Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
I'm releasing my claim on the types I reserved, I'm quite busy catching up on reffing, and I'm sure people want these done ASAP. I might come back for Rank 5 (however that's gonna work), but for now I'm just going to apologize for holding this up and let someone else get those counters.
Reserving Ice, Bug, and Dragon; proper 1k, then the preps, coming shortly.
Guess what folks? This is my 1k! Allright, so, let's see here, time for some shoutouts...
-Charmander-: Was a bro since my beginnings at ASB. I'mma miss you.
Athenodoros: Another cool ASB d00d. Brofist.
Deck Knight: He runs this bitch. Thanks for all the hard work you've put in to make CAP ASB possible.
Engineer Pikachu: See Athenodoros.
Fire Blast: ^
Flamestrike: ASBro, and a fellow Nuzlocker to boot. RIP to all those that have fallen.
Flora: Awesome mod, and a really nice person.
HD: Energy stall this, bitch.
iiMKUltra: Doesn't shit bricks about me posting my 1k here, and also a hard-ass Essex lad.
Kaxtar: Only got to know him recently, due to his leg; really cool guy. He beats Ingo twice and doesn't afraid of anything.
Korski: Another bro. Zapdos ain't got nothin' on us.
Lady Salamence: Some transvestite. Contributes absolutely nothing to this world.
Lyris1035: Uggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggh.
Rising_Dusk: Complains about a lot of things, but he's a smart guy and nicer than he initially appears. Also puts in a ton of work for ASB, even though he's got enough on his plate to choke a whale.
Rolf: Causes nerfs on Gyro Ball and doesn't afraid of anything.
Seven Deadly Sins: Awesome guy, pity we don't talk more. Remember 100 HP Larvitar? Good times, gooooooooood times.
Temperantia: Swept me with a Tangela.
Zarator: Raids ftw, also a cool d00d.
And some non-ASB shoutouts (read: mafia and #fluo):
AlAlchemist: My whipping post for poker; I hear he sucks at LC.
billymills: Reason: lurk more.
CaptKirby: Giant douchebag who hasn't left #fluodome in centuries.
Daenym: Sometimes we fight, sometimes we collaborate, all the time it's cool beans.
Every scum I've ever been on a team with: Sorry for being bad at mafia.
vonFiedler: FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Fatecrashers: What a boss.
Spiffy: Cool guy, pity he's the butt of such a lame and overused joke.
Finally, to CAP ASB, the reason I'm writing this post and the best time sink ever.
Preps to come.
Syclant (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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (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 mutli-hit attacks is increased by two (2).
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.
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
Blizzard
Sheer Cold
Crunch
XXXXXX
XXXXXX
XXXXXX
Glaceon (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.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
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:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Bite
Baton Pass
Take Down
Focus Energy
Last Resort
Icy Wind
Ice Shard
Ice Fang
XXXXXX
XXXXXX
XXXXXX
Mamoswine (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.
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.
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW): (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.)
Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Ice Shard
Take Down
Earthquake
Mist
Blizzard
Amnesia
AncientPower
Peck
Horn Attack
Hail
Double Hit
XXXXXX
XXXXXX
XXXXXX
Beartic (XXXXXX)
Nature: XXXXXX
Type:
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.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
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.
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
Fury Cutter
X-Scissor
Double Hit
Night Slash
XXXXXX
XXXXXX
XXXXXX
Crustle (XXXXXX)
Nature: XXXXXX
Type:
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell 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:
Fury Cutter
Rock Blast
Withdraw
Sand-Attack
Faint Attack
Smack Down
Rock Polish
Bug Bite
Stealth Rock
Rock Slide
Slash
X-Scissor
Flail
Shell Smash
Rock Wrecker
XXXXXX
XXXXXX
XXXXXX
Both Yanmega and Escavalier are already done.
Pinsir (XXXXXX)
Nature: XXXXXX
Type:
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.)
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:
ViceGrip
Focus Energy
Bind
Seismic Toss
Harden
Revenge
Guillotine
Focus Energy
Slash
Brick Break
Vital Throw
X-Scissor
Thrash
Swords Dance
Submission
XXXXXX
XXXXXX
XXXXXX
Garchomp (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.
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
Fire Fang
Crunch
XXXXXX
XXXXXX
XXXXXX
Salamence (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.
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:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Protect
Dragonbreath
Zen Headbutt
Scary Face
Crunch
Dragon Claw
Fire Fang
Thunder Fang
Fly
XXXXXX
XXXXXX
XXXXXX
Dragonite (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.
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.
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.
