Signups The Safari Zone — Generation IX mk.ii

LouisCyphre

heralds disaster.
is a Community Leaderis a Top Community Contributor
BBP Leader
BBP_Safari_Zone_by_Pissog.png

The Safari Zone

( Data Thread | Supplier and Assists | Rewards )

The BBP League provides a wide array of Pokemon to trainers of all sorts, battling or otherwise. In addition, it curates the thoroughfares known as Routes—traditional paths through semi-wild areas; sometimes alongside more modern modes of travel, and sometimes much less direct.

However, some more expert trainers are pulled by the allure of more wild locales, where supplies are scarce and the Pokemon are more challenging to tame. To facilitate this, the Safari Program designates zones in climates both tame and wild, where open capture is permitted for any trainers bold enough to brave the hazards.

The Safari Zone is the perfect place to quickly fill holes in your team, obtain rare and exclusive Pokemon, or just to challenge yourself under new conditions!

( Art by Pissog )



For Entry
  • Players and referees must be T.Lv1 or higher.
  • Exploring the Safari Zone costs JC, depending on the Habitat challenged.
  • JC Costs for each habitat are listed in the Data Thread, above.
Safari Summary
ruinmaniac.png
pokemonrangerf.png

An explorer brings two Pokemon and a well-stocked backpack of items to brave the various climates of the Safari Zone in hopes of capturing new, interesting, or powerful Pokemon.

The quality and quantity of rewards the player earns increases with the amount of Pokemon the explorer manages to capture and catalog during their expedition. Successful explorers, who clear all of a habitat's Treks, will even have the option to permanently recruit one of their captures, if they would like.

Explorers will have to carefully attack the HP and Energy the of Wild Pokemon they wish to survey, while preparing them for capture based on the criteria of the Poke Balls to be used.

Before exploring the Safari Zone, prospective players should familiarize themselves with the Pokemon they'd like to capture.

:ss/lapras::ss/mandibuzz::ss/mudsdale:
Explorers are on conservation duty, and thus battle using their own Pokemon, instead of captured Pokemon. However, the explorer can count on their currently-captured Pokemon to act as their Wayfinder, providing crucial field or battle assistance!

Default Format
b2p2 vs. Safari Battle​
Player Hours: 72 round/72 battle​
Ref Hours: 72 round/120 battle​
Battle Level: By Habitat​
Player Switching: On​
Referee Switching: Off​
Technique Control:​
Player: Habitat Level minus 1, for the whole challenge.​
Referee: 1 per battle. (Since Wild Pokemon can't use Combinations, this only rarely comes up.)​
Backpack Size: By Habitat​

Contents

You can easily skip to a section by searching for its [TAG] using your browser.


Patch History

[TRK]​

Treks in Habitats
Over the course of a Safari expedition, players ("explorers") will battle through three treks from the chosen Habitat. Each trek is a single battle, for a total of three battles.​

In the data for a habitat, each trek will have an arena, a selection of held items, and a list of wild Pokemon that can appear within.​

The trek's held items act as the referee's backpack, and the listed Pokemon act as the referee's reserve. The referee sends Pokemon out randomly; but the explorer's Wayfinder (if any) influences which wild Pokemon can appear and in what order. See [WPA] Wayfinder Assists, below.​
Each time the referee sends out a Pokemon, the explorer's team becomes the starting team for that round.​
Depending on the explorer's goals, they may need to Escape from several wild Pokemon in a trek before they can encounter the Pokemon they'd prefer. See [ECP] Escape, below.​

[SPP]​

Suppliers and the Backpack
Explorers can only bring so many items to a trek, and have no reliable way to find more Medicine and Balls once in the field.​
In their signup posts, players will source items for their eight-item (8-item) Backpack from three places:​
  • The Standard Supplier. See [SSU] Standard Supplier, below; and
  • The habitat's supplier, found in the habitat's data; and
  • their own profile, especially for held items.
While in a habitat, an explorer has unlimited access to "standard" Balls: the:poke ball:Poke, :great ball:Great, :ultra ball:Ultra, :safari ball:Safari, and :park ball:Park Balls, from outside their backpack. Other types of Ball, said to be "nonstandard", have to be carried in the backpack.​
Balancing medicine, nonstandard Balls, held items, and escape items in a backpack is key to success in the Safari Zone.​

