RULES! said:6v6 FE Triples
3-day DQ
3 Substitutions
2/5 Recoveries/Chills
Arena = Mr. Heefloot's Type Shop
Mr. Heefloot's Type Shop said:Field Type = Neutral
Complexity = Moderate
Here at the magical type shop, Mr. Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.
The arena is nothing special, but Mr.Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! Types are stackable (eg. Conkeldurr can use a shop item to become Fighting/Fighting for double STAB bonuses/weaknesses) Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has.
Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff.
Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label.
Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type.
Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual.
Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item.
Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss.
Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head.
Torch: Light up your favorite pal, and voila! Instant fire-type!
Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast...
Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone!
Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin.
Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train?
Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier.
Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills.
Rusty Ghostbuster: Even Mr.Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon!
Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested.
Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are a well-trained strongmon.
Gold Tiara: Mr.Heetfloot understands everyone, even Pokemon, wants to be a fairy princess, so he's willing to lend his Gold Tiara that he "found" in a Pixie Palace to turn their dreams into reality.
ZhengTann
Frosty Lucario(*) Gray (M)
Gray the Riolu first clapped eyes on Zt when he hatched, and has followed him ever since, after bidding goodbye to his birth parents. His desire to be as good as his father (who was a well-known Pokemon in Sinnoh) drives him to perfect his body and trademark Aura Sight in all forms of training. Gray is Natsu’s rival in every way, however it’s not unusual to see them interrupt their fights just to face ‘outsiders’. Like his Ice-Making namesake, Gray is a thinking brawler. His intuition for fights, along with his uncanny ability to read his opponents movements, means he can usually counter the same instant his opponent makes a move. Oddly enough, despite numerous brawls, he sometimes still can’t read Natsu’s moves correctly.
The Hall training was grueling and long, for which Gray took quite some time to getting used to. But it honed his patience, well until the point where there remained very few things that can still bother him - those he held dear to his heart. Using his mind, he started learning how to read and shape energy, to wield his mind as a separate weapon form his body. He plans to put that to great use, still holding a secret ambition to meet and challenge his birth father again, as unlikely as it may be. His aura improved tremendously with the training of his mind and body in the Halls as well as the possession of a Lucarionite - to the point where he can sense danger to a certain extent miles away.
Nature: Mild (+1 SpAtk, -1 Def)
Type:
Fighting type: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel type: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible thereafter.
Abilities:
Ability 1: Steadfast
Type: Passive
If Gray would be flinched by an attack, 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.
Ability 2: Inner Focus
Type: Passive
When an opponent attempts to flinch Gray, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 3: Justified (DW unlocked)
Type: Passive
Gray's body reacts to dark aura, invigorating his passions. When hit by a Dark-type move, Gray's attack will increase by 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.
Ability 4: Adaptability (Mega-Evo only)
Type: Passive
The moves that match Gray's current type would have their Base Attack Power increased by two (2).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 90
Size Class: 3
Weight Class: 4
BRT: 20
Stats (Mega-Evo):
HP: 100
Atk: Rank 6
Def: Rank 2 (-)
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 112
Size Class: 3
Weight Class: 4
BRT: 24
EC: 6/6
MC: 2
AC: 5/5
Attacks (102/102 maxxed):
Agility
Attract
Aura Sphere
Bite
Blaze Kick (*)
Bone Rush
Bonemerang
Brick Break
Bulk Up
Bulldoze
Bullet Punch (*)
Calm Mind
Captivate
Circle Throw
Close Combat
Confide
Copycat (*)
Counter (*)
Cross Chop
Crunch (*)
Dark Pulse
Detect
Dig
Double Team
Dragon Pulse
Drain Punch
Dual Chop
Earthquake (*)
Endure (*)
Extreme Speed
Facade
Feint (*)
Final Gambit
Flash Cannon
Fling
Focus Blast
Focus Punch
Follow Me
Force Palm (*)
Foresight (*)
Frustration
Fury Cutter
Giga Impact
Headbutt
Heal Pulse
Helping Hand
Hidden Power Grass
High Jump Kick
Hone Claws
Hyper Beam
Ice Punch
Iron Defense
Iron Tail
Low Kick
Low Sweep
Magnet Rise
Me First
Metal Claw
Metal Sound
Mind Reader
Mud-Slap
Nasty Plot
Natural Gift
Payback
Poison Jab
Power-up Punch
Protect
Psychic
Quick Attack (*)
Quick Guard
Rain Dance
Rest
Retaliate
Return
Reversal
Roar
Rock Climb
Rock Slide (*)
Rock Smash
Rock Tomb
Role Play
Round
Screech (*)
Secret Power
Shadow Ball
Shadow Claw
Sky Uppercut
Sleep Talk
Snore
Stone Edge
Strength
Substitute (*)
Sunny Day
Swagger
Swift
Swords Dance
Thunder Punch
Toxic
Vacuum Wave
Water Pulse
Work Up
Zen Headbutt

