The Battle Hall - Preparations

Okay, some of these Pokemon are already done from other types and you guys are redoing them.

Terrador: You don't get credit for doing copies of: Sawsbuck, Tomohawk, Crobat, Drifblim, and Ivysaur. That conveniently removes 1 BT, so you get 2 more.

C$FP, you get 1 more BT for Ghost, but you essentially only did 4 for Dark and Spiritomb was complete. You did, however, do 4 of Rock so you get 1 more BT with 3 Pokemon left.

edit: actually Magcargo was done in Fire so you only have 2 left.
 
No, you earned four, and if you do 3 more Pokemon, you will earn another.

edit: sorry I didn't see you did Ghost. Yeah claim what you said.
 
But I did Steel, Electric, Psychic, Ghost, 4 Dark Pokemon and 3 Rock Pokemon, adding up to 27. Shouldn't that be 5 BT and 2 Pokemon?

EDIT: Thank you! :) I look forward to work on Rank 4 and especially Rank 5.

MORE EDIT: If possible I will reserve Normal, Flying, Psychic, Poison, and Grass for Rank 4, just like IceBug asked to reserve a few things.
 
Ice, Bug, Dragon, and Bolderdash are officially reserved for me now; time for me to get to work.

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Jynx (XXXXXX)

Nature: XXXXXX

Type:

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.
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.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 95

Abilities:

Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Dry Skin (DW): (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 2 damage/action to this Pokemon in sunlight and recovering 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 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

Attacks:

Pound
Lick
Sweet Kiss
Powder Snow
Confusion
Sing
Heart Stamp
Mean Look
Fake Tears
Lucky Chant
Avalanche
Psychic
Copycat
DoubleSlap
Ice Punch
Wake-Up Slap
Body Slam

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Abomasnow (XXXXXX)

Nature: XXXXXX

Type:

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.
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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 60

Abilities:

Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that 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.
Soundproof (DW): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Bug Buz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.

Attacks:

Powder Snow
Leer
Razor Leaf
Icy Wind
GrassWhistle
Swagger
Mist
Ice Shard
Ingrain
Wood Hammer
Ice Punch

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Sealeo (XXXXXX)

Nature: XXXXXX

Type:

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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 40

Abilities:

Thick Fat: (Innate) 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.)
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Oblivious (DW): (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.

Attacks:

Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Hail
Rest
Snore
Swagger

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Sneasel (XXXXXX)

Nature: XXXXXX

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.
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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 115

Abilities:

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.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket (DW): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Attacks:

Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Icy Wind
Slash
Beat Up
Hone Claws

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Dewgong (XXXXXX)

Nature: XXXXXX

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 70

Abilities:

Thick Fat: (Innate) 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.)
Hydration: (Innate) (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Ice Body (DW): (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Attacks:

Signal Beam
Headbutt
Growl
Icy Wind
Aurora Beam
Encore
Ice Shard
Rest
Aqua Ring
Aqua Jet
Brine
Sheer Cold
Take Down
Water Sport
Ice Beam

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Scyther (XXXXXX)

Nature: XXXXXX

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 105

Abilities:

Swarm: (Innate) 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)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Steadfast (DW): (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.

Attacks:

Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Slash
Swords Dance
Razor Wind

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Ledian (XXXXXX)

Nature: XXXXXX

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 2
SpD: Rank 4
Spe: 85

Abilities:

Swarm: (Innate) 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)
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Iron Fist (DW): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Attacks:

Tackle
Supersonic
Comet Punch
Light Screen
Reflect
Safeguard
Mach Punch
Baton Pass
Silver Wind
Agility
Swift

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Scolipede (XXXXXX)

Nature: XXXXXX

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 112

Abilities:

Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Swarm: (Innate) 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)
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Attacks:

Defense Curl
Rollout
Poison Sting
Screech
Pursuit
Protect
Poison Tail
Bug Bite
Megahorn
Venoshock
Baton Pass
Agility
Steamroller
Iron Defense
Toxic
Rock Climb

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Vespiquen (XXXXXX)

Nature: XXXXXX

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 40

Abilities:

Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:

Sweet Scent
Gust
Confuse Ray
Poison Stinge
Fury Cutter
Defend Order
Pursuit
Fury Swipes
Power Gem
Heal Order
Toxic
Slash
Captivate
Attack Order
Swagger
Bug Bite

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Yanma (XXXXXX)

Nature: XXXXXX

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 95

Abilities:

Speed Boost: (Innate) 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 ocurs at the end of each round (stats other than Speed are still affected).
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Frisk (DW): (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.

Attacks:

Tackle
Foresight
Quick Attack
Double Team
SonicBoom
Hypnosis
Detect
Supersonic
Uproar
Pursuit
Wing Attack
AncientPower
Hypnosis

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As if I need a Duclohm clone...
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Fraxure (XXXXXX)

Nature: XXXXXX

Type:

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 67

Abilities:

Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Mold Breaker: (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.)
Unnerve(DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:

Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Dragon Claw
Dragon Dance
Taunt

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Dragonair (XXXXXX)

Nature: XXXXXX

Type:

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 70

Abilities:

Shed Skin: (Innate) 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.
Marvel Scale(DW): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Attacks:

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Aqua Tail
Dragon Rush

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Shelgon (XXXXXX)

Nature: XXXXXX

Type:

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 50

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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Attacks:

Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Protect
Dragonbreath
Zen Headbutt
Scary Face

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Gabite (XXXXXX)

Nature: XXXXXX

Type:

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact 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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 82


Abilities:

Sand Veil: (Innate) 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.
Rough Skin(DW): (Innate) 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.

Attacks:

Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Dragon Claw
Dual Chop
Dig
Dragon Rush

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Bolderdash (XXXXXX)

Nature: XXXXXX

Type:

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 110

Abilities:

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (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.)

Attacks:

Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Double-Edge
Metal Sound
Vacuum Wave
Paleo Wave
Rock Polish
Head Smash

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DONE That's exactly 3 more BT, and the last mons of Rank 3 are now done.
 
Rank 3 movesets coming up.
305.png

Lairon (M)

Nature: Adamant

Type:

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.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

Abilities:

Sturdy: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Attacks:

Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Iron Head
Iron Tail
Protect
Metal Sound

Earthquake
Swagger
Shadow Claw

Head Smash
Body Slam
Superpower

Magnet Rise
375.png

Metang (U)

Nature: Adamant

Type:

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.
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.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 50

Abilities:

Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks:

Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Pursuit
Bullet Punch
Psychic
Iron Defense
Agility
Meteor Mash
Zen Headbutt

Earthquake
Brick Break
Rock Slide

Ice Punch
411.png

Bastiodon (F)

Nature: Modest

Type:

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.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 7
SpA: Rank 3 (+)
SpD: Rank 5
Spe: 30

Abilities:

Sturdy: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Soundproof (DW): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.