[WLD]​

Wild Pokemon
:sv/tentacruel:
Wild Pokemon aren't quite as proficient at battling as trained Pokemon. They overexert themselves, tend to lack special techniques, and generally can't chain together defensive moves like trained Pokemon can.​
Wild Pokemon differ from the Pokemon of trainers in the following ways:​
  • They have lowered maximum HP and Energy; typically 40% of the maximum HP of their species, and six (6) Energy.
  • They cannot Chill.
  • Unless they are Feral, Trained, or Bosses; they cannot hold non-Berry items or use Combinations.
  • Attacking standard moves cost three (3) less Energy for wild Pokemon, to a minimum of zero.
  • They can overspend their HP or Energy without their action failing its cost check, See 8.3b "Cost Check".
  • They are Unfainting, which allows their HP and Energy to become negative.
Once a Wild Pokemon's HP or their Energy is negative, they can't attempt any further actions, and they can't gain HP or Energy except by Recuperating.​
At the end of the Battling Phase, if the wild Pokemon has zero or less HP or Energy, the wild Pokemon Recuperates, setting their HP and Energy to their maximums (This isn't healing.). In so doing, they open a slot in their Capture Tracker, described below. Recuperating doesn't remove any conditions. When a wild Pokemon Recuperates, the explorer's team becomes the starting team in the next round's posting schedule.​

[CTR]​

Capture Trackers
The objective of each battle in the Safari Zone is to capture, not defeat, the wild Pokemon. Each wild Pokemon has a capture tracker in their battle status, with a number of slots in it, like so:​
:sv/dudunsparce:
HP: 42/42​
En: 6/6​
CT: [ :great ball: O X ] <- (Three slots; one filled with a Great Ball, one open empty slot "O", and one closed slot "X".)​
Capture trackers start with all or most of their slots closed and unable to retain a Ball, represented with capital X. Each time a wild Pokemon Recuperates, one slot becomes open and able to retain a Ball, represented with capital O.​

[CPT]​

Capture
Explorers can use a variety of Balls, such as :poke ball:Poke Balls, for the purpose of capturing and cataloguing wild Pokemon.​
Explorers throw Poke Balls by ordering them in battle orders, just like how Medicines are used. Each Ball has its own "Capture Criteria" effect that determines if it sticks in the target's capture tracker.​
When a wild Pokemon's capture tracker becomes filled, that Pokemon is captured and catalogued. See 9.8 "Pokemon Capture".​
The most-recently captured Pokemon acts as the explorer's Wayfinder. See [WFA] Wayfinder Assists, below. Explorers should carefully plan their route towards their "desired" Pokemon, from one Wayfinder to the next.​

[ATN]​

Attrition
Far from civilization and Pokemon Centers, explorers must make do with what they've brought into the field. This necessitates that explorers devote valuable backpack space to medicines, such as Potions, with them on expeditions.​
Between treks, each of the following values of the player and their Pokemon is not reset:​
  • Remaining Technique Control.
  • Remaining HP and Energy.
  • Major Conditions, their parameters (such as Strain), and their associated conditions (such as Toxin).
As each battle ends:​
  • The players' active and benched Pokemon are all returned to the player's reserve.
  • The player's consumed or destroyed held items (e.g. not Medicine or Poke Balls) are returned to their Backpack.
  • The players' Pokemon return to their default Forme.

[ECP]​

Escape
burglar-lgpe.png
Not every battle in a Safari favors the explorer. Sometimes, discretion is the better part of valor.​
Explorers order Escape in main orders, as if it were a trainer item. To order Escape, the explorer specifies three (3) items from their Backpack to discard. If they can't or don't, the Escape fails. Items meant for Escape, such as :fluffy tail:Fluffy Tail, can be used as the entire discard.​
Explorers can only Escape from wild Pokemon that have Recuperated at least once.​
Some effects may instruct wild Pokemon to Escape. A wild Pokemon who Escapes is removed from all teams and from the battle, and the player loses their chance to capture or defeat them.​
After either the Explorer or a wild Pokemon Escapes, the referee will randomly select a replacement from the current trek to send out during the next Switching Phase. If there are no further replacements in the trek's reserve, the explorer loses the battle.​

↑ Back to Top


Challenge Form

Code:
[B]Name:[/B] name
[B]Thread:[/B] thread
[B]Habitat:[/B] habitat

[B]Backpack:[/B]
(8 total items from the standard supplier, the habitat's supplier, and your profile)

[B]Pokemon 1[/B]
(profile)
[B]Pokemon 2[/B]
(profile)
 
Last edited:

[SSU]​

Standard Supplier
clerk-boss.png

"Eight items may sound like a lot, but once you're out there in the field... Well, you'll feel the pinch. Try not to overfill on junk. This isn't Route 1, y'know — you can't fit ninety-nine Potions in the bag and call it a day!"
Balls
Each explorer has an unlimited supply of :poke ball:Poke, :great ball:Great, :ultra ball:Ultra, :safari ball:Safari, and :park ball:Park Balls from outside of their Backpack, but advanced Poke Balls can prove vital to efficient captures.
  • :luxury ball:Luxury Ball x1
  • :heal ball:Heal Ball x1
  • :nest ball:Nest Ball x1
  • :level ball:Level Ball x1
  • :quick ball:Quick Ball x1
Recovery Medicine
Without proper medicine, explorers have little hope of reaching the last Trek and cataloging the rarest Pokemon.
  • :potion:Potion x5
  • :ether:Ether x5
  • :full heal:Full Heal x5
  • :revive:Revive x1
Boosting Medicine
The inhabitants of the Safari Zones can be very challenging opponents, so explorers may need help to even the odds.
  • :x attack:X Attack x1
  • :x defense:X Defend x1
  • :x spatk:X Sp. Atk x1
  • :x spdef:X Sp. Def x1
  • :guard spec:Guard Spec x1
Pokemon Toys
Explorers searching for a specific Pokemon in a specific Trek will be well-served by these handy, disposable distractions!
  • :fluffy tail:Fluffy Tail x1
  • :poke doll:Poke Doll x1
  • :poke toy:Poke Toy x1

[WFA]​

Wayfinder Assists
backpackerf.png
sigilyph.png

Wayfinders don't participate in battle, but they do help the explorer and their team in two main ways: Search Assist, and Battle Assists.
  • Search Assist: Each time the referee rolls for a wild Pokemon to appear in a trek, they roll from among only Pokemon in the trek who are weak to one or more of the Wayfinder's types, if possible.
  • Battle Assist: When the explorer sends out a Pokemon, the explorer may have that sent Pokemon learn one of the Wayfinder's moves as a borrowed move until that sent Pokemon next leaves play.

↑ Back to Top
 
Last edited:
Rewards

[PRW]​

Player Rewards
Player Progress: Number of Treks completed / Length of the Habitat, in Treks​
Progress Reward: 24 pooled EXP.​
This EXP is allocated by the player when claimed, between their own Pokemon and their recruited wild Pokemon if any, to a maximum of 12 per Pokemon.​
Progress Reward: :rare candy:TC, equal to thrice (x3) the Habitat's Level.​
Milestone Reward, for Level 4 Habitats (1/4): :orange mail:Deviant Event Voucher​
Milestone Reward, for Level 4 Habitats (2/4): :master ball:Academy Credit​
Milestone Reward, for Level 4 Habitats (3/4): :comet shard:Comet Shard​
Victory Reward: The player may recruit one Pokemon they catalogued while exploring, at Level 1.​
The recruited Pokemon is then awarded 5 EXP, times their Level as a wild Pokemon, before pooled EXP is allocated.​
Victory Reward, for "Ground Zero Anomaly Expedition": :ruby:Terastal unlock for one of the explorer's Pokemon or their recruited Pokemon.​
Additionally, if no Boss Pokemon is recruited, one more :ruby:Terastal unlock for one of the explorer's Pokemon.​
For each Lifeline usage spent: -12 to pooled EXP from Progress Rewards, to a minimum of zero.​
If all Lifeline usages are spent: Recruited Pokemon do not come with any EXP. (They are Level 1 with no EXP.)​


[RRW]​

Referee Rewards
Referee Progress: Number of rounds reffed / Total reffed rounds​
Progress Reward: :tea:JC based on the Habitat type, and 6 :amulet coin:RC.​
For Pinnacle Habitats: 12 JC.​
For other Habitats: 9 JC.​
Completion: 2 :tea:JC. and 1 :amulet coin:RC.​
Completion, if at least one Pokemon was captured: A Poke Ball based on the Habitat's Level, below.​
Completion, if the Habitat is Level 4: 1x:star piece:Star Piece​
Timely Completion: 10:rule book:Accolades (for single-player challenges only.)​
Timely Completion, if the habitat is Level 4: 2:rule book:Accolades, 1x:star piece:Star Piece​
If at least one Pokemon was captured, referees may select up to one Poke Ball to claim for their profile inventory for use in their own later explorations, depending on the Habitat:​
Level 1: :luxury ball:Luxury Ball​
Level 2: :lure ball:Lure Ball​
Level 3: :dream ball:Dream Ball​
Pinnacle: :quick ball:Quick Ball​

↑ Back to Top
 
Last edited:
placeholder

- if a habitat is too hard or easy, adjust its suppler
- backpacks are 8 across the board
- crash course has exclusively trained Pokemon, but they're Level 1, so this only really matters in trek 3 with the leftovers
 
Last edited:
I'm queuing this challenge for the above timestamp.