Gray the Riolu first clapped eyes on Zt when he hatched, and has followed him ever since, after bidding goodbye to his birth parents. His desire to be as good as his father (who was a well-known Pokemon in Sinnoh) drives him to perfect his body and trademark Aura Sight in all forms of training. Gray is Natsu’s rival in every way, however it’s not unusual to see them interrupt their fights just to face ‘outsiders’. Like his Ice-Making namesake, Gray is a thinking brawler. His intuition for fights, along with his uncanny ability to read his opponents movements, means he can usually counter the same instant his opponent makes a move. Oddly enough, despite numerous brawls, he sometimes still can’t read Natsu’s moves correctly.
The Hall training was grueling and long, for which Gray took quite some time to getting used to. But it honed his patience, well until the point where there remained very few things that can still bother him - those he held dear to his heart. Using his mind, he started learning how to read and shape energy, to wield his mind as a separate weapon form his body. He plans to put that to great use, still holding a secret ambition to meet and challenge his birth father again, as unlikely as it may be. His aura improved tremendously with the training of his mind and body in the Halls as well as the possession of a Lucarionite - to the point where he can sense danger to a certain extent miles away.
Nature: Mild (+1 SpAtk, -1 Def)
Type:
Fighting type: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel type: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible thereafter.
Abilities:
Ability 1: Steadfast
Type: Passive
If Gray would be flinched by an attack, 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.
Ability 2: Inner Focus
Type: Passive
When an opponent attempts to flinch Gray, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 3: Justified (DW unlocked)
Type: Passive
Gray's body reacts to dark aura, invigorating his passions. When hit by a Dark-type move, Gray's attack will increase by 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.

Ability 4: Adaptability (Mega-Evo only)
Type: Passive
The moves that match Gray's current type would have their Base Attack Power increased by two (2).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 90
Size Class: 3
Weight Class: 4
BRT: 20
Stats (Mega-Evo):
HP: 100
Atk: Rank 6
Def: Rank 2 (-)
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 112
Size Class: 3
Weight Class: 4
BRT: 24
EC: 6/6
MC: 2
AC: 5/5
Attacks (102/102 maxxed):
Agility
Attract
Aura Sphere
Bite
Blaze Kick (*)
Bone Rush
Bonemerang
Brick Break
Bulk Up
Bulldoze
Bullet Punch (*)
Calm Mind
Captivate
Circle Throw
Close Combat
Confide
Copycat (*)
Counter (*)
Cross Chop
Crunch (*)
Dark Pulse
Detect
Dig
Double Team
Dragon Pulse
Drain Punch
Dual Chop
Earthquake (*)
Endure (*)
Extreme Speed
Facade
Feint (*)
Final Gambit
Flash Cannon
Fling
Focus Blast
Focus Punch
Follow Me
Force Palm (*)
Foresight (*)
Frustration
Fury Cutter
Giga Impact
Headbutt
Heal Pulse
Helping Hand
Hidden Power Grass
High Jump Kick
Hone Claws
Hyper Beam
Ice Punch
Iron Defense
Iron Tail
Low Kick
Low Sweep
Magnet Rise
Me First
Metal Claw
Metal Sound
Mind Reader
Mud-Slap
Nasty Plot
Natural Gift
Payback
Poison Jab
Power-up Punch
Protect
Psychic
Quick Attack (*)
Quick Guard
Rain Dance
Rest
Retaliate
Return
Reversal
Roar
Rock Climb
Rock Slide (*)
Rock Smash
Rock Tomb
Role Play
Round
Screech (*)
Secret Power
Shadow Ball
Shadow Claw
Sky Uppercut
Sleep Talk
Snore
Stone Edge
Strength
Substitute (*)
Sunny Day
Swagger
Swift
Swords Dance
Thunder Punch
Toxic
Vacuum Wave
Water Pulse
Work Up
Zen Headbutt
Starmie - Charla (U)
Charla is Wendy's closest friend and confidante since Daycare. Witty, and quick to learn the ways of the world, Charla did not trust Zheng at first sight, naturally, and disapproves of Natsu and Gray's loud brawls every other minute they were together. Charla looks out for Wendy, not afraid to stand up to bigger, meaner Pokemons, and its that precise quality she sees in Zheng's group that warms her up to the team. Charla is very touchy, resisting most physical contacts except with Wendy, retaliating with swift hit-and-run tactics whenever approached thus.
The sudden disappearance of Wendy as soon as the monastery is founded shook Charla up. But, the resulting search finally convinced her that her best friend is no longer the helpless, naive pup of the past. She still watches over Wendy, though, and she looks forward into their shared future in the family with a bright hope - so long as her eyes don't roll at the antics of the boys.
Nature: Modest (+1 SpA, -1 Atk)
Type:
Water type: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from to 5 per action.
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Abilities:
Ability 1: Illuminate
Type: Toggle
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Multiple Illuminates do not stack. (Command: Enable/Disable Illuminate)
Ability 2: Natural Cure
Type: Passive
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.
Ability 3: Analytic (DW Unlocked)
Type: Passive
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 4
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Aurora Beam
Barrier
Bide
Blizzard
Brine
Bubblebeam
Camouflage
Confuse Ray
Cosmic Power
Dazzling Gleam
Dive
Double Team
Dream Eater
Endure
Flash Cannon
Grass Knot
Harden
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Minimize
Pain Split
Power Gem
Protect
Psychic
Psyshock
Rain Dance
Rapid Spin
Recover
Reflect
Reflect Type
Rest
Scald
Signal Beam
Skill Swap
Skull Bash
Sleep Talk
Substitute
Supersonic
Surf
Swift
Tackle
Take Down
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Trick Room
Twister
Water Gun
Water Pulse
Waterfall
Whirlpool
Wonder Room
Zap Cannon

