Nature Power calls Ancient Power, and Secret Power may lower Speed by one (1) stage.
Vali Lucifer, "White Dragon Emperor" - Aerodactyl (M)
Born to a lineage of Aerodactyl, with lineages going back as far as time immemorial, Vali was one of the few exceptional case born with great potential. But only one of them. And so he struggled to rise far and above those before it, with the competitive spirit beyond what most would even comprehend. He would use every bit of strength at his disposal just to further his training, and to beat every strong opponent that not just stood in his way, but also those he actively seek out. Currently his long-term project involves resurrecting God to Its True Forme, and challenging it to combat.
Nature: Jolly (+15% Speed, + Accuracy, -1 SpA)
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, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Flying Type: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a si e class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities:
Ability 1: Rock Head
Type: Passive
The use of magic power to substitute for life force means Vali does not take recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. (This does not prevent recoil damage from Struggle.)
Ability 2: Pressure
Type: Passive
Vali's lineage and raw power means his presence fills the air with intense anxiety, and any damaging or status attack launched at him would cost the his opponents two (2) more energy to perform without sufficient will to overcome his.
Ability 3: Unnerve (Hidden)
Type: Passive
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Ability 4: Tough Claws (Mega-Evo only)
Type: Toggle
Vali infuses his magic power to enhance the power of all of its contact attacks by two (2) BAP.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 150 (+26% Acc)
Size Class: 4
Weight Class: 4
BRT: 20
Stats (Mega-Evo):
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 173 (+30% Acc)
Size Class: 4
Weight Class: 4
BRT: 23
MC: 0
AC: 5/5
Attacks:
Aerial Ace
Agility
Ancient Power
Aqua Tail
Assurance
Attract
Bide
Bite
Brutal Swing
Bulldoze
Crunch
Defog
Detect
Double Team
Double-Edge
Dragon Claw
Earthquake
Earth Power
Endure
Facade
Fire Fang
Fly
Foresight
Frustration
Giga Impact
Headbutt
Heat Wave
Hone Claws
Ice Fang
Iron Head
Iron Tail
Mimic
Payback
Protect
Pursuit
Razor Wind
Reflect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Roost
Sandstorm
Scary Face
Secret Power
Sky Attack
Sky Drop
Sleep Talk
Smack Down
Snore
Stealth Rock
Steel Wing
Stone Edge
Substitute
Supersonic
Swift
Tailwind
Take Down
Taunt
Thief
Thunder Fang
Torment
Toxic
Twister
Whirlwind
Wide Guard
Wing Attack
Born to a lineage of Aerodactyl, with lineages going back as far as time immemorial, Vali was one of the few exceptional case born with great potential. But only one of them. And so he struggled to rise far and above those before it, with the competitive spirit beyond what most would even comprehend. He would use every bit of strength at his disposal just to further his training, and to beat every strong opponent that not just stood in his way, but also those he actively seek out. Currently his long-term project involves resurrecting God to Its True Forme, and challenging it to combat.
Nature: Jolly (+15% Speed, + Accuracy, -1 SpA)
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, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Flying Type: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a si e class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities:
Ability 1: Rock Head
Type: Passive
The use of magic power to substitute for life force means Vali does not take recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. (This does not prevent recoil damage from Struggle.)
Ability 2: Pressure
Type: Passive
Vali's lineage and raw power means his presence fills the air with intense anxiety, and any damaging or status attack launched at him would cost the his opponents two (2) more energy to perform without sufficient will to overcome his.
Ability 3: Unnerve (Hidden)
Type: Passive
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Ability 4: Tough Claws (Mega-Evo only)
Type: Toggle
Vali infuses his magic power to enhance the power of all of its contact attacks by two (2) BAP.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 150 (+26% Acc)
Size Class: 4
Weight Class: 4
BRT: 20
Stats (Mega-Evo):
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 173 (+30% Acc)
Size Class: 4
Weight Class: 4
BRT: 23
MC: 0
AC: 5/5
Attacks:
Aerial Ace
Agility
Ancient Power
Aqua Tail
Assurance
Attract
Bide
Bite
Brutal Swing
Bulldoze
Crunch
Defog
Detect
Double Team
Double-Edge
Dragon Claw
Earthquake
Earth Power
Endure
Facade
Fire Fang
Fly
Foresight
Frustration
Giga Impact
Headbutt
Heat Wave
Hone Claws
Ice Fang
Iron Head
Iron Tail
Mimic
Payback
Protect
Pursuit
Razor Wind
Reflect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Roost
Sandstorm
Scary Face
Secret Power
Sky Attack
Sky Drop
Sleep Talk
Smack Down
Snore
Stealth Rock
Steel Wing
Stone Edge
Substitute
Supersonic
Swift
Tailwind
Take Down
Taunt
Thief
Thunder Fang
Torment
Toxic
Twister
Whirlwind
Wide Guard
Wing Attack
Omastar (M)
A forbidden left arm sealed by magic. Whosoever breaks the seal will know the power of the ancient weapon of destruction.