The queue from last thread will carry over and this challenge will go at the end. Non-updated challenges will be :unknown:Unselected pending an update from their challengers.

Name: Lou
Thread: https://www.smogon.com/forums/threads/3737450/latest/
Habitat: Ground Zero Anomaly Expedition

Backpack:
:rose incense:Rose Incense
:wise glasses:Wise Glasses

:hyper potion:Hyper Potion
:elixir:Elixir
:revive:Revive
:ether:Ether

:quick ball:Quick Ball
:quick ball:Quick Ball

:sv/nidoking:
Brutus (Nidoking)
★★★★ Level 4
Name Etymology:
An ancient Roman senator serving under Emperor Caesar. Fearful that Caesar's growing popularity would result in the dissolution of the Roman republic, he cultivated a following of other senators and orchestrated the assassination of his liege.

Attitude and Motive:
Oddly reserved, for a Pokemon with such a reputation for violence. Brutus prefers to act much and speak little.

"Why do you fight?"
"I like it."
Modest nature ( Attack -1, Special Attack +1 )
Typing: Poison/Ground
Abilities: Poison Point, Rivalry Hidden Ability: Sheer Force

HP: 90
Attack: 6 (-)
Defen.: 6
Sp.Atk: 7 (+)
Sp.Def: 6
Speed: 85
Size: 3
Weight: 4


Combinations (6 / 6)
Thunder + Mud Shot
Dynamic Punch + Sludge Wave
Lovely Kiss + Toxic
Dragon Tail + Head Smash
Submission + Flatter
Sand Tomb + Reflect

Movepool
Level 0
Avalanche
Brick Break
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Fire Punch
Flamethrower
Focus Blast
Hone Claws
Horn Attack
Ice Beam
Ice Punch
Leer
Lovely Kiss
Poison Jab
Protect
Reflect
Rest
Roar
Rock Slide
Round
Shadow Ball
Shadow Claw
Sleep Talk
Smart Strike
Snore
Strength
Substitute
Surf
Tackle
Thunder Punch
Thunderbolt
Toxic
Uproar

Level 1
Amnesia
Bubble Beam
Captivate
Chip Away
Confide
Confusion
Counter
Curse
Cut
Defense Curl
Detect
Double Kick
Double Team
Drill Run
Echoed Voice
Flatter
Helping Hand
High Horsepower
Incinerate
Mega Punch
Morning Sun
Mud-Slap
Peck
Poison Tail
Power-Up Punch
Rage
Rain Dance
Rock Climb
Rock Smash
Sand Tomb
Sandstorm
Seismic Toss
Shock Wave
Sludge Bomb
Stealth Rock
Sucker Punch
Sunny Day
Supersonic
Swagger
Sweet Kiss
Taunt
Toxic Spikes
Venom Drench
Water Gun
Water Pulse
Whirlpool

Level 2
Aqua Tail
Beat Up
Blizzard
Disable
Double-Edge
Dynamic Punch
Fire Blast
Focus Energy
Focus Punch
Fury Attack
Head Smash
Iron Tail
Mega Kick
Megahorn
Quash
Rock Blast
Secret Power
Skull Bash
Stone Edge
Submission
Superpower
Take Down
Thief
Thunder
Venoshock

Level 3
Attract
Bide
Body Slam
Bulldoze
Dig
Frustration
Fury Cutter
Headbutt
Hex
Icy Wind
Mud Shot
Outrage
Poison Sting
Return
Rock Tomb
Scorching Sands
Sludge Wave
Smack Down
Super Fang
Thrash
Throat Chop
Torment

Level 4
Body Press
Endure
Fissure
Fling
Giga Impact
Hidden Power (Grass)
Horn Drill
Hyper Beam
Mimic
Natural Gift
Pay Day
Stomping Tantrum
:sv/zapdos:
Shah Rukh (Zapdos)
★★★★ Level 4
Name Etymology:
The lord of the rukh, a race of gigantic intelligent birds, in Iranian myth. One such rukh rescues the stranded Sinbad in the One Thousand and One Nights.