Charla is Wendy's closest friend and confidante since Daycare. Witty, and quick to learn the ways of the world, Charla did not trust Zheng at first sight, naturally, and disapproves of Natsu and Gray's loud brawls every other minute they were together. Charla looks out for Wendy, not afraid to stand up to bigger, meaner Pokemons, and its that precise quality she sees in Zheng's group that warms her up to the team. Charla is very touchy, resisting most physical contacts except with Wendy, retaliating with swift hit-and-run tactics whenever approached thus.
The sudden disappearance of Wendy as soon as the monastery is founded shook Charla up. But, the resulting search finally convinced her that her best friend is no longer the helpless, naive pup of the past. She still watches over Wendy, though, and she looks forward into their shared future in the family with a bright hope - so long as her eyes don't roll at the antics of the boys.
Nature: Modest (+1 SpA, -1 Atk)
Type:
Water type: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from to 5 per action.
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Abilities:
Ability 1: Illuminate
Type: Toggle
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Multiple Illuminates do not stack. (Command: Enable/Disable Illuminate)
Ability 2: Natural Cure
Type: Passive
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.
Ability 3: Analytic (DW Unlocked)
Type: Passive
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 4
EC: 6/6
MC: 0
AC: 5/5
Attacks:
Aurora Beam
Barrier
Bide
Blizzard
Brine
Bubblebeam
Camouflage
Confuse Ray
Cosmic Power
Dazzling Gleam
Dive
Double Team
Dream Eater
Endure
Flash Cannon
Grass Knot
Harden
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Minimize
Pain Split
Power Gem
Protect
Psychic
Psyshock
Rain Dance
Rapid Spin
Recover
Reflect
Reflect Type
Rest
Scald
Signal Beam
Skill Swap
Skull Bash
Sleep Talk
Substitute
Supersonic
Surf
Swift
Tackle
Take Down
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Trick Room
Twister
Water Gun
Water Pulse
Waterfall
Whirlpool
Wonder Room
Zap Cannon
Yuuto Kiba, "Holy Demonic Swordsman" - Gallade (M)
A Ralts whose friends have been swept away by an unnatural rainstorm, Yuuto is the only survivor - saved by Rias. Captured by Tanner, he is originally unwilling to be forced into Rias' peerage, but Erza, Zheng's Stratagem, is the first to give him a channel for his purpose - the art of sword-fighting and the ways to become stronger. He follows after Erza as a pupil after a mentor, learning how to fight with both mind and blade, while staying beside Rias for another shot at a new life. Still, he cannot forget his past - how a Tornadus and a Thundurus had destroyed his friends and home.
He is pretty much the male counterpart to Akeno, a gentlemanly Knight who only draws his blades when provoked. Issei's arrival finally meant he has another male to spar and talk with, and despite their differences, they befriended each other with a common oath to always protect the females in Rias' peerage.
Nature: Impish (+Def, -SpAtk) - sparklingly charming and polite, but devoted inside
Type:
Psychic type: Psychic STAB; Yuuto's determination means he can lift and throw opponents with Psychic regardless of Special Attack Rank.
Fighting type: Fighting STAB: Yuuto's techniques allow him to ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:
Ability 1: Steadfast
Type: Passive
If Yuuto is out-flinched, he puts on a burst of extra Speed by one (1) stage, maintained at the end of each round.
Ability 2: Justified (Unlocked)
Type: Trigger
Yuuto's holy demonic swords react to dark energy, invigorating their honed edges. When hit by a Dark-type move, Yuuto's attack will increase by one (1) stage, maintained at the end of each round.
Ability 3: Inner Focus (Mega-Evo only)
Type: Passive
When an opponent attempts to flinch Yuuto, he would parry the flinching effects and continue his attacks. If Steadfast is also present, it activates.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
BRT: 21
Stats (Mega-Evo):
HP: 100
Atk: Rank 7
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 110
Size Class: 3
Weight Class: 4
BRT: 24
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Aerial Ace
Ally Switch
Brick Break
Bulldoze
Calm Mind
Close Combat
Confusion
Cut
Destiny Bond
Disable
Double Team
Drain Punch
Dual Chop
Earthquake
Encore
Endure
Facade
Feint
Fire Punch
Focus Punch
Frustration
Fury Cutter
Grass Knot
Growl
Heal Pulse
Helping Hand
Ice Punch
Knock Off
Leaf Blade
Leer
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Mimic
Night Slash
Pain Split
Poison Jab
Power-up Punch
Protect
Psycho Cut
Psyshock
Quick Guard
Reflect
Retaliate
Rock Slide
Rock Smash
Rock Tomb
Return
Safeguard
Shadow Sneak
Skill Swap
Slash
Snatch
Stone Edge
Stored Power
Substitute
Taunt
Telekinesis
Teleport
Thunder Punch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Wide Guard
Will-o-Wisp
Wonder Room
Work Up
X-Scissor
Zen Headbutt