Nature: Modest (+SpAtk, -Atk) - A golem's arm has no definite personality
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, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Water type: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Ability 1: Swift Swim
Type: Passive
Water lubricates the joints, allowing the Omastar to move extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Ability 2: Shell Armour
Type: Passive
Omastar's thick, bony outer shell prevents it from taking critical hits.
Ability 3: Weak Armour (locked)
Type: Toggle
At default, Omastar loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. When toggled, no effect.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 5
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 55
Size Class: 2
Weight Class: 3
BRT: 19
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Ancient Power
Aurora Beam
Bide
Bind
Bite
Blizzard
Brine
Constrict
Dive
Earth Power
Endure
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Iron Defense
Knock Off
Leer
Mud Shot
Muddy Water
Protect
Rain Dance
Reflect
Reflect Type
Rest
Rock Slide
Rollout
Sandstorm
Scald
Skull Bash
Shell Smash
Sleep Talk
Smack Down
Spikes
Surf
Toxic
Water Gun
Water Pulse
Whirlpool
Withdraw
A forbidden left arm sealed by magic. Whosoever breaks the seal will know the power of the ancient weapon of destruction.
Nature: Modest (+SpAtk, -Atk) - A golem's arm has no definite personality
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, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Water type: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Ability 1: Swift Swim
Type: Passive
Water lubricates the joints, allowing the Omastar to move extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Ability 2: Shell Armour
Type: Passive
Omastar's thick, bony outer shell prevents it from taking critical hits.
Ability 3: Weak Armour (locked)
Type: Toggle
At default, Omastar loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. When toggled, no effect.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 5
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 55
Size Class: 2
Weight Class: 3
BRT: 19
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Ancient Power
Aurora Beam
Bide
Bind
Bite
Blizzard
Brine
Constrict
Dive
Earth Power
Endure
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Iron Defense
Knock Off
Leer
Mud Shot
Muddy Water
Protect
Rain Dance
Reflect
Reflect Type
Rest
Rock Slide
Rollout
Sandstorm
Scald
Skull Bash
Shell Smash
Sleep Talk
Smack Down
Spikes
Surf
Toxic
Water Gun
Water Pulse
Whirlpool
Withdraw
Fenrir, "God-Devouring Wolf" - Rhydon (M)
Fenrir was a Rhyperior before being captured by Vali. Somehow during the fight a strange phenomenon occurred that forced Fenrir to devolve, which result in Vali's victory - though Fenrir is frank that Vali was already having the upper hand and his lost was already imminent by that time of the battle. So, he obediently followed Vali as a part of his team, or herd, or pack, or whatever humans call it these days. Smarter than most Rhyhorns, Fenrir knew very well that him being with Vali hinges on his ability to take on and defeat God, and he relishes that future almost as much as Vali does, to fulfil an ancient prophecy foretold during the last time he was a Rhyhorn.
Nature: Brave (+Atk, -15% Speed, -10% Evasion) - Full to brim with a lone wolf's pride
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, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
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: Lightning Rod
Type: Passive
Fenrir naturally attracts electricity away from partners in double battles. When struck with an Electric-type attack, the energy is transferred into his body, increasing Special Attack (and adjust the natural stage) by one (1) stage, unless Fenrir happens to have a type immunity to Electric-type attacks. Oh the irony.
Ability 2: Rock Head
Type: Passive
Fenrir's ferocious constitution prevents him from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. This does not prevent recoil damage from Struggle.