Attacks:

Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
Ancientpower
Block
Endure

Ice Beam
Thunderbolt
Blizzard

Counter
Body Slam
Headbutt

Magnet Rise
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Steelix (F)

Nature: Adamant

Type:

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.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30

Abilities:

Sturdy: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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.
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
Autotomize
Slam
Stealth Rock
Rock Polish
Dragon Breath
Curse

Taunt
Earthquake
Payback

Heavy Slam
Rock Slide
Flail

Magnet Rise
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Magneton (U)

Nature: Modest

Type:

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.
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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70

Abilities:

Sturdy: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Attacks:

Tri Attack
Metal Sound
Tackle
Sonic Boom
ThunderShock
Supersonic
Thunder Wave
Spark
Electro Ball
Lock-On
Swift
Magnet Bomb
Screech
Discharge
Magnet Rise
Mirror Shot
Zap Cannon

Rain Dance
Thunder
Hidden Power [Ice] (7)

Signal Beam
552.png

Krokorok (M)

Nature: Adamant

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.
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.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 74

Abilities:

Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1) at the cost of two (2) Energy. The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. Command: (Ability: Intimidate)
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

Attacks:

Leer
Rage
Bite
Sand-Attack
Torment
Sand Tomb
Assurance
Mud-Slap
Embargo
Swagger
Crunch
Dig
Scary Face
Foul Play

Earthquake
Brick Break
Stone Edge

Fire Fang
Thunder Fang
Counter
275.png

Shiftry (M)

Nature: Quiet

Type:

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.
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.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 69 (-)

Abilities:

Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Pickpocket (DW): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand. Command: [Ability: Pickpocket (Ally Item Swap) ]

Attacks:

Faint Attack
Whirlwind
Nasty Plot
Razor Leaf
Pound
Harden
Growth
Nature Power
Fake Out
Leaf Tornado
Torment
Faint Attack
Razor Wind
Synthesis
Sunny Day
Bide

SolarBeam
Shadow Ball
Rock Slide

Leech Seed
Quick Attack
Worry Seed

Synthesis
442.png

Spiritomb (M)

Nature: Brave

Type:

Ghost: 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.
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.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 30 (-)

Abilities:

Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Attacks:

Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind
Sucker Punch
Nasty Plot

Taunt
Will-O-Wisp
Dark Pulse

Destiny Bond
Pain Split
Imprison

Icy Wind
262.png

Mightyena (F)

Nature: Adamant

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.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70

Abilities:

Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1) at the cost of two (2) Energy. The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. Command: (Ability: Intimidate)
Quick Feet: (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:

Tackle
Howl
Sand-Attack
Bite
Odor Sleuth
Roar
Swagger
Assurance
Scary Face
Take Down

Taunt
Iron Tail
Dig

Fire Fang
Thunder Fang
Ice Fang

Sucker Punch
510.png

Liepard (F)

Nature: Adamant

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.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 106

Abilities:

Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Unburden: (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.
Prakster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks:

Scratch
Growl
Assist
Sand-Attack
Fury Swipes
Pursuit
Torment
Fake Out
Hone Claws
Assurance
Slash
Taunt

Aerial Ace
Payback
Thunder Wave

Faint Attack
Yawn
Encore
426.png

Drifblim (M)

Nature: Modest

Type:

Ghost: 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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 125
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 80

Abilities:

Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Unburden: (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.
Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Attacks:

Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex
Stockpile
Swallow
Spit Up
Ominous Wind
Baton Pass

Thunderbolt
Silver Wind
Dream Eater

Hypnosis
Destiny Bond
Disable

Icy Wind
200.png

Misdreavus (F)

Nature: Modest

Type:

Ghost: 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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85

Abilities:

Levitate: (Innate) 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.

Attacks:

Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Pain Split
Payback
Shadow Ball

Thunderbolt
Psychic
Will-O-Wisp

Destiny Bond
Nasty Plot
Shadow Sneak

Icy Wind
93.png

Haunter (F)

Nature: Modest

Type:

Ghost: 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.
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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 95

Abilities:

Levitate: (Innate) 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.

Attacks:

Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Punch
Payback
Shadow Ball
Dream Eater

Toxic
Venoshock
Thunderbolt

Disable
Will-O-Wisp
Perish Song

Icy Wind
356.png

Dusclops (M)

Nature: Adamant

Type:

Ghost: 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.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 5
Spe: 25

Abilities:

Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks:

Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Curse
Will-O-Wisp
Shadow Punch

Focus Punch
Earthquake
Rock Slide

Destiny Bond
Pain Split
Imprison

Sucker Punch
Duohm.png

Duclohm (F)

Nature: Modest

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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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.
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:

Double Hit
Tackle
Growl
Leer
Dragon Rage
Thundershock
Charge
Rain Dance
Twister
Spark
Sonicboom
Discharge
Slack Off

Thunderbolt
Flamethrower
Dragon Pulse

Hydro Pump
Power Gem
Magnet Rise
611.png

Fraxure (M)

Nature: Adamant

Type:

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 67

Abilities:

Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Mold Breaker: (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.)
Unnerve(DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:

Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Dragon Claw
Dragon Dance
Taunt

Dig
Shadow Claw
X-Scissor

Counter
Night Slash
Iron Tail

Draco Meteor
148.png

Dragonair (M)

Nature: Mild

Type:

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70

Abilities:

Shed Skin: (Innate) 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.
Marvel Scale(DW): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Attacks:

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Aqua Tail
Dragon Rush

Ice Beam
Thunderbolt
Flamethrower

Light Screen
Iron Tail
ExtremeSpeed

Draco Meteor
372.png

Shelgon (M)

Nature: Adamant

Type:

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50

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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Attacks:

Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Protect
DragonBreath
Zen Headbutt
Scary Face

Shadow Claw
Brick Break
Rock Slide

Fire Fang
Endure
Thrash

Outrage
444.png

Gabite (F)

Nature: Adamant

Type:

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact 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.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 82


Abilities:

Sand Veil: (Innate) 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.
Rough Skin (DW): (Innate) 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.

Attacks:

Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Dragon Claw
Dual Chop
Dig
Dragon Rush

Earthquake
Sandstorm
Stone Edge

Iron Head
Outrage
Body Slam

Fury Cutter
123.png

Scyther (M)

Nature: Adamant

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105

Abilities:

Swarm: (Innate) 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)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Steadfast (DW): (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.