A Ralts whose friends have been swept away by an unnatural rainstorm, Yuuto is the only survivor - saved by Rias. Captured by Tanner, he is originally unwilling to be forced into Rias' peerage, but Erza, Zheng's Stratagem, is the first to give him a channel for his purpose - the art of sword-fighting and the ways to become stronger. He follows after Erza as a pupil after a mentor, learning how to fight with both mind and blade, while staying beside Rias for another shot at a new life. Still, he cannot forget his past - how a Tornadus and a Thundurus had destroyed his friends and home.
He is pretty much the male counterpart to Akeno, a gentlemanly Knight who only draws his blades when provoked. Issei's arrival finally meant he has another male to spar and talk with, and despite their differences, they befriended each other with a common oath to always protect the females in Rias' peerage.
Nature: Impish (+Def, -SpAtk) - sparklingly charming and polite, but devoted inside
Type:
Psychic type: Psychic STAB; Yuuto's determination means he can lift and throw opponents with Psychic regardless of Special Attack Rank.
Fighting type: Fighting STAB: Yuuto's techniques allow him to ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:
Ability 1: Steadfast
Type: Passive
If Yuuto is out-flinched, he puts on a burst of extra Speed by one (1) stage, maintained at the end of each round.
Ability 2: Justified (Unlocked)
Type: Trigger
Yuuto's holy demonic swords react to dark energy, invigorating their honed edges. When hit by a Dark-type move, Yuuto's attack will increase by one (1) stage, maintained at the end of each round.