Ability 3: Reckless (locked)
Type: Passive
Fenrir's innately aggressive nature lets him use all-out attacks with recoil more effectively. Recoil attacks have two (2) more Base Attack Power, and recoil percentage is unaffected. Jump Kick and High Jump Kick count as recoil moves.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 2
Spe: 34 (-10%)
Size Class: 4
Weight Class: 5
BRT: 20
EC: 8/9
MC: 0
AC: 5/5
Attacks:
Aqua Tail
Avalanche
Bide
Brick Break
Bulldoze
Chip Away
Counter
Crunch
Crush Claw
Cut
Dig
Double-Edge
Dragon Rush
Dragon Tail
Drill Run
Dynamic Punch
Earthquake
Endeavour
Endure
Facade
Fire Fang
Fire Punch
Focus Punch
Fury Attack
Fury Cutter
Giga Impact
Hammer Arm
Horn Attack
Horn Drill
Ice Fang
Ice Punch
Iron Tail
Megahorn
Metal Burst
Mimic
Mud-Slap
Outrage
Payback
Poison Jab
Protect
Pursuit
Reversal
Roar
Rock Blast
Rock Polish
Rock Smash
Rock Tomb
Sandstorm
Scary Face
Seismic Toss
Shadow Claw
Skull Bash
Smack Down
Stealth Rock
Stomp
Stone Edge
Submission
Superpower
Tail Whip
Take Down
Thunder Fang
Thunder Punch
Toxic
Uproar
Whirlpool
Fenrir was a Rhyperior before being captured by Vali. Somehow during the fight a strange phenomenon occurred that forced Fenrir to devolve, which result in Vali's victory - though Fenrir is frank that Vali was already having the upper hand and his lost was already imminent by that time of the battle. So, he obediently followed Vali as a part of his team, or herd, or pack, or whatever humans call it these days. Smarter than most Rhyhorns, Fenrir knew very well that him being with Vali hinges on his ability to take on and defeat God, and he relishes that future almost as much as Vali does, to fulfil an ancient prophecy foretold during the last time he was a Rhyhorn.
Nature: Brave (+Atk, -15% Speed, -10% Evasion) - Full to brim with a lone wolf's pride
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, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
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: Lightning Rod
Type: Passive
Fenrir naturally attracts electricity away from partners in double battles. When struck with an Electric-type attack, the energy is transferred into his body, increasing Special Attack (and adjust the natural stage) by one (1) stage, unless Fenrir happens to have a type immunity to Electric-type attacks. Oh the irony.
Ability 2: Rock Head
Type: Passive
Fenrir's ferocious constitution prevents him from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. This does not prevent recoil damage from Struggle.
Ability 3: Reckless (locked)
Type: Passive
Fenrir's innately aggressive nature lets him use all-out attacks with recoil more effectively. Recoil attacks have two (2) more Base Attack Power, and recoil percentage is unaffected. Jump Kick and High Jump Kick count as recoil moves.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 2
Spe: 34 (-10%)
Size Class: 4
Weight Class: 5
BRT: 20
EC: 8/9
MC: 0
AC: 5/5
Attacks:
Aqua Tail
Avalanche
Bide
Brick Break
Bulldoze
Chip Away
Counter
Crunch
Crush Claw
Cut
Dig
Double-Edge
Dragon Rush
Dragon Tail
Drill Run
Dynamic Punch
Earthquake
Endeavour
Endure
Facade
Fire Fang
Fire Punch
Focus Punch
Fury Attack
Fury Cutter
Giga Impact
Hammer Arm
Horn Attack
Horn Drill
Ice Fang
Ice Punch
Iron Tail
Megahorn
Metal Burst
Mimic
Mud-Slap
Outrage
Payback
Poison Jab
Protect
Pursuit
Reversal
Roar
Rock Blast
Rock Polish
Rock Smash
Rock Tomb
Sandstorm
Scary Face
Seismic Toss
Shadow Claw
Skull Bash
Smack Down
Stealth Rock
Stomp
Stone Edge
Submission
Superpower
Tail Whip
Take Down
Thunder Fang
Thunder Punch
Toxic
Uproar
Whirlpool
Otachi - Archeops (F)
Threat Category IV. Otachi do not display flight capabilities until the last moment, cunningly deceiving opponents before delivering a blow from above.
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Defense)
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, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Flying type: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a si e class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities:
Ability 1: Defeatist
Type: Passive
Otachi tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Stats:
HP: 100
Atk: Rank 6
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 127 (+19%)
Size Class: 3
Weight Class: 3
BRT: 22
EC: 6/6
MC: 1
Attacks:
Acrobatics
Aerial Ace
Agility
Ally Switch
Ancient Power
Aqua Tail
Attract
Bite
Bounce
Bulldoze
Confide
Crunch
Cut
Defog
Dig
Double Team
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Endeavour
Fly
Focus Blast
Giga Impact
Head Smash
Heat Wave
Hidden Power Grass
Hone Claws
Hyper Beam
Iron Tail
Knock Off
Leer
Outrage
Pluck
Protect
Quick Attack
Quick Guard
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Roost
Sandstorm
Scary Face
Shadow Claw
Sky Attack
Sleep Talk
Smack Down
Stealth Rock
Steel Wing
Stone Edge
Taunt
Thrash
Torment
Toxic
U-turn
Wing Attack
Zen Headbutt
Threat Category IV. Otachi do not display flight capabilities until the last moment, cunningly deceiving opponents before delivering a blow from above.
