All abilities
Training items
Switch ko
unlimited chills/recovers
2 subs
2 Day DQ for Battlers
5 Day DQ for Referees
Training items
Switch ko
unlimited chills/recovers
2 subs
2 Day DQ for Battlers
5 Day DQ for Referees
Field Type- Nuetral
Complexity- Intense
Format- Singles
Restrictions- No Water source
Summoning Grounds: In this strategic arena, you have the opportunity to turn the tides and strengthen your side with more numbers! The Battle always starts one vs one, but it can easily turn into 2vs1, then 2vs2, and even 3vs3! if you're lucky you could go 3vs1, and if you are not you might experience a dreadful 1vs3. Anything is possible in this voodoo/tiki themed arena!
The grass is short, spiky and yellow due to little rain. The sun is setting so the sky is a dazzling spectrum of pink, yellow, orange, and purple. Even though night is approaching the climate here is hot, and the temperature during the battle is a blistering 88 degrees Fahrenheit. The area is shaped like a star of david (300 feet by 300 feet), with african decoartions such as tiki torches, tribal masks, and skeletons on the borders.
Scattered around the field lie several "prizes"; and Absol Pelt, Seviper Fang, Lopunny Foot, Snover Bark, and more! Parts of pokemon captured and used by the tribes in the area! The tribe where you battle hunted these pokemon decades ago, and now only certain peices of them remain. in the center of the arena is where the maic happens, literally!
There lies the Cauldron of Animilistic Revival (or C.A.R, though it isnt related). Made of tempered steel, the thing is massive for a cauldron, 10 feet wide and long, 7 feet tall, and an opening of four feet wide/long. A larfe fire burns underneath, cooking a mysterious potion that makes the C.A.R billow out green, purple, and orange smoke. With this couldron you can conquer!
The concept is simple; Find a trophy part of a deceased pokemon (e.g absol pelt), toss it into the C.A.R, and viola! With the eerie powers of the tribal magic that pokemon will be revived and will fight for you during the match!
Notes/Rules
1. It takes one action to pick up a Trophy Item, and it takes another action to Throw it into the Cauldron
2.You can use a move or pokemon to block the opponent from getting a trophy item into the Cauldron (e.g rattata used quick attack to catch the Tangrowth vine that was about to be put into the C.A.R)
4.The battle ends when one of the Players has no usable pokemon left, whether it be original or trophy.
5. Trophy Pokemon Know all level up moves and egg moves
6. The ref decides what trophy pokemon peices are available. There can be any # of trophy pieces, but players can only have 2 Trophy pokemon on their team at a time.
i have made a list of possible trophy pieces, and refs can use any form here. however, you can make your own as you see fir (e.g Bellossom skirt, Slowpoke tail)
List of possible Trophy Pieces
Mamoswine Tusk
Sharpedo Fin
Escavalier Helmet
Shedinja Carapace
Seviper Fang
Sandslash Claw
Complexity- Intense
Format- Singles
Restrictions- No Water source
Summoning Grounds: In this strategic arena, you have the opportunity to turn the tides and strengthen your side with more numbers! The Battle always starts one vs one, but it can easily turn into 2vs1, then 2vs2, and even 3vs3! if you're lucky you could go 3vs1, and if you are not you might experience a dreadful 1vs3. Anything is possible in this voodoo/tiki themed arena!
The grass is short, spiky and yellow due to little rain. The sun is setting so the sky is a dazzling spectrum of pink, yellow, orange, and purple. Even though night is approaching the climate here is hot, and the temperature during the battle is a blistering 88 degrees Fahrenheit. The area is shaped like a star of david (300 feet by 300 feet), with african decoartions such as tiki torches, tribal masks, and skeletons on the borders.
Scattered around the field lie several "prizes"; and Absol Pelt, Seviper Fang, Lopunny Foot, Snover Bark, and more! Parts of pokemon captured and used by the tribes in the area! The tribe where you battle hunted these pokemon decades ago, and now only certain peices of them remain. in the center of the arena is where the maic happens, literally!
There lies the Cauldron of Animilistic Revival (or C.A.R, though it isnt related). Made of tempered steel, the thing is massive for a cauldron, 10 feet wide and long, 7 feet tall, and an opening of four feet wide/long. A larfe fire burns underneath, cooking a mysterious potion that makes the C.A.R billow out green, purple, and orange smoke. With this couldron you can conquer!
The concept is simple; Find a trophy part of a deceased pokemon (e.g absol pelt), toss it into the C.A.R, and viola! With the eerie powers of the tribal magic that pokemon will be revived and will fight for you during the match!