Attacks:

Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Slash
Swords Dance
Razor Wind

Brick Break
Aerial Ace
X-Scissor

Counter
Steel Wing
Night Slash

Fury Cutter
166.png

Ledian (F)

Nature: Modest

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 85

Abilities:

Swarm: (Innate) 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)
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Iron Fist (DW): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)

Attacks:

Tackle
Supersonic
Comet Punch
Light Screen
Reflect
Safeguard
Mach Punch
Baton Pass
Silver Wind
Agility
Swift

Giga Drain
Silver Wind
Focus Blast

Light Screen
Psybeam
Bide

Ominous Wind
545.png

Scolipede (F)

Nature: Adamant

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112

Abilities:

Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Swarm: (Innate) 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)
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Attacks:

Defense Curl
Rollout
Poison Sting
Screech
Pursuit
Protect
Poison Tail
Bug Bite
Megahorn
Venoshock
Baton Pass
Agility
Steamroller
Iron Defense
Toxic
Rock Climb

Earthquake
Rock Slide
Poison Jab

Take Down
Pin Missile
Twineedle
416.png

Vespiquen (F)

Nature: Brave

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 34 (-)

Abilities:

Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:

Sweet Scent
Gust
Confuse Ray
Poison Sting
Fury Cutter
Defend Order
Pursuit
Fury Swipes
Power Gem
Heal Order
Toxic
Slash
Captivate
Attack Order
Swagger
Bug Bite
Destiny Bond

Acrobatics
Toxic
Venoshock

Ominous Wind
193.png

Yanma (F)

Nature: Mild

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 95

Abilities:

Speed Boost: (Innate) 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 ocurs at the end of each round (stats other than Speed are still affected).
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Frisk (DW): (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.

Attacks:

Tackle
Foresight
Quick Attack
Double Team
SonicBoom
Hypnosis
Detect
Supersonic
Uproar
Pursuit
Wing Attack
AncientPower
Hypnosis

Shadow Ball
Psychic
Roost

Signal Beam
Faint Attack
Leech Life

Air Cutter
124.png

Jynx (F)

Nature: Modest

Type:

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.
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.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 95

Abilities:

Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Dry Skin (DW): (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 2 damage/action to this Pokemon in sunlight and recovering 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 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

Attacks:

Pound
Lick
Sweet Kiss
Powder Snow
Confusion
Sing
Heart Stamp
Mean Look
Fake Tears
Lucky Chant
Avalanche
Psychic
Copycat
DoubleSlap
Ice Punch
Wake-Up Slap
Body Slam

Shadow Ball
Energy Ball
Ice Beam

Fake Out
Miracle Eye
Nasty Plot

Magic Coat
460.png

Abomasnow (M)

Nature: Brave

Type:

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.
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.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)

Abilities:

Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that 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.
Soundproof (DW): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, GrassWhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.

Attacks:

Powder Snow
Leer
Razor Leaf
Icy Wind
GrassWhistle
Swagger
Mist
Ice Shard
Ingrain
Wood Hammer
Ice Punch

Focus Punch
Earthquake
Rock Slide

Skull Bash
Avalanche
Leech Seed

Magic Coat
364.png

Sealeo (F)

Nature: Modest

Type:

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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:

HP: 100
Atk: Rank 1
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 40

Abilities:

Thick Fat: (Innate) 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.)
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Oblivious (DW): (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.

Attacks:

Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Hail
Rest
Snore
Swagger

Brine
Ice Beam
Dive

Aqua Ring
Signal Beam
Yawn

Mud Slap
215.png

Sneasel (F)

Nature: Adamant

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.
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.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 115

Abilities:

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.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket (DW): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Attacks:

Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Icy Wind
Slash
Beat Up
Hone Claws

Focus Punch
Dig
Detect

Counter
Fake Out
Reflect

Fury Cutter
87.png

Dewgong (M)

Nature: Modest

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70

Abilities:

Thick Fat: (Innate) 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.)
Hydration: (Innate) (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Ice Body (DW): (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Attacks:

Signal Beam
Headbutt
Growl
Icy Wind
Aurora Beam
Encore
Ice Shard
Rest
Aqua Ring
Aqua Jet
Brine
Sheer Cold
Take Down
Water Sport
Ice Beam

Swagger
Substitute
Double Team

Fake Out
Disable
Perish Song

Dive
Gempre2-1.png

Bolderdash (U)

Nature: Modest

Type:

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 110

Abilities:

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (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.)

Attacks:

Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Double-Edge
Metal Sound
Vacuum Wave
Paleo Wave
Rock Polish
Head Smash
AncientPower
Earth Power

Volt Switch
Shadow Ball
Giga Drain

Heat Wave
75.png

Graveler (M)

Nature: Adamant

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.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35

Abilities:

Sturdy: (Innate) 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.
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.
Sand Veil (DW): (Innate) 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.

Attacks:

Tackle
Defense Curl
Mud Sport
Rock Polish
Rock Throw
Magnitude
Selfdestruct
Harden
Rollout
Rock Blast
Earthquake
Bulldoze
Explosion

Stone Edge
Dig
Fire Punch

Rock Slide
Hammer Arm
Endure

ThunderPunch
525.png

Boldore (F)

Nature: Sassy

Type:

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 17 (-)

Abilities:

Sturdy: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sand Force (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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Attacks:

Tackle
Harden
Sand-Attack
Headbutt
Rock Blast
Mud-Slap
Iron Defense
Smack Down
Power Gem
Rock Slide
Stealth Rock

Earthquake
Sandstorm
Protect

Heavy Slam
Curse
Take Down
219.png

Magcargo (M)

Nature: Modest

Type:

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.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 30

Abilities:

Magma Armor: (Innate) This Pokemon has a heated armor that makes it incapable of being frozen.
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.
Weak Armor (DW): (Can be Enabled) The Pokemon can loosen 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.

Attacks:

Yawn
Smog
Ember
Rock Throw
Harden
Recover
Flame Burst
Ancientpower
Amnesia
Lava Plume
Shell Smash
Flamethrower

Sunny Day
SolarBeam
Hidden Power [Flying] (7)

Earth Power
Stockpile
Swallow

AncientPower
142.png

Aerodactyl (F)

Nature: Adamant

Type:

Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 130

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.
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Unnerve (DW): (Can be Enabled) The Pokemon can loosen 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.