Ability 3: Inner Focus (Mega-Evo only)
Type: Passive
When an opponent attempts to flinch Yuuto, he would parry the flinching effects and continue his attacks. If Steadfast is also present, it activates.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
BRT: 21
Stats (Mega-Evo):
HP: 100
Atk: Rank 7
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 110
Size Class: 3
Weight Class: 4
BRT: 24
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Aerial Ace
Ally Switch
Brick Break
Bulldoze
Calm Mind
Close Combat
Confusion
Cut
Destiny Bond
Disable
Double Team
Drain Punch
Dual Chop
Earthquake
Encore
Endure
Facade
Feint
Fire Punch
Focus Punch
Frustration
Fury Cutter
Grass Knot
Growl
Heal Pulse
Helping Hand
Ice Punch
Knock Off
Leaf Blade
Leer
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Mimic
Night Slash
Pain Split
Poison Jab
Power-up Punch
Protect
Psycho Cut
Psyshock
Quick Guard
Reflect
Retaliate
Rock Slide
Rock Smash
Rock Tomb
Return
Safeguard
Shadow Sneak
Skill Swap
Slash
Snatch
Stone Edge
Stored Power
Substitute
Taunt
Telekinesis
Teleport
Thunder Punch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Wide Guard
Will-o-Wisp
Wonder Room
Work Up
X-Scissor
Zen Headbutt
Vali Lucifer, "White Dragon Emperor" - Aerodactyl (M)
Born to a lineage of Aerodactyl, with lineages going back as far as time immemorial, Vali was one of the few exceptional case born with great potential. But only one of them. And so he struggled to rise far and above those before it, with the competitive spirit beyond what most would even comprehend. He would use every bit of strength at his disposal just to further his training, and to beat every strong opponent that not just stood in his way, but also those he actively seek out. Currently his long-term project involves resurrecting God to Its True Forme, and challenging it to combat.
Nature: Jolly (+15% Speed, + Accuracy, -1 SpA)
Type:
Rock Type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Flying Type: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a si e class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities:
Ability 1: Rock Head
Type: Passive
The use of magic power to substitute for life force means Vali does not take recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. (This does not prevent recoil damage from Struggle.)
Ability 2: Pressure
Type: Passive
Vali's lineage and raw power means his presence fills the air with intense anxiety, and any damaging or status attack launched at him would cost the his opponents two (2) more energy to perform without sufficient will to overcome his.
Ability 3: Unnerve (Hidden)
Type: Passive
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Ability 4: Tough Claws (Mega-Evo only)
Type: Toggle
Vali infuses his magic power to enhance the power of all of its contact attacks by two (2) BAP.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (+26% Acc)
Size Class: 4
Weight Class: 4
BRT: 20
Stats (Mega-Evo):
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 173 (+30% Acc)
Size Class: 4
Weight Class: 4
BRT: 23
MC: 0
AC: 4/5
Attacks:
Aerial Ace
Agility
Ancient Power
Aqua Tail
Assurance
Bide
Bite
Bulldoze
Crunch
Defog
Detect
Double Team
Double-Edge
Dragon Claw
Earthquake
Endure
Facade
Fire Fang
Fly
Foresight
Frustration
Giga Impact
Hone Claw
Ice Fang
Iron Head
Iron Tail
Payback
Protect
Pursuit
Razor Wind
Reflect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Roost
Sandstorm
Scary Face
Secret Power
Sky Attack
Sky Drop
Sleep Talk
Smack Down
Snore
Stealth Rock
Steel Wing
Stone Edge
Substitute
Supersonic
Tailwind
Take Down
Taunt
Thief
Thunder Fang
Torment
Toxic
Whirlwind
Wide Guard
Wing Attack

Born to a lineage of Aerodactyl, with lineages going back as far as time immemorial, Vali was one of the few exceptional case born with great potential. But only one of them. And so he struggled to rise far and above those before it, with the competitive spirit beyond what most would even comprehend. He would use every bit of strength at his disposal just to further his training, and to beat every strong opponent that not just stood in his way, but also those he actively seek out. Currently his long-term project involves resurrecting God to Its True Forme, and challenging it to combat.
Nature: Jolly (+15% Speed, + Accuracy, -1 SpA)
Type:
Rock Type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Flying Type: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a si e class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities:
Ability 1: Rock Head
Type: Passive
The use of magic power to substitute for life force means Vali does not take recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. (This does not prevent recoil damage from Struggle.)
Ability 2: Pressure
Type: Passive
Vali's lineage and raw power means his presence fills the air with intense anxiety, and any damaging or status attack launched at him would cost the his opponents two (2) more energy to perform without sufficient will to overcome his.
Ability 3: Unnerve (Hidden)
Type: Passive
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Ability 4: Tough Claws (Mega-Evo only)
Type: Toggle
Vali infuses his magic power to enhance the power of all of its contact attacks by two (2) BAP.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (+26% Acc)
Size Class: 4
Weight Class: 4
BRT: 20
Stats (Mega-Evo):
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 173 (+30% Acc)
Size Class: 4
Weight Class: 4
BRT: 23
MC: 0
AC: 4/5
Attacks:
Aerial Ace
Agility
Ancient Power
Aqua Tail
Assurance
Bide
Bite
Bulldoze
Crunch
Defog
Detect
Double Team
Double-Edge
Dragon Claw
Earthquake
Endure
Facade
Fire Fang
Fly
Foresight
Frustration
Giga Impact
Hone Claw
Ice Fang
Iron Head
Iron Tail
Payback
Protect
Pursuit
Razor Wind
Reflect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Roost
Sandstorm
Scary Face
Secret Power
Sky Attack
Sky Drop
Sleep Talk
Smack Down
Snore
Stealth Rock
Steel Wing
Stone Edge
Substitute
Supersonic
Tailwind
Take Down
Taunt
Thief
Thunder Fang
Torment
Toxic
Whirlwind
Wide Guard
Wing Attack
Scunner - Crucibelle (F)
Threat category IV. Scunner's shell armor as well as her resilient bio-fluids allow her to take great amounts of damage in the most severe, toxic environments. she has a purple bioluminous glow throughout it's body.
Nature: Naive (+Speed, +% Accuracy, -SpDef)
Type:
Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Poison type: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction.
Abilities:
Ability 1: Regenerator
Type: Passive
When Scunner is switched out during a switch battle, her bio-luminescence reacts to the energy in the Pokeball and (ten) 10 HP is restored. When Scunner Chills, she restores six (6) HP in addition to its 12 Energy.
Ability 2: Mould Breaker
Type: Passive
Whenever Scunner attacks, she 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, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities such as Limber will remove their relevant status at the start of the victim's next action.
Ability 3: Liquid Ooze (Unlocked)
Type: Passive
Scunner's body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Ability 4: Magic Guard (Mega-Evo only)
Type: Passive
Scunner is infused with a powerful psycho-electric energy that makes her immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. She can still attack herself in confusion, and will still take damage from it. Additionally, the energy protects her from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect, she will not suffer any damage. Life Orb recoil is negated.
Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 120 (+17%)
Size Class: 3
Weight Class: 2
BRT: 21
Stats (Mega-Evo):
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 132 (+20%)
Size Class: 3
Weight Class: 2
BRT: 24
MC: 0
AC: 5/5
Attacks (70/70):
Acid Armor
Astonish
Attract
Block
Coil
Confuse Ray
Confusion
Defense Curl
Double Team
Embargo
Endure
Explosion
Facade
Fake Tears
Frustration
Giga Impact
Grass Knot
Gravity
Gunk Shot
Head Smash
Helping Hand
Hex
Hidden Power Ground
Hyper Beam
Infestation
Iron Head
Low Kick
Magic Room
Payback
Poison Jab
Protect
Psybeam
Psychic
Reflect
Rest
Return
Rock Blast
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Secret Power
Shadow Ball
Skill Swap
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Smack Down
Snatch
Snore
Stealth Rock
Stone Edge
Substitute
Swagger
Torment
Toxic
Toxic Spikes
Trick
U-turn
Venoshock
Withdraw
Wonder Room
Wood Hammer
Zen Headbutt