Multiscale (DW): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Aqua Tail
Dragon Rush
Safeguard
Dragon Dance
Outrage
Hyper Beam
Fire Punch
ThunderPunch
Roost
XXXXXX
XXXXXX
XXXXXX
Cyclohm's already done, courtesy of Arcanite.
Haxorus (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.
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.
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.
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.
Item: Leftovers
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
Shadow Ball
Roost
Thunder Wave
Mirror Move
Nasty Plot
Substitute
Counter
Heal Bell
Snorlax (M)
Nature: Brave
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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).
Item: Leftovers
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
Earthquake
Bide
Giga Impact
Counter
Substitute
Selfdestruct
Rock Slide
Zen Headbutt
Porygon-Z (U)
Nature: Bold
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
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).
Item: Silk Scarf
Attacks:
Scratch
Tail Whip
Sand Attack
Astonish
Baton Pass
Fury Swipes
Tickle
Swift
Screech
Agility
Double Hit
Fling
Nasty Plot
Last Resort
Taunt
Frustration
Payback
Beat Up
Counter
Fake Out
Bounce
Low Kick
Slaking (M)
Nature: Careful
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
Item: Choice Band
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
Earthquake
Giga Impact
Rock Slide
Body Slam
Hammer Arm
Night Slash
Counter
Ice Punch
Fire
Pyroak (F)
Nature: Sassy
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.
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.
Item: Life Orb
Attacks:
Wood Hammer
Flare Blitz
Heat Wave
Leaf Blade
Pound
Sweet Scent
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
Sunny Day
Earthquake
Rock Slide
Aromatherapy
Counter
Giga Drain
AncientPower
Earth Power
Blaziken (M)
Nature: Naive
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.
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).
Item: Life Orb
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
Sunny Day
SolarBeam
Earthquake
Endure
Reversal
Rock Slide
Counter
Magic Coat
Charizard (F)
Nature: Lonely
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.
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).
Item: Expert Belt
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
Sunny Day
Earthquake
Rock Slide
AncientPower
Counter
Flare Blitz
Counter
ThunderPunch
Arcanine (M)
Nature: Adamant
Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
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.
Item: Muscle Band
Attacks:
Thunder Fang
Bite
Roar
Ember
Leer
Fire Fang
Odour Sleuth
Take Down
Flame Wheel
Extremespeed
Helping Hand
Reversal
Flame Burst
Flamethrower
Agility
Crunch
Retaliate
Heat Wave
Flare Blitz
Dig
Bide
Wild Charge
Body Slam
Close Combat
Safeguard
Endure
Mimic
Emboar (F)
Nature: Lonely
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.
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.
Item: Choice Band
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
Earthquake
Rock Slide
Wild Charge
Superpower
Thrash
Yawn
Blast Burn
Fire Pledge
Fighting
Revenankh (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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Item: Leftovers
Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Revenge
Power Whip
Hammer Arm
Punishment
Moonlight
Superpower
Taunt
Earthquake
Torment
Counter
Mach Punch
Shadow Sneak
Ice Punch
Pain Split
Arghonaut (M)
Nature: Adamant
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.
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)
Item: Muscle Band
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
Taunt
Earthquake
Waterfall
Drain Punch
Ice Punch
Recover
Dive
Knock Off
Machamp (M)
Nature: Sassy
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Item: Black Belt
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
Light Screen
Payback
Stone Edge
Fire Punch
Ice Punch
ThunderPunch
Counter
Magic Coat
Conkeldurr (F)
Nature: Impish
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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)
Item: Life Orb
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
Earthquake
Payback
Stone Edge
Counter
Drain Punch
Foresight
Heracross (F)
Nature: Adamant
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.
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.
Item: Muscle Band
Attacks:
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Take Down
Close Combat
Reversal
Feint
Earthquake
Shadow Claw
Stone Edge
Bide
Focus Punch
Megahorn
Counter
Endure
Water
Slowking (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.
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.
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.
Item: Leftovers
Attacks:
Power Gem
Hidden Power [Electric] (7)
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
Toxic
Ice Beam
Shadow Ball
Future Sight
Safeguard
Wonder Room
Counter
Flamethrower
Swampert (F)
Nature: Relaxed
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.
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.
Item: Mystic Water
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
Stone Edge
Avalanche
Waterfall
Counter
Mirror Coat
Yawn
Earth Power
Hydro Cannon
Feraligatr (M)
Nature: Mild
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Item: Life Orb
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
Ice Beam
Rain Dance
Earthquake
Aqua Jet
Mud Sport
Rock Slide
Counter
Hydro Cannon
Krillowatt (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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Item: Life Orb
Attacks:
Bubble
Charge
Tackle
ThunderShock
Detect
Zap Cannon
Ice Shard
Confuse Ray
Imprison
Mirror Coat
BubbleBeam
Counter
Heart Swap
Aqua Jet
Volt Switch
Copycat
Hidden Power [Fire] (7)
Ice Beam
Thunderbolt
Me First
Metronome
Signal Beam
Earth Power
Helping Hand
Arghonaut (M)
Nature: Adamant
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.