Notes/Rules
1. It takes one action to pick up a Trophy Item, and it takes another action to Throw it into the Cauldron
2.You can use a move or pokemon to block the opponent from getting a trophy item into the Cauldron (e.g rattata used quick attack to catch the Tangrowth vine that was about to be put into the C.A.R)
4.The battle ends when one of the Players has no usable pokemon left, whether it be original or trophy.
5. Trophy Pokemon Know all level up moves and egg moves
6. The ref decides what trophy pokemon peices are available. There can be any # of trophy pieces, but players can only have 2 Trophy pokemon on their team at a time.
i have made a list of possible trophy pieces, and refs can use any form here. however, you can make your own as you see fir (e.g Bellossom skirt, Slowpoke tail)
List of possible Trophy Pieces
Mamoswine Tusk
Sharpedo Fin
Escavalier Helmet
Shedinja Carapace
Seviper Fang
Sandslash Claw
maserato said:Voodoll
Known for his Hallelujah Chorus, Handel was a great composer of sacred music.
http://www.youtube.com/watch?v=usfiAsWR4qU
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Normalize: (Can be Disabled) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon's Normal-type attacks have four (4) more Base Attack Power.
Cursed Body (DW): (Innate) When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Nature=Mild
HP: 90
Atk: Rank 2
Def: Rank 1-
SpA: Rank 4+
SpD: Rank 2
Spe: 70
Size Class: 2
Weight Class: 2
Base Rank Total: 14
EC=1/6
DC=1/5
MC=0
Moves
level up
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Faint attack
Frustration
Dark pulse
TM
Psychic
rock slide
thunder wave
toxic
substitute
Taunt
Egg
Shock wave
Mach punch
Perish song
Memento
ImprisonCrogunk
The symphonist of death, Mahler made women pass out and grown men weep with his music.
Battle theme
http://www.youtube.com/watch?v=jmB8-43uzmQ
Type:Poison-Fighting
Summary: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Summary: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities: Anticipation, Dry skin, Poison touch
Anticipation:
Type: Innate
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Dry Skin:
Type: Innate
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
(DW) Poison Touch:
Type: Can be Disabled.
This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Nature: Hasty +Spe -Def
HP: 90
Atk: Rank 3
Def: Rank 1-
SpA: Rank 3
SpD: Rank 2
Spe: 58+
Size Class: 1
Weight Class: 2
Base Rank Total: 14
8% acc bonus
EC 0/6
DC 0/5
MC 0
Moves
Astonish
Mud slap
Poison sting
Taunt
Pursuit
Faint attack
Revenge
Swagger
Fake out
Drain punch
Counter
Vaccum wave
Feint
Dark pulse
Focus blast
Shadow ball
Dig
ProtectMachop
Among the finest of impressionist composers, Debussy wrote brilliant tonal and atonal music
Battle theme
http://www.youtube.com/watch?v=FOCucJw7iT8
Abilities:Guts:
Type: 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.
No Guard:
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
(DW) Steadfast:
Type: Innate
If this Pokemon is flinched, 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.
Brave nature (+att -speed)
Machop
HP: 100
Atk: Rank 4+
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 30 -
Size Class: 2
Weight Class: 2
Base Rank Total: 14
-10 evasion
EC 2/9
DC 2/5
MC 0
Moves
Low kick
Leer
Focus energy
Karate chop
Low sweep
Foresight
Seismic toss
Revenge
Endure
Counter
Thunder punch
Fire punch
Ice punch
Bullet punch
Light Screen
Dig
Bide
Metronome
Substitute
Detect
GemOftheDay said:
Zorua (Voile) (M)
Nature: Jolly (+15% Speed, +13% Accuracy, -1 SpA)
Type: Dark - Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:Ability 1: Illusion - 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. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. 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.]
Ability 2: none
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2(-)
SpD: Rank 2
Spe: 74.75(+)
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 4/6
MC: 2
DC: N/A
Attacks:
Scratch
leer
pursuit
fake tears
fury swipes
faint attack
scary face
taunt
foul play
agility
detect
sucker punch
dark pulse
bounce
knock-off
u-turn
thief
hone claws
Ralts (Esponce) (M)
Nature: Adamant (+ Atk, -1 SpA)
Type: 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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW locked): (Innate) This Pokemon has 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.
Stats
HP: 90
Atk: 2 (+)
Def: 1
SpA: 1 (-)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 1/9
MC: 0
DC: 1/5
moves:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Confuse ray
Will-o-Wisp
Disable
encore
shadow sneak
telekinesis
theif
facade
thunder wave
toxic
zen headbutt
thunderpunch
Eevee [Espropiet] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Normal - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. 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.