Attitude and Motive:
Severe, imperious, and deeply prideful. Shah Rukh is the unquestioned master of their home and domain.

"Why do you fight?"
"To demonstrate self-mastery to my chosen charge."

Background:
Shah Rukh is one manifestation of the ruler of Mt. Thunder, where Lou journeyed with Ira to teach her greater self-control. To earn the right to petition the master, a petitioner is required to demonstrate force, discretion, and restraint in battle. Born from the mountain storm, Shah Rukh emerged fully-formed in response to this demonstration to act as Ira's new mentor and master.
Bold nature ( Attack -1, Defense +2 )
Typing: Electric/Flying
Abilities: Pressure Hidden Ability: Static

HP: 95
Attack: 6 (-)
Defen.: 8 (+)
Sp.Atk: 9
Sp.Def: 7
Speed: 100
Size: 4
Weight: 4


Combinations (6 / 6)
Rain Dance + Hurricane
Hail + Weather Ball
Mud-Slap + Heat Wave
Zap Cannon + Twister
Reflect + Light Screen
Electric Terrain + Rising Voltage

Movepool
Level 0
Aerial Ace
Brave Bird
Defog
Drill Peck
Facade
Leer
Light Screen
Metal Sound
Protect
Reflect
Rest
Roar
Round
Signal Beam
Sleep Talk
Snore
Substitute
Thunder Wave
Thunderbolt
Toxic
Whirlwind
Wild Charge

Level 1
Agility
Air Cutter
Ancient Power
Charge
Confide
Curse
Detect
Discharge
Double Team
Dual Wingbeat
Eerie Impulse
Electric Terrain
Extrasensory
Flash
Hail
Helping Hand
Magnetic Flux
Mud-Slap
Ominous Wind
Peck
Rage
Rain Dance
Rock Smash
Roost
Sandstorm
Shock Wave
Steel Wing
Sunny Day
Swagger
Swift
Tailwind
Thunder Shock
Twister
Weather Ball

Level 2
Double-Edge
Heat Wave
Hurricane
Pluck
Razor Wind
Rising Voltage
Secret Power
Sky Attack
Supercell Slam
Take Down
Thunder
Zap Cannon

Level 3
Acrobatics
Baton Pass
Bide
Charge Beam
Electro Ball
Fly
Frustration
Headbutt
Laser Focus
Return
Sky Drop
U-turn
Volt Switch

Level 4
Endure
Giga Impact
Hidden Power (Ice)
Hyper Beam
Mimic
Natural Gift
Tera Blast

Queue
:unknown::unknown: TheEver to update
:unknown::unknown: ChronoCritical to update
:nidoking::zapdos: Lou (Ground Zero)
 
Last edited:
Thread
Lumiose City Flower Park

Mons:
:clodsire:
:togekiss:

:sv/clodsire:

Joker (Clodsire)
Level 1 — EXP: 0 / 10

Quirky nature ( No changes )
Typing: Poison/Ground
Abilities: Poison Point, Water Absorb Hidden Ability: Unaware (Locked)

HP: 105
Attack: 6
Defen.: 5
Sp.Atk: 4
Sp.Def: 7
Speed: 20
Size: 2
Weight: 6


Movepool
Level 0
Earth Power
Earthquake
Facade
Iron Head
Liquidation
Poison Jab
Protect
Rest
Rock Slide
Sleep Talk
Substitute
Surf
Tackle
Tail Whip
Toxic
Waterfall
Zen Headbutt

Level 1
Amnesia
Ancient Power
Counter
Curse
Double Kick
Haze
Helping Hand
High Horsepower
Mist
Mud-Slap
Poison Tail
Rain Dance
Recover
Sandstorm
Slam
Sludge Bomb
Spikes
Stealth Rock
Toxic Spikes
Water Pulse
Yawn
:sv/togekiss:

Josie (Togekiss)
Level 1 — EXP: 0 / 10

Hardy nature ( No changes )
Typing: Fairy/Flying
Abilities: Hustle, Serene Grace Hidden Ability: Super Luck (Locked)