Attacks:

Ice Fang
Thunder Fang
Fire Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
AncientPower
Crunch

Sky Attack
Stone Edge
Dragon Claw

Pursuit
Steel Wing
Roost

Aqua Tail
578.png

Duosion (F)

Nature: Bold

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 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.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 5
SpD: Rank 2
Spe: 30

Abilities:

Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Attacks:

Psywave
Reflect
Rollout
Snatch
Hidden Power
Light Screen
Charm
Recover
Psyshock
Endeavor
Future Sight
Pain Split
Psychic

Thunder
Shadow Ball
Energy Ball

Confuse Ray
Night Shade
Imprison
64.png

Kadabra (M)

Nature: Modest

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 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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 105

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.
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.
Magic Guard(DW): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Attacks:

Teleport
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Telekinesis
Recover
Psycho Cut
Future Sight
Role Play
Psychic

Charge Beam
Energy Ball
Counter

Encore
Light Screen
Barrier

Signal Beam
281.png

Kirlia (F)

Nature: Modest

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 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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 50

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. Command: (Ability: Trace (Target Ability) )
Telepathy (DW): (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.

Attacks:

Magical Leaf
Growl
Confusion
Double Team
Teleport
Lucky Chant
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight

Thunderbolt
Shadow Ball
Thunder Wave

Destiny Bond
Disable
Encore

Signal Beam
178.png

Xatu (F)

Nature: Mild

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 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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95

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.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Magic Bounce (DW): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

Attacks:

Peck
Leer
Night Shade
Teleport
Wish
Lucky Chant
Miracle Eye
Me First
Confuse Ray
Tailwind
Wish
Psycho Shift
Future Sight

Psychic
Shadow Ball
Roost

Drill Peck
Sucker Punch
Refresh

Heat Wave
561.png

Sigilyph (M)

Nature: Modest

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 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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 97

Abilities:

Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Tinted Lens (DW): (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Attacks:

Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Reflect
Sychronoise
Mirror Move
Gravity

Psychic
Charge Beam
Energy Ball

AncientPower
Roost
Psycho Shift
 
Ok, two rather important things in this post.

Firstly, I'm opening the preparations for Rank 4. Specs are level ups to 50, 3 sets of Xs. PLEASE DON'T GET THESE WRONG, check thoroughly, I will not be awarding BT to people who don't put effort in (not naming names, but some of the Rank 3 mons were frankly terrible e.g. abilities just copied from each previous pokemon).

Also to make it slightly more fair on those not named Terrador, please only reserve up to five types at once.

Secondly, I'd like a new co-owner for the Battle Hall. Apply to me and only me via PM telling me why you think you're suitable. These will be open until I get back from holiday (and have recovered from any - extremely likely - hangover), so roughly 11 am BST on Sunday 10th July.
 
Reserving:
Pyroak, Blaziken, Charizard, Arcanine, Emboar, Electivire, Cyclohm, Magnezone, Krilowatt, Rotom-W, Cofagrigus, Mismagius, Kitsunoh, Golurk, Voodoom, Absol,Colossoil, Bisharp, Scrafty, Escavalier, Ferrothorn,Aggron, Alakazam, Reuniclus (24, excluding Bisharp twice) (24 Completed)

Garevoir, Gallade, Claydol now done (Total 27)

Fire:

frontnormal-mpyroak.png

Pyroak (XXXXXX)

Nature: XXXXXX

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.
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.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 60

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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Attacks:

Wood Hammer
Flare Blitz
Heat Wave
Leaf Blade
Pound
Sweet Scent
Growth
Ember
Growth
Ember
Leech Seed
Bullet Seed
Giga Drain
Fire Spin
Flame Wheel
Energy Ball
Petal Dance
Incinerate
Synthesis
Iron Defense
Amnesia
Flash Cannon
Lave Plume

XXXXXX

XXXXXX

XXXXXX
257.png

Blaziken (XXXXXX)

Nature: XXXXXX

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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 80

Abilities:

Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost: (Innate) 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 ocurs at the end of each round (stats other than Speed are still affected).

Attacks:

Fire Punch
Hi Jump Kick
Scratch
Growl
Focus Energy
Ember
Double Kick
Peck
Sand Attack
Fire Spin
Bulk Up
Quick Attack
Blaze Kick
Flamethrower
Slash
Brave Bird
Mirror Move
Sky Uppercut

XXXXXX

XXXXXX

XXXXXX
6.png

Charizard (XXXXXX)

Nature: XXXXXX

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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 100

Abilities:

Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power: (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Attacks:

Heat Wave
Scratch
Growl
Ember
Metal Claw
Leer
Dragon Claw
Shadow Claw
Air Slash
Smokescreen
Rage
Dragon Rage
Scary Face
Flamethrower
Fire Fang
Flame Burst
Slash
Wing Attack
Fire Spin

XXXXXX

XXXXXX

XXXXXX
59.png

Arcanine (XXXXXX)

Nature: XXXXXX

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.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 95

Abilities:

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Attacks:

Thunder Fang
Bite
Roar
Ember
Leer
Fire Fang
Odour Sleuth
Take Down
Flame Wheel
Extremespeed

XXXXXX

XXXXXX

XXXXXX
500.png

Emboar (XXXXXX)

Nature: XXXXXX

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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 65

Abilities:

Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Attacks:

Hammer Arm
Tackle
Tail Whip
Ember
Odour Sleuth
Defence Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash
Assurance
Flamethrower
Head Smash
Roar
Flare Blitz

XXXXXX

XXXXXX

XXXXXX

Electric:

466.png

Electivire (XXXXXX)

Nature: XXXXXX

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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 95

Abilities:

Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. 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.
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.

Attacks:

Fire Punch
Quick Attack
Leer
ThunderShock
Low Kick
Swift
Shock Wave
Light Screen
Electro Ball
ThunderPunch
Discharge
Thunderbolt
Screech
Thunder

XXXXXX

XXXXXX

XXXXXX
frontnormal-mcyclohm.png

Cyclohm (XXXXXX)

Nature: XXXXXX

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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats:

HP: 110
Atk: Rank 2
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 80

Abilities:

Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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.
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:

Weather Ball
Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Thundershock
Charge
Rain Dance
Twister
Double Hit
Spark
Discharge
Tri Attack
Sonicboom
Slack Off
Hyper Beam
Thrash
Zap Cannon

XXXXXX

XXXXXX

XXXXXX
462.png

Magnezone (XXXXXX)

Nature: XXXXXX

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.
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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 5
SpD: Rank 3
Spe: 60

Abilities:

Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sturdy: (Innate)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.
Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Attacks:

Tri Attack
Swift
Mirror Coat
Barrier
Metal Sound
Tackle
Thundershock
Supersonic
Sonicboom
Thunder Wave
Spark
Electro Ball
Lock On
Magnet Bomb
Screech
Discharge
Mirror Shot
Magnet Rise
Gyro Ball
Zap Cannon

XXXXXX

XXXXXX

XXXXXX
frontnormal-mkrilowatt.png

Krillowatt (XXXXXX)

Nature: XXXXXX

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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:

HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 105

Abilities:

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.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:

Ice Shard
Bubble
Charge
Thundershock
Confuse Ray
Aqua Jet
Mirror Coat
Counter
Imprison
Detect
Bubblebeam
Volt Switch
Copycat
Heart Swap
Zap Cannon

XXXXXX

XXXXXX

XXXXXX
479-wash.png

Rotom-W (XXXXXX)

Nature: XXXXXX

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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 86

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.