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Defense)
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, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Flying type: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a si e class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities:
Ability 1: Defeatist
Type: Passive
Otachi tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Stats:
HP: 100
Atk: Rank 6
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 127 (+19%)
Size Class: 3
Weight Class: 3
BRT: 22
EC: 6/6
MC: 1
Attacks:
Acrobatics
Aerial Ace
Agility
Ally Switch
Ancient Power
Aqua Tail
Attract
Bite
Bounce
Bulldoze
Confide
Crunch
Cut
Defog
Dig
Double Team
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Endeavour
Fly
Focus Blast
Giga Impact
Head Smash
Heat Wave
Hidden Power Grass
Hone Claws
Hyper Beam
Iron Tail
Knock Off
Leer
Outrage
Pluck
Protect
Quick Attack
Quick Guard
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Roost
Sandstorm
Scary Face
Shadow Claw
Sky Attack
Sleep Talk
Smack Down
Stealth Rock
Steel Wing
Stone Edge
Taunt
Thrash
Torment
Toxic
U-turn
Wing Attack
Zen Headbutt
Onibaba (Shuckle) (F)
Threat Category II. Despite its height, Onibaba struck fear into most adversaries due to its tenacity and relentless pursuit of all it deems prey.
Nature: Relaxed (+1 Defense, -15% Speed, -10% Evasion)
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).
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, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Abilities:
Ability 1: Sturdy
Type: Passive
This Pokemon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Ability 2: Gluttony
Type: Passive
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). It also regains three (3) HP per action when holding Leftovers.
Ability 3: Contrary (Hidden)
Type: Toggle
By default this Pokemon's unique structure reverses stat changes it receives in battle, from both its own attacks and those of other Pokemon. At the end of the round, stat changes will still increase/decrease toward 0. When toggled, it has no effect.
Stats:
HP: 80
Atk: Rank 1
Def: Rank 11 (+)
SpA: Rank 1
SpD: Rank 10
Spe: 4 (-)
Size Class: 1
Weight Class: 2
BRT: 24
MC: 0
AC: 2/5
Attacks:
Sticky Web
Withdraw
Constrict
Bide
Rollout
Struggle Bug
Encore
Wrap
Safeguard
Rest
Rock Throw
Gastro Acid
Shell Smash
Power Split
Acid
Helping Hand
Knock Off
Sand Tomb
Rock Blast
Infestation
Protect
Smack Down
Sleep Talk
Toxic
Bind
Threat Category II. Despite its height, Onibaba struck fear into most adversaries due to its tenacity and relentless pursuit of all it deems prey.
Nature: Relaxed (+1 Defense, -15% Speed, -10% Evasion)
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).
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, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Abilities:
Ability 1: Sturdy
Type: Passive
This Pokemon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Ability 2: Gluttony
Type: Passive
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). It also regains three (3) HP per action when holding Leftovers.
Ability 3: Contrary (Hidden)
Type: Toggle
By default this Pokemon's unique structure reverses stat changes it receives in battle, from both its own attacks and those of other Pokemon. At the end of the round, stat changes will still increase/decrease toward 0. When toggled, it has no effect.
Stats:
HP: 80
Atk: Rank 1
Def: Rank 11 (+)
SpA: Rank 1
SpD: Rank 10
Spe: 4 (-)
Size Class: 1
Weight Class: 2
BRT: 24
MC: 0
AC: 2/5
Attacks:
Sticky Web
Withdraw
Constrict
Bide
Rollout
Struggle Bug
Encore
Wrap
Safeguard
Rest
Rock Throw
Gastro Acid
Shell Smash
Power Split
Acid
Helping Hand
Knock Off
Sand Tomb
Rock Blast
Infestation
Protect
Smack Down
Sleep Talk
Toxic
Bind
Yamarashi (Alolan-Golem) (M)
Threat Category III. Thought to be terminated, Yamarashi makes a return after ingesting magnetic rocks and learning to throw its brethren with them.
Nature: Sassy (+1 Special Defense, -15% Speed, -10% Evasion)
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, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Electric type: Electric STAB; immune to paralysis status.
Abilities:
Ability 1: Magnet Pull
Type: Trigger
Steel-types cannot switch out in a Switch=OK battle while Yamarashi is on the field without the use of Baton Pass, U-turn, or Volt Switch. In addition, Yamarashi can generate a electro-magnetic field that can attract or repulse Steel-type Pokemon. Only the most recent Magnet Pull command on a target will affect them.