Adaptibility: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC:0/5
Moves:
Helping Hand
Tackle
Tail Whip
Sand Attack
Growl
Quick Attack
Bite
Covet
Take Down
Stored Power
Endure
Wish
yawn
flail
protect
Shadow Ball
hidden power(fighting, 7)
toxic
substitute
maserato sends out and equips
Gem sends out, equips, and orders
maserato orders
I ref*
Escavalier
Serious Nature (No effect on stats)
Type: Bug/Steel
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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.
Abilities:
Swarm (Passive): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Shell Armor (Passive): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Overcoat (Passive): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Stats: HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 20
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
DC: 5/5
Attacks:
Level Up
Bug Buzz
Double-Edge
Endure
False Swipe
Flail
Fury Attack
Fury Cutter
Giga Impact
Headbutt
Iron Defense
Iron Head
Leer
Peck
Quick Guard
Reversal
Scary Face
Slash
Swords Dance
Take Down
Twineedle
X-Scissor
Egg
Bug Bite
Counter
Faint Attack
Horn Attack
Knock Off
Megahorn
Pursuit
Screech
Serious Nature (No effect on stats)
Type: Bug/Steel
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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.
Abilities:
Swarm (Passive): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Shell Armor (Passive): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Overcoat (Passive): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Stats: HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 20
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
DC: 5/5
Attacks:
Level Up
Bug Buzz
Double-Edge
Endure
False Swipe
Flail
Fury Attack
Fury Cutter
Giga Impact
Headbutt
Iron Defense
Iron Head
Leer
Peck
Quick Guard
Reversal
Scary Face
Slash
Swords Dance
Take Down
Twineedle
X-Scissor
Egg
Bug Bite
Counter
Faint Attack
Horn Attack
Knock Off
Megahorn
Pursuit
Screech
Mamoswine
Serious Nature (No effect on stats)
Type: Ground/Ice
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Oblivious (Passive): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak (Passive): This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (Passive): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 80
Size Class: 5
Weight Class: 7
Base Rank Total: 20
EC: 9/9
DC: 5/5
Attacks:
Level Up
Amnesia
AncientPower
Blizzard
Double Hit
Earthquake
Endure
Flail
Fury Attack
Hail
Horn Attack
Ice Fang
Ice Shard
Icy Wind
Mist
Mud Bomb
Mud-Slap
Mud Sport
Odor Sleuth
Peck
Powder Snow
Scary Face
Tackle
Take Down
Thrash
Egg
Avalanche
Bite
Body Slam
Curse
Double-Edge
Fissure
Icicle Crash
Icicle Spear
Mud Shot
Rock Slide
Stealth Rock
Serious Nature (No effect on stats)
Type: Ground/Ice
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Oblivious (Passive): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak (Passive): This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (Passive): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 80
Size Class: 5
Weight Class: 7
Base Rank Total: 20
EC: 9/9
DC: 5/5
Attacks:
Level Up
Amnesia
AncientPower
Blizzard
Double Hit
Earthquake
Endure
Flail
Fury Attack
Hail
Horn Attack
Ice Fang
Ice Shard
Icy Wind
Mist
Mud Bomb
Mud-Slap
Mud Sport
Odor Sleuth
Peck
Powder Snow
Scary Face
Tackle
Take Down
Thrash
Egg
Avalanche
Bite
Body Slam
Curse
Double-Edge
Fissure
Icicle Crash
Icicle Spear
Mud Shot
Rock Slide
Stealth Rock
Sandslash
Serious Nature (No effect on stats)
Type: Ground
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Sand Veil (Passive): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Sand Rush (Passive): This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 65
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
DC: 5/5
Attacks:
Level Up
Crush Claw
Defense Curl
Dig
Earthquake
Fury Cutter
Fury Swipes
Gyro Ball
Magnitude
Poison Sting
Rapid Spin
Rollout
Sand-Attack
Sandstorm
Sand Tomb
Scratch
Slash
Swift
Swords Dance
Egg
Chip Away
Counter
Endure
Flail
Metal Claw
Mud Shot
Night Slash
Rapid Spin
Rock Climb
Rock Slide
Safeguard
Serious Nature (No effect on stats)
Type: Ground
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Sand Veil (Passive): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Sand Rush (Passive): This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 65