Attacks:

Trick
Astonish
Thunder Wave
ThunderShock
Confuse Ray
Uproar
Double Team
Shock Wave
Ominous Wind
Substitute
Electro Ball
Charge
Hex
Discharge
Hydro Pump

XXXXXX

XXXXXX

XXXXXX

Ghost:

563.png

Cofagrigus (XXXXXX)

Nature: XXXXXX

Type:

Ghost: 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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 3
SpD: Rank 4
Spe: 30

Abilities:

Mummy: (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Attacks:

Astonish
Protect
Disable
Haze
Night Shade
Hex
Will-O-Wisp
Ominous Wind
Curse
Power Spilt
Guard Split
Scary Face
Shadow Ball
Grudge
Mean Look
Destiny Bond

XXXXXX

XXXXXX

XXXXXX
429.png

Mismagius (XXXXXX)

Nature: XXXXXX

Type:

Ghost: 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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 4
Spe: 105

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.

Attacks:

Lucky Chant
Magical Leaf
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Pain split
Shadow Ball
Perish Song
Grudge
Power Gem

XXXXXX

XXXXXX

XXXXXX
frontnormal-mkitsunoh.png

Kitsunoh (XXXXXX)

Nature: XXXXXX

Type:

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.
Ghost: 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.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 110

Abilities:

Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's 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.

Attacks:

Tackle
Ice Fang
Thunder Fang
Tail Whip
Scratch
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Copycat
Metal Claw
Metal Burst
Memento
Fake Out
Scary Face
Shadow Claw
Revenge
Iron Head
ShadowStrike

XXXXXX

XXXXXX

XXXXXX
623.png

Golurk (XXXXXX)

Nature: XXXXXX

Type:

Ghost: 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.
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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 55

Abilities:

Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
No Guard: (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.

Attacks:

Pound
Astonish
Defence Curl
Mud Slap
Rollout
Shadow Punch
Iron Defence
Mega Punch
Magnitude
Dynamic Punch
Night Shade
Curse
Heavy Slam
Earthquake
Hammer Arm

XXXXXX

XXXXXX

XXXXXX

Dark:

frontnormal-mvoodoom.png

Voodoom (XXXXXX)

Nature: XXXXXX

Type:

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 110

Abilities:

Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Motor Drive (DW): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Attacks:

Revenge
Night Slash
Wrap
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Faint Attack
Close Combat
Acupressure
Aura Sphere
Substitute

XXXXXX

XXXXXX

XXXXXX
359.png

Absol (XXXXXX)

Nature: XXXXXX

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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 75

Abilities:

Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase 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.

Attacks:

Scratch
Feint
Leer
Taunt
Quick Attack
Razor Wind
Bite
Pursuit
Swords Dance
Double Team
Slash
Future Sight
Sucker Punch
Detect
Perish Song

XXXXXX

XXXXXX

XXXXXX
frontnormal-mcolossoil.png

Colossoil (XXXXXX)

Nature: XXXXXX

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.
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.

Stats:

HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 95

Abilities:

Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
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.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks:

Leer
Peck
Horn Attack
Bite
Rapid Spin
Magnitude
Pursuit
Body Slam
Bounce
Stockpile
Swallow
Spit Up
Horn Drill
Crunch
Megahorn
Muddy Water
Mud Bomb
Dark Pulse
BubbleBeam
Mud Shot
Dig


XXXXXX

XXXXXX

XXXXXX
625.png

Bisharp (XXXXXX)

Nature: XXXXXX

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.
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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 70

Abilities:

Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
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.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks:

Metal Burst
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Slash
Assurance
Metal Sound
Embargo
Iron Defence
Night Slash

XXXXXX

XXXXXX

XXXXXX
560.png

Scrafty (XXXXXX)

Nature: XXXXXX

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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 58

Abilities:
Shed Skin: (Innate) 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.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate: (DW) (Can be activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Attacks:

Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Chip Away
Hi Jump Kick
Scary Face
Crunch
Facade
Rock Climb
Focus Punch

XXXXXX

XXXXXX

XXXXXX

Steel:

625.png

Bisharp (XXXXXX)

Nature: XXXXXX

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.
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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 70

Abilities:

Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
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.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks:

Metal Burst
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Slash
Assurance
Metal Sound
Embargo
Iron Defence
Night Slash

XXXXXX

XXXXXX

XXXXXX
(Done Above in Dark)
589.png

Escavalier (XXXXXX)

Nature: XXXXXX

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 20

Abilities:

Swarm: (Innate) 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 Armour: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Overcoat: (DW) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Attacks:

Peck
Leer
Quick Guard
Twineedle
Fury Attack
Headbutt
False Swipe
Bug Buzz
Slash
Iron Head
Iron Defence
X-Scissor
Reversal
Endure
Fury Cutter
Take Down
Scary Face
Flail

XXXXXX

XXXXXX

XXXXXX
598.png

Ferrothorn (XXXXXX)

Nature: XXXXXX

Type:

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.
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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 2
SpD: Rank 4
Spe: 20

Abilities:

Iron Barbs: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

Attacks:

Rock Climb
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Iron Defence
Mirror Shot
Ingrain
Selfdestruct
Power Whip
Iron Head
Payback

XXXXXX

XXXXXX

XXXXXX
306.png

Aggron (XXXXXX)

Nature: XXXXXX

Type:

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.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 7
SpA: Rank 2
SpD: Rank 2
Spe: 50

Abilities:

Sturdy: (Innate) 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.
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.
Heavy Metal: (DW) (Innate) The Pokemon's body structure is immensely dense, doubling its weight. Additionally the Base Attack Power of full contact attacks [Avalanche, Brave Bird, Body Slam, Bounce, Double-Edge, Dragon Rush, Extremespeed, Flare Blitz, Giga Impact, Headbutt, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Ice Ball, Iron Head, Jump Kick, Outrage, Petal Dance, Quick Attack, Revenge, Rollout, Slam, Spark, Steamroller, Submission, Superpower, Tackle, Take Down, Thrash, V-create, Volt Tackle, Waterfall, Wood Hammer, and Zen Headbutt is increased by two (2).] Seismic Toss, Vital Throw, and Circle Throw will fail against this Pokemon unless the user is a Fighting-type.