Command: Activate Magnet Pull (Attract target) - 5 En - The target's contact will fail against targets other than the user of Magnet Pull (Attract) for three (3) actions.
Command: Activate Magnet Pull (Repulse target) - 5 En - The target's contact attacks will fail against the user of Magnet Pull (Repulse) for three (3) actions.
Ability 2: Sturdy
Type: Passive
Yamarashi's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Ability 3: Galvanize (unlocked)
Type: Toggle
By default, Yamarashi's Normal-type moves are Electric-type moves, and have an additional two (2) BAP boost. When toggled, Yamarashi's Normal-type attacks have their BAP increased by two (2) instead. Only Normal-typed moves changed by Galvanize receive this boost. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 39 (-)
Size Class: 3
Weight Class: 7
BRT: 20
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Heavy Slam
Tackle
Defense Curl
Charge
Rock Polish
Steamroller
Spark
Rock Throw
Smack Down
Thunder Punch
Self-Destruct
Rollout
Block
Flail
Counter
Magnet Rise
Endure
Roar
Toxic
Protect
Frustration
Hyper Beam
Stealth Rock
Rock Blast
Double-Edge
Stone Edge
Earthquake
Brick Break
Facade
Rest
Focus Blast
Brutal Swing
Giga Impact
Volt Switch
Gyro Ball
Bulldoze
Rock Slide
Sleep Talk
Rock Climb
Wide Guard
Threat Category III. Thought to be terminated, Yamarashi makes a return after ingesting magnetic rocks and learning to throw its brethren with them.
Nature: Sassy (+1 Special Defense, -15% Speed, -10% Evasion)
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, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Electric type: Electric STAB; immune to paralysis status.
Abilities:
Ability 1: Magnet Pull
Type: Trigger
Steel-types cannot switch out in a Switch=OK battle while Yamarashi is on the field without the use of Baton Pass, U-turn, or Volt Switch. In addition, Yamarashi can generate a electro-magnetic field that can attract or repulse Steel-type Pokemon. Only the most recent Magnet Pull command on a target will affect them.
Command: Activate Magnet Pull (Attract target) - 5 En - The target's contact will fail against targets other than the user of Magnet Pull (Attract) for three (3) actions.
Command: Activate Magnet Pull (Repulse target) - 5 En - The target's contact attacks will fail against the user of Magnet Pull (Repulse) for three (3) actions.
Ability 2: Sturdy
Type: Passive
Yamarashi's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Ability 3: Galvanize (unlocked)
Type: Toggle
By default, Yamarashi's Normal-type moves are Electric-type moves, and have an additional two (2) BAP boost. When toggled, Yamarashi's Normal-type attacks have their BAP increased by two (2) instead. Only Normal-typed moves changed by Galvanize receive this boost. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 39 (-)
Size Class: 3
Weight Class: 7
BRT: 20
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Heavy Slam
Tackle
Defense Curl
Charge
Rock Polish
Steamroller
Spark
Rock Throw
Smack Down
Thunder Punch
Self-Destruct
Rollout
Block
Flail
Counter
Magnet Rise
Endure
Roar
Toxic
Protect
Frustration
Hyper Beam
Stealth Rock
Rock Blast
Double-Edge
Stone Edge
Earthquake
Brick Break
Facade
Rest
Focus Blast
Brutal Swing
Giga Impact
Volt Switch
Gyro Ball
Bulldoze
Rock Slide
Sleep Talk
Rock Climb
Wide Guard
Insurrector (Gigalith) [M]
Nature: Sassy (+1 SpDef, -15% Speed, -10% Evasion)
Type: Rock
Abilities: Sturdy, Sand Stream, Sand Force (Hidden, Unlocked)
Stats:
HP: 100
Atk: 5
Def: 5
SpA: 3
SpD: 4 (+)
Spe: 21 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
Moves (46/46):
Attract
Autotomize
Block
Bulldoze
Confide
Curse
Double Team
Earth Power
Earthquake
Explosion
Facade
Flash Cannon
Frustration
Giga Impact
Gravity
Harden
Headbutt
Heavy Slam
Hidden Power Flying
Hyper Beam
Iron Defense
Iron Head
Lock-On
Magnitude
Mud-Slap
Nature Power
Power Gem
Protect
Rest
Return
Rock Blast
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sand Attack
Sandstorm
Secret Power
Sleep Talk
Smack Down
Snore
Solar Beam
Stealth Rock
Stone Edge
Strength
Substitute
Superpower
Swagger
Tackle
Take Down
Toxic
Wide Guard
Nature: Sassy (+1 SpDef, -15% Speed, -10% Evasion)
Type: Rock
Abilities: Sturdy, Sand Stream, Sand Force (Hidden, Unlocked)
Stats:
HP: 100
Atk: 5
Def: 5
SpA: 3
SpD: 4 (+)
Spe: 21 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