HP: 90
Attack: 4
Defen.: 7
Sp.Atk: 9
Sp.Def: 8
Speed: 80
Size: 3
Weight: 3


Movepool
Level 0
Aerial Ace
Air Slash
Aura Sphere
Brick Break
Dazzling Gleam
Defog
Facade
Flamethrower
Heal Bell
Hyper Voice
Light Screen
Nasty Plot
Play Rough
Protect
Psychic
Reflect
Rest
Round
Shadow Ball
Signal Beam
Sleep Talk
Smart Strike
Snore
Substitute
Thunder Wave
Toxic
Tri Attack
Uproar
Work Up
Zen Headbutt

Level 1
Air Cutter
Amnesia
Ancient Power
Captivate
Charm
Confide
Counter
Curse
Defense Curl
Detect
Double Team
Dual Wingbeat
Echoed Voice
Encore
Extrasensory
Fairy Wind
Flash
Growl
Helping Hand
Incinerate
Life Dew
Magical Leaf
Mega Punch
Morning Sun
Mud-Slap
Ominous Wind
Peck
Pound
Rain Dance
Rock Smash
Roost
Safeguard
Seismic Toss
Shock Wave
Silver Wind
Soft-Boiled
Steel Wing
Sunny Day
Swagger
Sweet Kiss
Swift
Tailwind
Trick
Twister
Water Pulse
Yawn

:rose incense:Rose Incense

:revive:Revive
:potion:Potion
:potion:Potion
:ether:Ether

:quick ball:Quick Ball
:quick ball:Quick Ball
:heal ball:Heal Ball

Queue:
:unknown::unknown: TheEver (not updated)
:clodsire::togekiss: ChronoCritical (Flower Park)
:nidoking::zapdos: Lou (Ground Zero)
 
Taking ChronoCritical.

Name: Eve
Thread: Thread
Habitat: Howling Pack Valley
Slot: Slot 2

:leftovers:Leftovers
:scope-lens:Scope Lens

:heal-ball:Heal Ball
:quick-ball:Quick Ball

:ether:Ether
:hyper-potion:Hyper Potion
:potion:Potion
:revive:Revive
:barbaracle::rillaboom:
barbaracle.png

Darros (Barbaracle)
Level: 1 | EXP: 0 / 10

Types:
Rock
Water

Abilities: Tough Claws / Sniper / Pickpocket (Locked)
Nature: Serious

Stats:
HP: 85
Atk: 8
Def: 8
SpA: 4
SpD: 6
Spe: 68

Size Class: 3
Weight Class: 4

Moves:
Level 0:
Aerial Ace
Brick Break
Bulk Up
Dragon Claw
Earth Power
Earthquake
Facade
Focus Blast
Hone Claws
Ice Beam
Liquidation
Night Slash
Poison Jab
Protect
Rest
Rock Polish
Rock Slide
Round
Screech
Shadow Claw
Slash
Sleep Talk
Snore
Strength
Substitute
Surf
Swords Dance
Toxic
Uproar
X-Scissor

Level 1:
Ancient Power
Brutal Swing
Confide
Cut
Double Team
Dual Chop
False Swipe
Helping Hand
Infestation
Iron Defense
Mud-Slap
Power-Up Punch
Rain Dance
Rock Smash
Safeguard
Sand Attack
Sandstorm
Scratch
Sludge Bomb
Stealth Rock
Swagger
Switcheroo
Taunt
Tickle
Water Gun
Water Pulse
Whirlpool
Withdraw
rillaboom.png

Medeiros (Rillaboom)
Level: 1 | EXP: 0 / 10

Types:
Grass

Abilities: Overgrow / Grassy Surge (Locked)
Nature: Serious

Stats:
HP: 95
Atk: 9
Def: 7
SpA: 5
SpD: 5
Spe: 85

Size Class: 4
Weight Class: 4

Moves:
Level 0:
Brick Break
Bulk Up
Bullet Seed
Earth Power
Earthquake
Energy Ball
Facade
Focus Blast
Hyper Voice
Protect
Rest
Round
Screech
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Uproar
Work Up

Level 1:
Branch Poke
Brutal Swing
Double Hit
Fake Out
False Swipe
Grassy Terrain
Growl
Growth
High Horsepower
Magical Leaf
Mega Punch
Noble Roar
Razor Leaf
Scary Face
Scratch
Seed Bomb
Slam
Sunny Day
Swift
Taunt

Level 3:
Drum Beating (Signature)

Queue:
:barbaracle::rillaboom: Eve (Howling Pack)
:nidoking::zapdos: Lou (Ground Zero)
 
Last edited:
Back
Top