Attacks:

Tackle
Harden
Mud Slap
Headbutt
Metal Claw
Iron Defence
Roar
Take Down
Iron Head
Iron Tail
Protect
Metal Sound
Automotize
Heavy Slam
Double Edge
Metal Burst

XXXXXX

XXXXXX

XXXXXX

Psychic:

65.png

Alakazam (XXXXXX)

Nature: XXXXXX

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 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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 120

Abilities:

Synchronise: (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.
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.
Magic Guard: (DW) (Innate) his Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Attacks:

Teleport
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Telekinesis
Recover
Psycho Cut
Future Sight
Calm Mind
Psychic
Trick
Role Play

XXXXXX

XXXXXX

XXXXXX
579.png

Reuniclus (XXXXXX)

Nature: XXXXXX

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 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.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 30

Abilities:

Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Magic Guard: (Innate) his Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Regenerator: (DW) (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Attacks:

Psywave
Reflect
Rollout
Snatch
Hidden Power (XXXXXX, X)
Light Screen
Charm
Recover
Psyshock
Endeavour
Future Sight
Pain Split
Psychic
Dizzy Punch
Skill Swap
Heal Block
Wonder Room

XXXXXX

XXXXXX

XXXXXX
282.png

Gardevoir (XXXXXX)

Nature: XXXXXX

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 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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 80

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) (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.

Attacks:

Healing Wish
Growl
Confusion
Double Team
Teleport
Wish
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Lucky Chant
Charm
Hypnosis
Dream Eater

XXXXXX

XXXXXX

XXXXXX
475.png

Gallade (XXXXXX)

Nature: XXXXXX

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 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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 80

Abilities:

Steadfast: (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.
Justified: (DW) (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase 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.

Attacks:

Leaf Blade
Night Slash
Leer
Confusion
Double team
Teleport
Fury Cutter
Slash
Heal Pulse
Swords Dance
Psycho Cut
Helping Hand
False Swipe
Protect
Magical Leaf
Growl
Lucky Chant
Calm Mind
Psychic
Imprison
Future Sight
Charm
Hypnosis

XXXXXX

XXXXXX

XXXXXX
344.png

Claydol (XXXXXX)

Nature: XXXXXX

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 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.
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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 75

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.

Attacks:

Teleport
Confusion
Harden
Rapid Spin
Mud Slap
Psybeam
Rock Tomb
Selfdestruct
Ancientpower
Power Trick
Sandstorm
Hyper Beam
Extrasensory
Cosmic Power
Guard Split
Power Split
Explosion

XXXXXX

XXXXXX

XXXXXX

Done! (Again)

This gives me 5 BT with 2 pokemon remaining!

All level up moves <Lv. 50 for all evolution stages in all generations the Pokemon is avaiaible.

EDIT: Fixes done!
 
Reserving Normal, Fighting, Water, Flying, and Grass....

Except Pyroak and Charizard...
468.png

Togekiss (XXXXXX)

Nature: XXXXXX

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 80

Abilities:

Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Attacks:

Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Magical Leaf
Wish
Safeguard
Double-Edge
Sky Attack
ExtremeSpeed
Aura Sphere
Air Slash
Last Resort

XXXXXX

XXXXXX

XXXXXX
143.png

Snorlax (XXXXXX)

Nature: XXXXXX

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:

HP: 125
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 30

Abilities:

Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Thick Fat: (Innate) 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.)
Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Attacks:

Tackle
Headbutt
Amnesia
Defense Curl
Belly Drum
Lick
Yawn
Rest
Chip Away
Snore
Sleep Talk
Harden
Double-Edge
Sleep Talk
Block
Covet
Rollout
Giga Impact
Crunch
Metronome
Odor Sleuth
Recycle
Screech
Stockpile
Swallow
Body Slam
Fling
Natural Gift
Last Resort

XXXXXX

XXXXXX

XXXXXX
474.png

Porygon-Z (XXXXXX)

Nature: XXXXXX

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 90

Abilities:

Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic: (DW) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Attacks:

Trick Room
Conversion2
Tackle
Conversion
Nasty Plot
Psybeam
Agility
Recover
Signal Beam
Discharge
Magnet Rise
Embargo
Lock-On
Sharpen
Tri Attack
Zap Cannon
Defense Curl
Recycle

XXXXXX

XXXXXX

XXXXXX
424.png

Ambipom (XXXXXX)

Nature: XXXXXX

Type: Normal

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 115

Abilities:

Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Pick Up: (Innate)This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Skill Link (DW): (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Attacks:

Scratch
Tail Whip
Sand Attack
Astonish
Baton Pass
Fury Swipes
Tickle
Swift
Screech
Agility
Double Hit
Fling
Nasty Plot
Last Resort

XXXXXX

XXXXXX

XXXXXX
289.png

Slaking (XXXXXX)

Nature: XXXXXX

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:

HP: 125
Atk: Rank 6
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 100

Abilities:

Truant: (Trait) This Pokemon is naturally lazy, and only attacks twice every round, forsaking the second action of a round. Its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy during each Truant turn. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.

Attacks:

Scratch
Yawn
Encore
Slack Off
Faint Attack
Amnesia
Covet
Chip Away
Counter
Flail
Focus Energy
Uproar
Fury Swipes
Endure
Slash
Focus Punch
Reversal
Fling

XXXXXX

XXXXXX

XXXXXX
frontnormal-mrevenankh.png

Revenankh (XXXXXX)

Nature: XXXXXX

Type:

Ghost: 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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 65

Abilities:

Shed Skin: (Innate) 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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Attacks:

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Revenge
Power Whip
Hammer Arm
Punishment
Moonlight
Superpower

XXXXXX

XXXXXX

XXXXXX
frontnormal-marghonaut.png

Arghonaut (XXXXXX)

Nature: XXXXXX

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 75

Abilities:

Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Attacks:

Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Aqua Jet
Mach Punch
Taunt
Revenge
Thief
BubbleBeam
Slash
Brine
Helping Hand
Hydro Pump
Submission
Cross Chop
Constrict

XXXXXX

XXXXXX

XXXXXX
68.png

Machamp (XXXXXX)

Nature: XXXXXX

Type:

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 55

Abilities:

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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a 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 benefitted by No Guard, they will have their normal accuracy.
Steadfast (DW): (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.