Moves (46/46):
Attract
Autotomize
Block
Bulldoze
Confide
Curse
Double Team
Earth Power
Earthquake
Explosion
Facade
Flash Cannon
Frustration
Giga Impact
Gravity
Harden
Headbutt
Heavy Slam
Hidden Power Flying
Hyper Beam
Iron Defense
Iron Head
Lock-On
Magnitude
Mud-Slap
Nature Power
Power Gem
Protect
Rest
Return
Rock Blast
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sand Attack
Sandstorm
Secret Power
Sleep Talk
Smack Down
Snore
Solar Beam
Stealth Rock
Stone Edge
Strength
Substitute
Superpower
Swagger
Tackle
Take Down
Toxic
Wide Guard
Challenger TMan87
Unlike most Budews that are rather meek and happy-go-lucky, Manon clearly wants to become the very best and won't let an opportunity slip from her non-existent hands. Her whole persona is tinted with pride: pride in her own beauty, pride in her own potential, and of course she expects to be able to take pride in her teammates and Trainer... which makes my job a bit harder since she doesn't really forgive failure. Nonetheless, I handpicked this little Budew myself for her capabilities, and I will put up with whatever she can throw at me until she blooms and reaches full power.
Strangely enough, she has become way more level-headed and calm since she evolved into Roselia, probably realizing her status of team leader (since she was the first to evolve) meant that she had to take care of her teammates if she wanted to progress as well, as there's no way she can be the only one to win battles.
Finally shining as a Roserade, she now aims to perfect her fighting style by taking down as many opponents as she can, all while acting like a coach for the team, welcoming new members and helping them in their training. While more strict than Kamina in this endeavor, she still tries to acknowledge everyone's strengths and weaknesses and provide adequate support. Watch out though, she gets mad whenever she doesn't get the respect she thinks she deserves.
Strangely enough, she has become way more level-headed and calm since she evolved into Roselia, probably realizing her status of team leader (since she was the first to evolve) meant that she had to take care of her teammates if she wanted to progress as well, as there's no way she can be the only one to win battles.
Finally shining as a Roserade, she now aims to perfect her fighting style by taking down as many opponents as she can, all while acting like a coach for the team, welcoming new members and helping them in their training. While more strict than Kamina in this endeavor, she still tries to acknowledge everyone's strengths and weaknesses and provide adequate support. Watch out though, she gets mad whenever she doesn't get the respect she thinks she deserves.
Roserade [Female] [Manon]
Types: Grass/Poison
Abilities:
Natural Cure / Poison Point / Technician (H) [UNLOCKED]
Nature: Timid (+15% Speed, +12% Accuracy, -1 Atk)
Stats:
HP: 100
Atk: 2 (-)
Def: 3
SpA: 5
SpD: 4
Spe: 104 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 21
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Physical
Bullet Seed
Covet
Cut
Facade
Frustration
Fury Cutter
Giga Impact
Natural Gift
Petal Blizzard
Pin Missile
Poison Jab
Poison Sting
Power Whip
Razor Leaf
Return
Secret Power
Seed Bomb
Special
Absorb
Dazzling Gleam
Energy Ball
Extrasensory
Giga Drain
Grass Knot
Hidden Power [Rock]
Hyper Beam
Leaf Storm
Magical Leaf
Mega Drain
Mud-Slap
Petal Dance
Round
Shadow Ball
Sludge Bomb
Snore
Solar Beam
Swift
Uproar
Venoshock
Weather Ball
Status
Aromatherapy
Attract
Captivate
Confide
Cotton Spore
Double Team
Endure
Flash
Grass Whistle
Grassy Terrain
Growth
Ingrain
Laser Focus
Leech Seed
Mind Reader
Nature Power
Protect
Psych Up
Rain Dance
Rest
Sleep Powder
Sleep Talk
Spikes
Stun Spore
Substitute
Sunny Day
Swagger
Sweet Scent
Swords Dance
Synthesis
Toxic
Toxic Spikes
Venom Drench
Water Sport
Worry Seed
MAXXXED 74/74
Misha certainly is the team's funball. Despite being a Psychic-type, she doesn't usually make much use of her brain and prefers to go with the flow, sprinkling her appearances with her trademark "Wahaha~!", though I suspect her of exaggerating some of her reactions by pure theatrical instinct (who would attempt to pout after receiving only one round of damage?). However, she does have a bit of a competitive streak and will quickly revert to a calmer state should a dangerous opponent arise.