Threat category IV. Scunner's shell armor as well as her resilient bio-fluids allow her to take great amounts of damage in the most severe, toxic environments. she has a purple bioluminous glow throughout it's body.
Nature: Naive (+Speed, +% Accuracy, -SpDef)
Type:
Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Poison type: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction.
Abilities:
Ability 1: Regenerator
Type: Passive
When Scunner is switched out during a switch battle, her bio-luminescence reacts to the energy in the Pokeball and (ten) 10 HP is restored. When Scunner Chills, she restores six (6) HP in addition to its 12 Energy.
Ability 2: Mould Breaker
Type: Passive
Whenever Scunner attacks, she 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, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities such as Limber will remove their relevant status at the start of the victim's next action.
Ability 3: Liquid Ooze (Unlocked)
Type: Passive
Scunner's body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.

Ability 4: Magic Guard (Mega-Evo only)
Type: Passive
Scunner is infused with a powerful psycho-electric energy that makes her immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. She can still attack herself in confusion, and will still take damage from it. Additionally, the energy protects her from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect, she will not suffer any damage. Life Orb recoil is negated.
Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 120 (+17%)
Size Class: 3
Weight Class: 2
BRT: 21
Stats (Mega-Evo):
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 132 (+20%)
Size Class: 3
Weight Class: 2
BRT: 24
MC: 0
AC: 5/5
Attacks (70/70):
Acid Armor
Astonish
Attract
Block
Coil
Confuse Ray
Confusion
Defense Curl
Double Team
Embargo
Endure
Explosion
Facade
Fake Tears
Frustration
Giga Impact
Grass Knot
Gravity
Gunk Shot
Head Smash
Helping Hand
Hex
Hidden Power Ground
Hyper Beam
Infestation
Iron Head
Low Kick
Magic Room
Payback
Poison Jab
Protect
Psybeam
Psychic
Reflect
Rest
Return
Rock Blast
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Secret Power
Shadow Ball
Skill Swap
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Smack Down
Snatch
Snore
Stealth Rock
Stone Edge
Substitute
Swagger
Torment
Toxic
Toxic Spikes
Trick
U-turn
Venoshock
Withdraw
Wonder Room
Wood Hammer
Zen Headbutt
Otachi - Archeops (F)
Threat Category IV. Otachi do not display flight capabilities until the last moment, cunningly deceiving opponents before delivering a blow from above.
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Defense)
Type:
Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Flying type: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a si e class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities:
Ability 1: Defeatist
Type: Passive
Otachi tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 127 (+19%)
Size Class: 3
Weight Class: 3
BRT: 22
EC: 6/6
MC: 1
Attacks:
Acrobatics
Aerial Ace
Agility
Ally Switch
Ancient Power
Aqua Tail
Bounce
Bulldoze
Crunch
Cut
Defog
Dig
Double Team
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Fly
Focus Blast
Giga Impact
Head Smash
Heat Wave
Hone Claws
Iron Tail
Knock Off
Leer
Outrage
Pluck
Protect
Quick Attack
Quick Guard
Roar
Rock Slide
Rock Smash
Rock Throw
Roost
Scary Face
Shadow Claw
Sky Attack
Sleep Talk
Smack Down
Stealth Rock
Steel Wing
Stone Edge
Taunt
Thrash
Torment
Toxic
U-turn
Wing Attack
Zen Headbutt