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
DC: 5/5
Attacks:
Level Up
Crush Claw
Defense Curl
Dig
Earthquake
Fury Cutter
Fury Swipes
Gyro Ball
Magnitude
Poison Sting
Rapid Spin
Rollout
Sand-Attack
Sandstorm
Sand Tomb
Scratch
Slash
Swift
Swords Dance
Egg
Chip Away
Counter
Endure
Flail
Metal Claw
Mud Shot
Night Slash
Rapid Spin
Rock Climb
Rock Slide
Safeguard
Seviper
Serious Nature (No effect on stats)
Type: Poison
Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Shed Skin (Passive): This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Infiltrator (Passive): Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 65
Size Class: 3
Weight Class: 4
Base Rank Total: 18
DC: 5/5
Attacks:
Level Up
Bite
Coil
Crunch
Gastro Acid
Glare
Haze
Lick
Night Slash
Poison Fang
Poison Jab
Poison Tail
Screech
Swagger
Venoshock
Wrap
Wring Out
Egg
Assurance
Body Slam
Final Gambit
Iron Tail
Punishment
Scary Face
Spit Up
Stockpile
Swallow
Switcheroo
Serious Nature (No effect on stats)
Type: Poison
Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Shed Skin (Passive): This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Infiltrator (Passive): Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 65
Size Class: 3
Weight Class: 4
Base Rank Total: 18
DC: 5/5
Attacks:
Level Up
Bite
Coil
Crunch
Gastro Acid
Glare
Haze
Lick
Night Slash
Poison Fang
Poison Jab
Poison Tail
Screech
Swagger
Venoshock
Wrap
Wring Out
Egg
Assurance
Body Slam
Final Gambit
Iron Tail
Punishment
Scary Face
Spit Up
Stockpile
Swallow
Switcheroo
Sharpedo
Serious Nature (No effect on stats)
Type: Water/Dark
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Rough Skin (Passive): When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Speed Boost (Passive): Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 6/6
DC: 5/5
Attacks:
Level Up
Agility
Aqua Jet
Assurance
Bite
Crunch
Feint
Focus Energy
Ice Fang
Leer
Night Slash
Rage
Scary Face
Screech
Skull Bash
Slash
Swagger
Take Down
Taunt
Egg
AncientPower
Brine
Double-Edge
Hydro Pump
Swift
Thrash
Serious Nature (No effect on stats)
Type: Water/Dark
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Rough Skin (Passive): When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Speed Boost (Passive): Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 6/6
DC: 5/5
Attacks:
Level Up
Agility
Aqua Jet
Assurance
Bite
Crunch
Feint
Focus Energy
Ice Fang
Leer
Night Slash
Rage
Scary Face
Screech
Skull Bash
Slash
Swagger
Take Down
Taunt
Egg
AncientPower
Brine
Double-Edge
Hydro Pump
Swift
Thrash
Shedinja
Serious Nature (No effect on stats)
Type: Bug/Ghost
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Wonder Guard (Passive): Pokemon with this ability suffer no damage from attacks that are not super effective. This ability cannot be removed or copied by any means.
Wonder Guard (Passive): Pokemon with this ability suffer no damage from attacks that are not super effective. This ability cannot be removed or copied by any means.
Stats:
HP: 80
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 6/6
DC: 5/5
Attacks:
Level Up
Agility
Baton Pass
Bug Bite
Confuse Ray
Dig
Double Team
False Swipe
Fury Cutter
Fury Swipes
Grudge
Harden
Heal Block
Leech Life
Metal Claw
Mind Reader
Mud-Slap
Sand-Attack
Scratch
Screech
Shadow Ball
Shadow Sneak
Slash
Spite
Swords Dance
X-Scissor
Egg
Bug Buzz
Endure
Faint Attack
Final Gambit
Gust
Night Slash
Silver Wind
Serious Nature (No effect on stats)
Type: Bug/Ghost
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Wonder Guard (Passive): Pokemon with this ability suffer no damage from attacks that are not super effective. This ability cannot be removed or copied by any means.
Wonder Guard (Passive): Pokemon with this ability suffer no damage from attacks that are not super effective. This ability cannot be removed or copied by any means.
Stats:
HP: 80
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 6/6
DC: 5/5
Attacks:
Level Up
Agility
Baton Pass
Bug Bite
Confuse Ray
Dig
Double Team
False Swipe
Fury Cutter
Fury Swipes
Grudge
Harden
Heal Block
Leech Life
Metal Claw
Mind Reader
Mud-Slap
Sand-Attack
Scratch
Screech
Shadow Ball
Shadow Sneak
Slash
Spite
Swords Dance
X-Scissor
Egg
Bug Buzz
Endure
Faint Attack
Final Gambit
Gust
Night Slash
Silver Wind