Evolving didn't make her more calm, instead exarcebating her competitive nature. Needless to say, this trait mixed with her happy and joyous nature produce a very strange result, as she will cheerily try to crush any opponent that crosses her line of sight.
When she finally became a Reuniclus, Misha's love became all-encompassing and her caring side represents most of her personality. She's as much of a showoff as before though, and is still incredibly keen on having fun. Misha has a soft spot for Granny Pie's Weavile, though even I don't really know why...
Evolving didn't make her more calm, instead exarcebating her competitive nature. Needless to say, this trait mixed with her happy and joyous nature produce a very strange result, as she will cheerily try to crush any opponent that crosses her line of sight.
When she finally became a Reuniclus, Misha's love became all-encompassing and her caring side represents most of her personality. She's as much of a showoff as before though, and is still incredibly keen on having fun. Misha has a soft spot for Granny Pie's Weavile, though even I don't really know why...
Reuniclus [Female] [Misha]
Types: Psychic
Abilities:
Overcoat / Magic Guard / Regenerator (H) [UNLOCKED]
Nature: Relaxed (+1 Def, Speed ÷ 1.15, -10% Evasion)
Stats:
HP: 110
Atk: 3
Def: 4 (+)
SpA: 5
SpD: 3
Spe: 26 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 20
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Level Up
Psywave
Reflect
Rollout
Snatch
Hidden Power [Fighting]
Light Screen
Charm
Recover
Psyshock
Future Sight
Endeavor
Skill Swap
Pain Split
Heal Block
Wonder Room
Dizzy Punch
Egg/Tutor
Acid Armor
Confuse Ray
Imprison
Secret Power
Trick
Signal Beam
Magic Coat
Iron Defense
Shock Wave
Helping Hand
Gravity
Knock Off
Drain Punch
TM/HM
Protect
Psychic
Shadow Ball
Energy Ball
Trick Room
Thunder
Embargo
Thunder Wave
Substitute
Focus Blast
Infestation
Safeguard
Psych Up
Gyro Ball
Flash Cannon
Hyper Beam
Grass Knot
Toxic
Rock Tomb
Explosion
Unlike other members of the team who like to tank hits and hit hard in return, Emi's all about speed. She was the team's fastest member for a while, and her unique fighting style revolves around dashing at blinding speeds to hit the opponent before retreating out of harm. She still has a bit of a road ahead of her before mastering that though, as she often trips and has difficult switching directions midway.
Evolving really improved her balance, which allowed her to reach impressive speeds. Since her fighting style uses kinetic energy, with speed came power, and even if she's a bit of a one-trick pony, her blows can be frighteningly powerful if she puts her soul to it. Don't go imagining she's satisfied though, as she always aims higher: to be the fastest thing alive is her dream.
Evolving really improved her balance, which allowed her to reach impressive speeds. Since her fighting style uses kinetic energy, with speed came power, and even if she's a bit of a one-trick pony, her blows can be frighteningly powerful if she puts her soul to it. Don't go imagining she's satisfied though, as she always aims higher: to be the fastest thing alive is her dream.
Mienfoo [Emi] (Female)
Types: Fighting
Abilities:
Inner Focus / Regenerator / Reckless [UNLOCKED]
Nature: Jolly (+15% Spe, -1 SpA, +17% Acc)
Stats:
HP: 90
Atk: 5
Def: 3
SpA: 2 (-)
SpD: 3
Spe: 121 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 21
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Level Up
Pound
Meditate
Detect
Fake Out
Double Slap
Swift
Calm Mind
Drain Punch
Jump Kick
Bounce
High Jump Kick
Force Palm
Aura Sphere
Reversal
Wide Guard
Quick Guard
Egg
Endure
Feint
Knock Off
Low Kick
Me First
TM/HM
Taunt
Stone Edge
Swords Dance
Poison Jab
U-Turn
Dig
Giga Impact
Tutor
Dual Chop
Focus Punch
Other
Mawiles are often depicted as deceiving and vicious. Apparently Selphine isn't a Mawile then, because she's as sweet as the food she craves. She's very close to Misha because of their similar personalities, and it's not rare to see them together, happily chatting about pretty much everything. Weirdly enough, Selphine told me once she held great power even among other Mawiles, therefore she was treated with utter respect. It was hard to believe until one of her (fortunately) extremely rare bursts of anger, where she mercilessly and completely annihilated her foe and almost went for the Trainer, though I came in time to stop the disaster. Just... don't make her angry, okay? Out of everyone, she is the one you don't want to anger. The best way to gain her affection is to actually feed her.