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)
Item: Muscle Band
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
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 <.
I just want to say that in-game, types are always displayed in alphabetical order. Likewise, type order should be alphabetical, but I guess it's your choice if you strongly disagree.
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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Healer (DW): (Innate) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Attacks:
Defence Curl
Pound
Growl
Tail Whip
Refresh
Softboiled
Doubleslap
Minimize
Sing
Egg Bomb
Fling
Light Screen
Healing Wish
Bestow
Take Down
Heal Pulse
Double Edge
Charm
Copycat
Sweet Kiss
XXXXXX
XXXXXX
XXXXXX
Meloetta(XXXXXX)
Nature: XXXXXX
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
Genesect (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.
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.
Attacks:
Techno Blast
Quick Attack
Magnet Rise
Metal Claw
Screech
Fury Cutter
Lock-On
Flame Charge
Magnet Bomb
Slash
Metal Sound
Signal Beam
Tri Attack
X-Scissor
Bug Buzz
XXXXXX
XXXXXX
XXXXXX
Registeel (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.
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:
Explosion
Stomp
Metal Claw
Curse
Superpower
AncientPower
Iron Defense
Amnesia
Zap Cannon
Charge Beam
Lock-On
XXXXXX
XXXXXX
XXXXXX
Dialga (XXXXXX)
Nature: XXXXXX
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash 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.
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.
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:
DragonBreath
Scary Face
Metal Claw
AncientPower
Slash
Power Gem
Metal Burst
Dragon Claw
Earth Power
Aura Sphere
Iron Tail
Flash Cannon
Roar of Time
Heal Block
XXXXXX
XXXXXX
XXXXXX
Jirachi (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.
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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Attacks:
Wish
Confusion
Rest
Swift
Helping Hand
Psychic
Refresh
Zen Headbutt
Double-Edge
Gravity
Healing Wish
Future Sight
Doom Desire
XXXXXX
XXXXXX
XXXXXX
Arceus (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.
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
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.
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
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Dig
Body Slam
Stockpile
Spit Up
Swallow
Muddy Water
Crunch
Bounce
Magnitude
Megahorn
XXXXXX
XXXXXX
XXXXXX
Tyranitar is in C$FP's post.
Hydreigon (XXXXXX)
Nature: XXXXXX
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash 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.
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All 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:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Slam
Dragon Pulse
Work Up
Dragon Rush
Body Slam
Scary Face
Hyper Voice
Double Hit
Tri Attack
XXXXXX
XXXXXX
XXXXXX
Darkrai (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.
Bad Dreams: (Innate) This Pokemon’s frightening presence causes sleeping Pokemon to take four (4) damage/action and lose two (2) energy per action when sleeping.
Attacks:
Ominous Wind
Night Shade
Disable
Quick Attack
Hypnosis
Faint Attack
Pursuit
Nightmare
Double Team
Haze
XXXXXX
XXXXXX
XXXXXX
Arceus (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.
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
Giratina (XXXXXX)
Nature: XXXXXX
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
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.
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:
DragonBreath
Scary Face
Ominous Wind
AncientPower
Slash
Shadow Sneak
Destiny Bond
Dragon Claw
Earth Power
Aura Sphere
Shadow Claw
Shadow Force
Hex
Heal Block
XXXXXX
XXXXXX
XXXXXX
Giratina (XXXXXX)
Nature: XXXXXX
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All 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:
DragonBreath
Scary Face
Ominous Wind
AncientPower
Slash
Shadow Sneak
Destiny Bond
Dragon Claw
Earth Power
Aura Sphere
Shadow Claw
Shadow Force
Hex
Heal Block
XXXXXX
XXXXXX
XXXXXX
Chandelure (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.
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.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Imprison
Hex
Memento
Inferno
Curse
Shadow Ball
Pain Split
Flame Burst
XXXXXX
XXXXXX
XXXXXX
Dusknoir (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.
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:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Curse
Will-O-Wisp
Hex
Mean Look
Payback
Future Sight
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Shadow Punch
XXXXXX
XXXXXX
XXXXXX
Arceus (XXXXXX)
Nature: XXXXXX
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
I did Genesect earlier.
Scizor (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.