Attacks:

Karate Chop
Leer
Low Kick
Focus Energy
Low Sweep
Seismic Toss
Revenge
Vital Throw
Submission
Wake-Up Slap
Cross Chop

Scary Face
Wide Guard
Submission
DynamicPunch

XXXXXX

XXXXXX

XXXXXX
534.png

Conkeldurr (XXXXXX)

Nature: XXXXXX

Type:

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 45

Abilities:


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.
Sheer Force: (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.
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Attacks:

Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Bulk Up
Rock Slide
DynamicPunch
Scary Face
Hammer Arm
Stone Edge
Focus Punch
Superpower

XXXXXX

XXXXXX

XXXXXX
214.png

Heracross (XXXXXX)

Nature: XXXXXX

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 85

Abilities:

Swarm: (Innate) 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)
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.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:

Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Take Down
Close Combat
Reversal
Feint

XXXXXX

XXXXXX

XXXXXX
199.png

Slowking (XXXXXX)

Nature: XXXXXX

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 30

Abilities:

Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo: (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.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Attacks:

Power Gem
Hidden Power (XXXXXX)
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Swagger
Water Pulse
Zen Headbutt
Nasty Plot
Psychic
Trump Card
Psych Up
Slack Off
Amnesia
Rain Dance

XXXXXX

XXXXXX

XXXXXX
(Note: For Slowking's Hidden Power, I simply put a set of six X's in parentheses where the type and power would go)
260.png

Swampert (XXXXXX)

Nature: XXXXXX

Type:

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.

Stats:

HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 60

Abilities:

Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Attacks:

Tackle
Growl
Mud-Slap
Water Gun
Bide
Foresight
Mud Sport
Take Down
Whirlpool
Protect
Hydro Pump
Endeavor
Mud Shot
Mud Bomb
Muddy Water
Earthquake

XXXXXX

XXXXXX

XXXXXX
160.png

Feraligatr (XXXXXX)

Nature: XXXXXX

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 78

Abilities:

Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
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:

Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Crunch
Thrash
Chip Away
Slash
Screech
Thrash
Aqua Tail
Superpower
Hydro Pump
Agility

XXXXXX

XXXXXX

XXXXXX
frontnormal-mkrilowatt.png

Krillowatt (XXXXXX)

Nature: XXXXXX

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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:

HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 105

Abilities:

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.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:

Bubble
Charge
Tackle
ThunderShock
Detect
Zap Cannon
Ice Shard
Confuse Ray
Imprison
Mirror Coat
BubbleBeam
Counter
Heart Swap
Aqua Jet
Volt Switch
Copycat

XXXXXX

XXXXXX

XXXXXX
frontnormal-marghonaut.png

Arghonaut (XXXXXX)

Nature: XXXXXX

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:

HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 75

Abilities:

Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Attacks:

Bubble
SmokeScreen
Yawn
Wrap
Arm Thrust
Aqua Jet
Mach Punch
Taunt
Revenge
Thief
Slash
Brine
Helping Hand
Hydro Pump
Cross Chop
Smokescreen
Constrict
Submission

XXXXXX

XXXXXX

XXXXXX
Togekiss is already done
130.png

Gyarados (XXXXXX)

Nature: XXXXXX

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 4
Spe: 81

Abilities:

Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:

Splash
Tackle
Flail
Thrash
Bite
Dragon Rage
Twister
Leer
Ice Fang
Aqua Tail
Rain Dance
Hydro Pump
Dragon Dance
Hyper Beam

XXXXXX

XXXXXX

XXXXXX
479-fan.png

Rotom-S (XXXXXX)

Nature: XXXXXX

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.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 86

Abilities:

Levitate: (Innate) 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.

Attacks:

Trick
Astonish
ThunderShock
Thunder Wave
Confuse Ray
Uproar
Double Team
Shock Wave
Ominous Wind
Substitute
Electro Ball
Hex
Charge
Discharge
Air Slash

XXXXXX

XXXXXX

XXXXXX
Ninja'd for Charizard
469.png

Yanmega (XXXXXX)

Nature: XXXXXX

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 95

Abilities:

Speed Boost: (Innate) 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 ocurs at the end of each round (stats other than Speed are still affected).
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Frisk (DW): (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.

Attacks:

Tackle
Foresight
Quick Attack
Double Team
SonicBoom
Hypnosis
Detect
Supersonic
Uproar
Pursuit
Wing Attack
Supersonic
Ancientpower
Screech
U-Turn
Night Slash
Bug Bite
Feint

XXXXXX

XXXXXX

XXXXXX
3.png

Venusaur (XXXXXX)

Nature: XXXXXX

Type:

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.
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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 60

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)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Attacks:

Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Double-Edge
Worry Seed
Synthesis
SolarBeam
Seed Bomb

XXXXXX

XXXXXX

XXXXXX
Pyroak again, meh.
407.png

Roserade (XXXXXX)

Nature: XXXXXX

Type:

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.
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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 5
SpD: Rank 4
Spe: 90

Abilities:

Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Attacks:

Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Poison Sting
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain
Toxic Spikes
Sweet Scent
Ingrain
Toxic
Petal Dance
Aromatherapy
Synthesis
Weather Ball

XXXXXX

XXXXXX

XXXXXX
389.png

Torterra (XXXXXX)

Nature: XXXXXX

Type:

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.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 56

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): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:

Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Leech Seed
Synthesis
Crunch
Giga Drain
Leaf Storm
Wood Hammer
Earthquake

XXXXXX

XXXXXX

XXXXXX
465.png

Tangrowth (XXXXXX)

Nature: XXXXXX

Type:

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.

Stats:

HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 4
SpD: Rank 2
Spe: 50

Abilities:

Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Attacks:

Ingrain
Constrict
Sleep Powder
Absorb
Growth
PoisonPowder
Vine Whip
Bind
Mega Drain
Stun Spore
AncientPower
Knock Off
Natural Gift
Slam
Tickle
Wring Out

XXXXXX

XXXXXX

XXXXXX
 
I'll at least reserve Ice, Bug, and I suppose Dragon. Expect these up...later...when I finish reffing my small backlog.
 
Rock, Ground, more in a second. Uh, Poison... Yeah, that makes every type. I can start this relatively soon. Torterra, Colossoil, Golurk, and Roserade are the only ones that someone else is doing for me, and Rhydon appears in two of the types that I am doing. This will total to... 10. I was hoping to get an even amount plus 3, since I have 2 Pokemon leftover from Rank 3. So, if someone wants to do Fidgit and Stratagem for me, that would be marvelous.