Threat Category IV. Otachi do not display flight capabilities until the last moment, cunningly deceiving opponents before delivering a blow from above.
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Defense)
Type:
Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Flying type: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a si e class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities:
Ability 1: Defeatist
Type: Passive
Otachi tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 127 (+19%)
Size Class: 3
Weight Class: 3
BRT: 22
EC: 6/6
MC: 1
Attacks:
Acrobatics
Aerial Ace
Agility
Ally Switch
Ancient Power
Aqua Tail
Bounce
Bulldoze
Crunch
Cut
Defog
Dig
Double Team
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Fly
Focus Blast
Giga Impact
Head Smash
Heat Wave
Hone Claws
Iron Tail
Knock Off
Leer
Outrage
Pluck
Protect
Quick Attack
Quick Guard
Roar
Rock Slide
Rock Smash
Rock Throw
Roost
Scary Face
Shadow Claw
Sky Attack
Sleep Talk
Smack Down
Stealth Rock
Steel Wing
Stone Edge
Taunt
Thrash
Torment
Toxic
U-turn
Wing Attack
Zen Headbutt

Victini [Fierce Deity] (-)
Type: Fire/Psychic
Abilities: Victory Star
Nature: Quiet (+1SpA, -Spe, -10% evasion)
Stats:
HP: 110
Atk: 4
Def: 4
SpA: 5 (+)
SpD: 4
Spe: 86 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 24
MC: 4
AC: 5/5
Attacks (??/??):
Blue Flare
Bolt Strike
Bounce
Brick Break
Charge Beam
Confusion
Dazzling Gleam
Double Team
Embargo
Endure
Energy Ball
Final Gambit
Fire Blast
Fire Punch
Flame Burst
Flame Charge
Flamethrower
Flare Blitz
Focus Blast
Focus Energy
Fusion Bolt
Fusion Flare
Glaciate
Headbutt
Heat Wave
Helping Hand
Hyper Beam
Incinerate
Inferno
Last Resort
Light Screen
Magic Coat
Overheat
Protect
Psychic
Psyshock
Quick Attack
Rest
Reversal
Role Play
Searing Shot
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
Solarbeam
Substitute
Sunny Day
Taunt
Telekinesis
Thunder
Thunder Wave
Thunderbolt
Toxic
Trick
U-Turn
V-Create
Will-o-Wisp
Zen Headbutt
Dispel

Naviathan [King of Red Lions] (M)
Type: Water/Steel
Abilities: Water Veil, Heatproof, Light Metal (U)
Nature: Brave (-Spe, +Atk, -10% evasion)
Stats:
HP: 110
Atk: 5 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 84 (-)
Size Class: 6
Weight Class: 9 (7 under LM)
Base Rank Total: 21
EC: 9/9
MC: 0
AC: 5/5
Attacks (47/??):
Brine
Bubble Beam
Dive
Dragon Breath
Dragon Claw
Dragon Dance
Drill Peck
Feint
Flash Cannon
Giga Impact
Gust
Haze
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Ice Punch
Icicle Crash
Icicle Spear
Icy Wind
Iron Head
Iron Tail
Metal Claw
Metal Sound
Metronome
Peck
Protect
Rain Dance
Refresh
Rest
Scald
Scary Face
Self-Destruct
Slack Off
Sleep Talk
Snore
Splash
Substitute
Surf
Taunt
Thunder Punch
Toxic
Water Gun
Waterfall
Whirlpool
Wide Guard
Wild Charge

Zoroark * (Byrne) M
Nature: Hasty (Speed +; Defense -, +17 accuracy)
Type: Dark
Stats:
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 2
Spe: 121(105 x 1.5^) (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
Abilities: Illusion
Attacks (50/73):
Agility
Bounce
Captivate
Counter
Dark Pulse
Dig
Embargo
Extrasensory
Faint Attack
Fake Tears
Flamethrower
Focus Blast
Foul Play
Fury Swipes
Giga Impact
Grass Knot
Grass Knot
Hidden Power Ice
Hone Claws
Hyper Beam
Imprison
Incinerate
Knock Off
Leer
Low Kick
Low Sweep
Memento
Nasty Plot
Night Daze
Night Slash
Payback
Protect
Punishment
Pursuit
Rest
Roar
Scary Face
Scratch
Shadow Ball
Shadow Claw
Sleep Talk
Snarl
Snatch
Substitute
Sucker Punch
Sunny Day
Taunt
Torment
Toxic
U-turn
Bloodlust
Dispel
Shadow Mend