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.
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:
Vaccuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Slash
Swords Dance
Razor Wind
X-Scissor
Night Slash
Double Hit
Air Slash
Bullet Punch
Iron Defense
Iron Head
False Swipe
XXXXXX
XXXXXX
XXXXXX
Syclant (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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (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 mutli-hit attacks is increased by two (2).
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
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.
Swarm (DW): (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, Scissor Cross from 8 to 10).
Attacks:
Ember
String Shot
Leech Life
Take Down
Flame Charge
Bug Bite
Double-Edge
Flame Wheel
Gust
Fire Spin
Whirlwind
Silver Wind
Quiver Dance
Heat Wave
XXXXXX
XXXXXX
XXXXXX
Arceus (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.
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
Articuno (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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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.
Snow Cloak (DW): (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
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.
Clear Body: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Ice Body (DW): (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash 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.
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Turboblaze: (Innate) The Pokemon's flames swirl around it with an intense heat. It's immense power permeates every attack, negating the effect of abilities to reduce or prevent this Pokemon's damage or attack effects.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
Reshiram's right up there, derp.
Ho-Oh (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. Solarbeam has Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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.
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:
Sacred Fire
Whirlwind
Safeguard
Weather Ball
Gust
Recover
Fire Blast
Brave Bird
Extrasensory
Sunny Day
Swift
Natural Gift
Punishment
AncientPower
XXXXXX
XXXXXX
XXXXXX
Moltres (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. Solarbeam has Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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.
Flame Body (DW): (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.
Attacks:
Wing Attack
Ember
Peck
Fire Spin
Leer
Agility
Endure
AncientPower
Flamethrower
Safeguard
Air Slash
Roost
XXXXXX
XXXXXX
XXXXXX
I already did Chandelure earlier in this post
Arceus (XXXXXX)
Nature: XXXXXX
Type:
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
C$FP did Lugia
Ho-Oh is earlier in this post
C$FP did Rayquaza
Tornadus (XXXXXX)
Nature: XXXXXX
Type:
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Defiant (DW): (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.
Attacks:
Uproar
Astonish
Gust
Swagger
Bite
Revenge
Air Cutter
Extrasensory
Agility
Air Slash
Crunch
Tailwind
XXXXXX
XXXXXX
XXXXXX
Arceus (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.
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
Celebi (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.
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.
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.
Attacks:
Leech Seed
Confusion
Recover
Heal Bell
Safeguard
Magical Leaf
AncientPower
Future Sight
Baton Pass
Natural Gift
Heal Block
XXXXXX
XXXXXX
XXXXXX
Shaymin (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.
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.
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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.
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
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.
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.
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.
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
Destiny Bond
Memento
XXXXXX
XXXXXX
XXXXXX
Nidoking (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.
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 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).
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).
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:
Leer
Peck
Focus Energy
Tackle
Horn Attack
Poison Sting
Double Kick
Fury Attack
Helping Hand
Toxic Spikes
Poison Jab
Chip Away
Thrash
Earth Power
Megahorn
Horn Drill
Flatter
Captivate
XXXXXX
XXXXXX
XXXXXX
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.
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
Hex
Nightmare
XXXXXX
XXXXXX
XXXXXX
Arceus (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.
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
Landorus (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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Sand Force: (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.
Sheer Force (DW): (Innate) 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:
Block
Mud Shot
Rock Tomb
Imprison
Punishment
Bulldoze
Rock Throw
Extrasensory
Swords Dance
Earth Power
Rock Slide
Earthquake
XXXXXX
XXXXXX
XXXXXX
Groudon (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.
Drought: (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Attacks:
Mud Shot
Scary Face
Lava Plume
Hammer Arm
Rest
AncientPower
Slash
Bulk Up
Earthquake
Eruption
Fire Blast
Fissure
XXXXXX
XXXXXX
XXXXXX
+8 BT, and the end of this token farm. Good luck with the Hall in the future; I will surely crush many challenges and garner many wins myself over the coming months.
Reserving Electric, Water, Psychic, Fighting, Rock. I am also going to claim Dragon, but I am going to let the people who are doing whatever other type to do Reshiram and Kyurem (I did Zekrom already), just so I can get an even BT (so I am only doing Rayquaza and Arceus from Dragon).
Arceus (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.
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
Zekrom (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.
Teravolt: (Innate) The Pokemon crackles with intense electricity. Its immense power permeates every attack, negating the effect of abilities to reduce or prevent this Pokemon's damage or attack effects.
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.
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.
Volt Absorb (DW): (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
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: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Defiant (DW): (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.
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: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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.