112.png

Rhydon (XXXXXX)

Nature: XXXXXX

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.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 40

Abilities:

Lightningrod: (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.
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.
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Attacks:

Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Rock Blast
Take Down
Bulldoze
Horn Drill
Chip Away
Hammer Arm
Drill Run
Stone Edge
Earthquake

XXXXXX

XXXXXX

XXXXXX
526.png

Gigalith (XXXXXX)

Nature: XXXXXX

Type:

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 25

Abilities:

Sturdy: (Innate) 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.
Sand Force (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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Attacks:

Tackle
Harden
Sand-Attack
Headbutt
Rock Blast
Mud-Slap
Iron Defense
Smack Down
Power Gem
Rock Slide
Stealth Rock
Sandstorm
Stone Edge

XXXXXX

XXXXXX

XXXXXX
141.png

Kabutops (XXXXXX)

Nature: XXXXXX

Type:

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:

HP: 90
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 80

Abilities:

Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Weak Armor (DW): (Can be Enabled) The Pokemon can loosen 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.

Attacks:

Feint
Fury Cutter
Scratch
Harden
Absorb
Leer
Mud Shot
Sand-Attack
Endure
Aqua Jet
Mega Drain
Slash
Leer
Metal Sound

XXXXXX

XXXXXX

XXXXXX
476.png

Probopass (XXXXXX)

Nature: XXXXXX

Type:

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 3
SpD: Rank 6
Spe: 40

Abilities:

Sturdy: (Innate) 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.
Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.

Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Sand Force (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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Attacks:

Magnet Rise
Gravity
Tackle
Iron Defense
Magnet Bomb
Block
Harden
Rock Throw
Thunder Wave
Rock Slide
Sandstorm
Rest
Power Gem
Discharge

XXXXXX

XXXXXX

XXXXXX
450.png

Hippowdon (XXXXXX)

Nature: XXXXXX

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.

Stats:

HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 47

Abilities:

Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that 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.

Command: (Ability: Sand Stream)

The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Sand Force (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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Attacks:

Ice Fang
Fire Fang
Thunder Fang
Tackle
Sand-Attack
Bite
Yawn
Take Down
Dig
Sand Tomb
Crunch
Earthquake
Double-Edge

XXXXXX

XXXXXX

XXXXXX
110.png

Weezing (XXXXXX)

Nature: XXXXXX

Type:

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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 60

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.

Attacks:

Poison Gas
Tackle
Smog
Smokescreen
Selfdestruct
Assurance
Clear Smog
Sludge
Haze
Gyro Ball
Double Hit
Explosion
Sludge Bomb

XXXXXX

XXXXXX

XXXXXX
94.png

Gengar (XXXXXX)

Nature: XXXXXX

Type:

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.
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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 110

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.

Attacks:

Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Hypnosis
Sucker Punch
Shadow Punch
Payback
Shadow Ball
Dream Eater
Dark Pulse
Destiny Bond

XXXXXX

XXXXXX

XXXXXX
89.png

Muk (XXXXXX)

Nature: XXXXXX

Type:

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.

Stats:

HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 50

Abilities:

Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Poison Touch (DW): (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).

Attacks:

Poison Gas
Pound
Harden
Mud-Slap
Disable
Sludge
Minimize
Screech
Mud Bomb
Fling
Sludge Bomb
Acid Armor
Sludge Wave

XXXXXX

XXXXXX

XXXXXX

Progress so far on all Pokemon: name, sprites, type descriptions, stats, abilities, attacks under level 50, and the appropriate X's. This gives me a total of 8, in addition to the 2 that I had before makes 10, which means that I should get 2 BT.
 
Reserving Ground.

EDIT Ninjask'd. Willing to take any five nobody else wants to do.

Edit 2: C$FP is letting me do Fidgit and Stratagem. Here goes nothing...

4RWK7.gif

Fidgit (XXXXXX)

Nature: XXXXXX

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.
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.


Stats:

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105

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.

Attacks:

Acrobatics
Air Slash
Body Slam
Comet Punch
Copycat
Earth Power
Encore
Entrainment
Gravity
Gust
Heal Block
Heal Pulse
Helping Hand
Knock Off
Lucky Chant
Magic Room
Me First
Rapid Spin
Razor Wind
Sand-Attack
Sludge Bomb
Tailwind
Toxic Spikes
Whirlwind
Wonder Room

XXXXXX

XXXXXX

XXXXXX
frontnormal-mstratagem.png

Stratagem (U)

Nature: XXXXXX

Type:

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 130

Abilities:

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (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.)

Attacks:

Acupressure
Ancientpower
Defense Curl
Disable
Double-Edge
Earth Power
Giga Drain
Head Smash
Magnet Rise
Metal Sound
Mud Shot
Paleo Wave
Power Gem
Rock Blast
Rock Polish
Rollout
Tackle
Vacuum Wave
Weather Ball

XXXXXX

XXXXXX

XXXXXX

This make 2 mons.

edit3: no idea how the asterisks get there. I process their movepools using Microsoft excel, did that have something to do with it?
 
Just stopped by the see what was going on and noticed some errors in your stuff, tort.

First of all, please use the new cap sprites. Here is Fidgit's:
4RWK7.gif

Secondly, you need to reorder Fidgit's types to be in standard alphabetical order.

Stratagem has a LOT wrong with it. First, you need the name bar under the sprite. Try this:

[box]
frontnormal-mstratagem.png

Stratagem (U)

Type:

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:[/box]

Additionally, the moves shouldn't have and asterisks next to them. Don't know why you did that. Post here when you fix that.
 
Just stopped by the see what was going on and noticed some errors in your stuff, tort.

First of all, please use the new cap sprites. Here is Fidgit's:
4RWK7.gif

Secondly, you need to reorder Fidgit's types to be in standard alphabetical order.

Stratagem has a LOT wrong with it. First, you need the name bar under the sprite. Try this:

[box]
frontnormal-mstratagem.png

Stratagem (U)

Type:

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:[/box]

Additionally, the moves shouldn't have and asterisks next to them. Don't know why you did that. Post here when you fix that.

I don't consider alphabetical order to be standard, I would prefer that people did it in the order picked by the CAP Process for such Pokemon. For Fidgit, Poison was picked before Ground (as can be seen here), so it should be Poison/Ground. Sorry for the inconvenience Tort.

Also Arcanite, can you not put a line between the final set of Xs and the [/hide] tag and only use the name of the pokemon as the title of the hide tag please, thanks. Also your post implied you weren't putting moves learnt at level 50, this is wrong but I don't know if you meant <= rather than <.
 
Go for it, though if you're doing changes, they only need to be done from Dark onwards as I fixed the others when I put them in the Data Thread.

The same thing with hide tag titles goes for Terrador.
 
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