Cradily [Bilocyte] (F)
Type: Grass/Rock
Abilities: Suction Sups/Storm Drain (U)
Nature: Quiet (+1SpA, - Speed, -10% evasion)
Stats:
Hp: 100
Atk: 3
Def: 4
SpA: 4 (+)
SpD: 4
Spe: 37 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
AC: 5/5
Attacks (39/76):
Acid
Amnesia
Ancient Power
Astonish
Barrier
Brine
Confuse Ray
Constrict
Earth Power
Earthquake
Endure
Energy Ball
Gastro Acid
Giga Drain
Giga Impact
Grass Knot
Hyper Beam
Ingrain
Mirror Coat
Pain Split
Protect
Recover
Rest
Rock Slide
Sandstorm
Seed Bomb
Sludge Bomb
Sludge Wave
Snore
Solar Beam
Spit Up
Stealth Rock
Stockpile
Stone Edge
Substitute
Swallow
Synthesis
Toxic
Wring Out

Revenankh [King Igos du Ikana] (M)
Nature: Adamant (+1Atk, -1SpA)
Type: Ghost/Fighting
Abilitits: Shed Skin/Air Lock/Infiltrator (U)
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
MC: 14
DC: 5/5
Attacks (83/94):
Ancient Power
Arm Thrust
Attract
Bide
Bind
Brick Break
Bulk Up
Bulldoze
Confide
Counter
Curse
Dazzling Gleam
Destiny Bond
Double Team
Drain Punch
Dream Eater
Dual Chop
Earthquake
Embargo
Endure
Facade
Fling
Focus Blast
Focus Punch
Force Palm
Frustration
Giga Impact
Glare
Grudge
Hammer Arm
Helping Hand
Hex
Hidden Power Flying
Hyper Beam
Ice Punch
Knock Off
Low Sweep
Mach Punch
Mean Look
Memento
Moonlight
Mud-Slap
Pain Split
Payback
Phantom Force
Poison Jab
Power Up Punch
Power Whip
Protect
Psychic
Punishment
Rest
Retaliate
Return
Revenge
Rock Slide
Rock Smash
Rock Tomb
Safeguard
Sand Tomb
Sandstorm
Shadow Ball
Shadow Punch
Shadow Sneak
Sleep Talk
Smack Down
Snore
Spite
Submission
Substitute
Sucker Punch
Sunny Day
Superpower
Taunt
Telekinesis
Torment
Toxic
Trick
Vaccum Wave
Vital Throw
Wide Guard
Wrap
Wring Out
Shadow Mend

Audino [Tael] (Female)
Nature: Quiet (+1SpA, -Spe, -10%evasion)
Type: Normal
Abilities: Klutz/Healer/Regenerator
Stats:
HP: 110
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 43
Size Class: 2
Weight Class: 3
Base Rank Total: 16

Audino [Tael] (Female)
Nature: Quiet (+1SpA, -Spe, -10%evasion)
Type: Normal
Abilities: Klutz/Regenerator/Healer
Stats:
HP: 110
Atk: Rank 2
Def: Rank 5
SpA: Rank 4(+)
SpD: Rank 5
Spe: 43
Size Class: 2
Weight Class: 3
Base Rank Total: 21
MC: 0
AC: 5/5
Attacks (69/97):
After You
Amnesia
Attract
Baby Doll Eyes
Bestow
Blizzard
Calm Mind
Charge Beam
Dazzling Gleam
Dig
Disarming Voice
Double Slap
Double Team
Draining Kiss
Encore
Entrainment
Fire Blast
Flamethrower
Grass Knot
Gravity
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Flying
Hyper Beam
Hyper Voice
Ice Beam
Icy Wind
Incinerate
Knock Off
Last Resort
Light Screen
Lucky Chant
Magic Coat
Pain Split
Play Nice
Pound
Protect
Psychic
Psyshock
Rain Dance
Reflect
Refresh
Rest
Role Play
Safeguard
Secret Power
Shadow Ball
Signal Beam
Simple Beam
Skill Swap
Sleep Talk
Snatch
Snore
Solarbeam
Substitute
Sunny Day
Surf
Sweet Kiss
Telekinesis
Thunder
Thunder Wave
Thunderbolt
Toxic
Trick Room
Wish
Yawn
Dispel
LET'S GET THIS PARTY STARTED
ZhengTann Send out and Equip a Pokemon
Frosty Send out, Equip, Orders
ZhengTann Orders
I Toon!
while youre sending out zt, wanna confirm the rules on switch, items, abilities, etc?
ZhengTann Send out and Equip a Pokemon
Frosty Send out, Equip, Orders
ZhengTann Orders
I Toon!
while youre sending out zt, wanna confirm the rules on switch, items, abilities, etc?