Lightningrod (DW): (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.
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.
Water Absorb (DW): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
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.
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.
Justified: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Aqua Jet
Leer
Double Kick
Double Team
Take Down
Helping Hand
Retaliate
Aqua Tail
Sacred Sword
Swords Dance
Quick Guard
XXXXXX
XXXXXX
XXXXXX
Kyogre (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.
Drizzle: (Innate) When this Pokemon is sent out it summons a massive rainstorm into the field 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: Drizzle)
Attacks:
Water Pulse
Scary Face
AncientPower
Body Slam
Calm Mind
Muddy Water
Aqua Ring
Ice Beam
Water Spout
Hydro Pump
Rest
Sheer Cold
XXXXXX
XXXXXX
XXXXXX
Arceus (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.
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
Mewtwo (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.
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:
Confusion
Disable
Barrier
Mist
Swift
Recover
Safe Guard
Future Sight
Miracle Eye
Psycho Cut
Amnesia
Power Swap
Guard Swap
XXXXXX
XXXXXX
XXXXXX
Mew (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.
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.
Attacks:
Pound
Reflect Type
Transform
Mega Punch
Metronome
Psychic
Barrier
Ancientpower
Amnesia
XXXXXX
XXXXXX
XXXXXX
Lugia (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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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.
Multiscale (DW): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Attacks:
Aeroblast
Whirlwind
Safeguard
Weather Ball
Gust
Recover
Hydro Pump
Dragon Rush
Extrasensory
Rain Dance
Swift
Natural Gift
Punishment
Ancientpower
XXXXXX
XXXXXX
XXXXXX
Deoxys-D (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.
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:
Leer
Wrap
Night Shade
Teleport
Knock Off
Spikes
Psychic
Snatch
Psycho Shift
Iron Defense
Amnesia
Recover
Psycho Boost
Counter
Mirror Coat
XXXXXX
XXXXXX
XXXXXX
Arceus (XXXXXX)
Nature: XXXXXX
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
Virizion (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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Justified: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Quick Attack
Leer
Double Kick
Magical Leaf
Take Down
Helping Hand
Retaliate
Giga Drain
Sacred Sword
Swords Dance
Quick Guard
XXXXXX
XXXXXX
XXXXXX
Terrakion (XXXXXX)
Nature: XXXXXX
Type:
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Justified: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Quick Attack
Leer
Double Kick
Smack Down
Take Down
Helping Hand
Retaliate
Rock Slide
Sacred Sword
Swords Dance
Quick Guard
XXXXXX
XXXXXX
XXXXXX
Cobalion (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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Justified: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Quick Attack
Leer
Double Kick
Metal Claw
Take Down
Helping Hand
Retaliate
Iron Head
Sacred Sword
Swords Dance
Quick Guard
XXXXXX
XXXXXX
XXXXXX
Arceus (XXXXXX)
Nature: XXXXXX
Type:
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Clear Body: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Sturdy (DW): (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.
Attacks:
Explosion
Stomp
Rock Throw
Curse
Superpower
AncientPower
Iron Defense
Zap Cannon
Charge Beam
Lock-On
XXXXXX
XXXXXX
XXXXXX
Tyranitar (XXXXXX)
Nature: XXXXXX
Type:
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb 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.
Sand Stream: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
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:
Thunder Fang
Ice Fang
Fire Fang
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Dark Pulse
Payback
Crunch
Earthquake
Stone Edge
XXXXXX
XXXXXX
XXXXXX
Rhyperior (XXXXXX)
Nature: XXXXXX
Type:
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb 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.
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.
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
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:
Poison Jab
Horn Attack
Tail Whip
Stomp
Fury Attack
Scary Face
Rock Blast
Take Down
Horn Drill
Chip Away
Bulldoze
Hammer Arm
Drill Run
Stone Edge
Earthquake
Megahorn
XXXXXX
XXXXXX
XXXXXX
Arceus (XXXXXX)
Nature: XXXXXX
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Multitype: (Innate) This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1).
Attacks:
Seismic Toss
Cosmic Power
Natural Gift
Punishment
Gravity
Earth Power
Hyper Voice
ExtremeSpeed
Refresh
Future Sight
XXXXXX
XXXXXX
XXXXXX
Rayquaza (XXXXXX)
Nature: XXXXXX
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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.
Attacks:
Twister
Scary Face
Crunch
Hyper Voice
Rest
Air Slash
AncientPower
Outrage
Dragon Claw
Dragon Dance
Fly
Rest
ExtremeSpeed
XXXXXX
XXXXXX
XXXXXX
OK, that should be 5 BT, unless I made any mistakes.