Mawile [Selphine] (Female)
Types: Steel / Fairy
Abilities:
Hyper Cutter / Intimidate / Sheer Force (H) [UNLOCKED]
Nature: Adamant (+1 Atk, -1 SpA)
Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 1 (-)
SpD: 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 14
In this form, she drops a good chunk of her carelessness and becomes a fierce fighter, capable of crushing entire teams all by herself. The main drawback is that she's angered more easily, as she will not accept any insult to her (kinda newborn) pride.
Types: Steel / Fairy
Abilities:
Hyper Cutter / Intimidate / Sheer Force (H) [UNLOCKED] / Huge Power (Mega)
Nature: Adamant (+1 Atk, -1 SpA)
Stats:
HP: 90
Atk: 5 (+) [Huge Power: 8]
Def: 5
SpA: 1 (-)
SpD: 3
Spe: 50
Size Class: 2
Weight Class: 2
Base Rank Total: 18 [Huge Power: 21]
EC: 0/0
MC: 0
AC: 5/5
Attacks:
Level Up
Play Rough
Iron Head
Growl
Fairy Wind
Astonish
Fake Tears
Bite
Sweet Scent
Vice Grip
Feint Attack
Baton Pass
Sucker Punch
Crunch
Iron Defense
Stockpile
Swallow
Spit Up
Egg
Fire Fang
Ice Fang
Metal Burst
Thunder Fang
Tickle
Misty Terrain
Power-up Punch
Punishment
TM/HM
Taunt
Brick Break
Stone Edge
Swords Dance
Facade
Protect
Substitute
Toxic
Frustration
Return
Sandstorm
Torment
Incinerate
Tutor
Magnet Rise
Thunder Punch
Counter
Endure
Focus Punch
Ice Punch
Knock Off
Snatch
Pain Split
Dynamic Punch
Mud-Slap
Rock Slide
Stealth Rock
Other
Yuuki has kinda been forced upon me, yet I still find him kinda sympathetic and, all in all, he pulls his weight rather well. First member that's not part of the Original 10, this Slowpoke is, true to his kin, very slow on the uptake. It's not unusual to see him nap in battle or be one or even two rounds late! He's still kind-hearted though, and can do wonders if he's not around girls.
The boy has grown from his derpy days. He's now gained much needed brain power, allowing him to actually be a functioning member of the team now. While still capable of dishing out hits, his strong point is his variety of defensive support moves, meaning he's at his best on the rear line, boosting his allies and attacking at a distance. Ironically, he makes a rather good duo with Kazuma. Too bad the latter doesn't really like him.
The boy has grown from his derpy days. He's now gained much needed brain power, allowing him to actually be a functioning member of the team now. While still capable of dishing out hits, his strong point is his variety of defensive support moves, meaning he's at his best on the rear line, boosting his allies and attacking at a distance. Ironically, he makes a rather good duo with Kazuma. Too bad the latter doesn't really like him.
Slowking [Male] [Yuuki Rito]
Types: Water/Psychic
Abilities:
Oblivious / Own Tempo / Regenerator (H) [UNLOCKED]
Nature: Sassy (+1 SpD, Spe ÷ 1.15, -10% Evasion)
Stats:
HP: 100
Atk: 3
Def: 3
SpA: 4
SpD: 5 (+)
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Level Up
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Heal Pulse
Water Pulse
Slack Off
Amnesia
Power Gem
Hidden Power [Bug]
Nasty Plot
Swagger
Psych Up
Rain Dance
Egg
Block
Future Sight
Me First
Mud Sport
Zen Headbutt
Safeguard
TM/HM
Ice Beam
Protect
Earthquake
Psychic
Scald
Reflect
Sunny Day
Light Screen
Flamethrower
Psyshock
Toxic
Telekinesis
Earthquake
Shadow Ball
Fire Blast
Focus Blast
Brine
Incinerate
Dragon Tail
Grass Knot
Surf
Whirlpool
Tutor
Aqua Tail
Endure
Mud-Slap
Counter
Dive
Drain Punch
Icy Wind
Iron Defense
Magic Coat
Mimic
Signal Beam
Skill Swap
ZhengTann sends out
TMan87 sends out and orders
ZhengTann orders