Bad news, sir...it's about Poketopia. More than half of the board of directors is willing to accept HaRP's offer of aid to us.
Bah. Mareep, all of them. If they'd use their brains for once, they'd realize that Rhode and his army were behind the whole damn thing.
Speaking of which...any luck on the detective hunt?
Zheng should prove useful in at least keeping Rogers alive until he returns to Punney. Hopefully he'll bring back the evidence we need to bring HaRP down...
...Are you sure it's is a good idea to send a random monk to handle this, sir? I mean, this is Prosopida we're talking about.
The bhante is hardly a random choice, and more talented than you think. I'm sure he'll be fine. Oh, quick question...
Yes sir?
Did you ever find out anything about that Matthias?
Nothing yet, sir. I think the name's an alias, but that's about all I can tell you.
"Waaaaaaaaaahh... This place is amazing!"
"It's beautiful!!"
"Wahahahah, come on, let's have fun already!"
"Hey mon, wait up!"
"Natsu~! Geez, he just took off like that. I thought we're here on a request?"
As Lucy hastens to join the others, Mirajane stayed by Zheng's side, floating and bobbing.
"So, you never told us who made the request, Zheng."
<"It's an anonymous request. Mirajane, do you know anything about it?">
"No I don't. It just, well, came in with the mail."
<"Hmm... Well, the request did specifically asks for a meeting at a Stargazer Colosseum. Let's head there while they do their sight-seeing, shall we?">
(Flutters up to Zheng's shoulder) "Sure ^_^"
And so the family reached one of Poketopia's most prevalent sights and arenas, listening with piqued curiosity over some disaster that happened not a week ago...
(Starting to frown) "Zheng, do you think that our request might be related to that disaster?"
"Well, I suppose we're about to find out."
I don't like this. Not one bit.
That Anna from last night told me one of Matthias's contacts would be somewhere in this colosseum. Said he got the dirt I was looking for, and since I'm out of leads, I decided to take it up. Still, I can't help but wonder if I may be walking right into a trap. While Prosopida wouldn't be so foolish to strike with such a huge audience, I can't help but wonder...
*A run down building in Sumshadagrene, a little over a week ago...*
So, what's the problem?
I'm looking for some dirt on a certain group. Tell me, are you familiar with Harrison and Rhode Pharmaceuticals?
That medicine company? Yeah, I've heard of 'em. What do you wanna know?
You ever hear the rumors about them having ties to Prosopida?
Prosop-wait, you want me to fight the mob?!
Precisely.
...Interesting...
***
That was really stupid of me, to be honest. For all I know, that Matthias guy could be one of them. Welp, might as well take a seat and look out for anything suspicious...
Hey. That seat taken?
Not at all, go ahead.
That Anna from last night told me one of Matthias's contacts would be somewhere in this colosseum. Said he got the dirt I was looking for, and since I'm out of leads, I decided to take it up. Still, I can't help but wonder if I may be walking right into a trap. While Prosopida wouldn't be so foolish to strike with such a huge audience, I can't help but wonder...
*A run down building in Sumshadagrene, a little over a week ago...*
So, what's the problem?
I'm looking for some dirt on a certain group. Tell me, are you familiar with Harrison and Rhode Pharmaceuticals?
That medicine company? Yeah, I've heard of 'em. What do you wanna know?
You ever hear the rumors about them having ties to Prosopida?
Prosop-wait, you want me to fight the mob?!
Precisely.
...Interesting...
***
That was really stupid of me, to be honest. For all I know, that Matthias guy could be one of them. Welp, might as well take a seat and look out for anything suspicious...
Hey. That seat taken?
Not at all, go ahead.
[Nightrunner, in position.]
[Clockwork, in position.]
[Tolstoy, in position.]
[Bad Juju, in position.]
[Brown Bear, in position.]
Rosethorn, in position.
[Antigone, in position. Everyone read up on the plan, right?]
[Uh-huh.]
[Roger that.]
[Da.]
[Yep.]
[I did.]
Affirmative.
[Good. Keep an eye out for Rogers and any suspicious activity - and as always, stay invisible.]
Da Rules said:6v6 FE dubs
2 recoveries/5 chills
2 subs
2 day DQ
No mega evolutions
Starting trainer = coin flip
Abilities = All
Switch = OK
Items = OK
Arena = Stargazer colosseum
Field Type: Dragon/Psychic
Complexity: Moderate
Restrictions: Psychic and Dragon moves get +2 BAP, all legendaries and pseudo-legendaries get +1 to their SpA and Atk, no Digging.
This colosseum is the real deal. If you have reached this point, you know you're good. You can even feel the legend in the air. This arena is a dome with stars projected on it to make it look like a night sky. There is a circular arena designed in the titanium in the floor. This arena is too intense for any Pokemon that can still evolve. Any weather the Pokemon try to make will be simulated through certain resources to not be unfair to Pokemon with certain strategies. For the same reason, a pool of water is next to the arena and will be refilled instantly after water is taken from it. Seismic activity is allowed, but the crowd has heavily padded seats in case an Earthquake takes place. The one thing not allowed is digging, because the floor is solid titanium. All pseudo-legendaries and real legendaries get one extra rank added to their Attack and Special Attack stats (this is not a "boost" like Work Up, but like actually increasing their stats). Psychic and Dragon type moves get two added to their base attack power because of the legend in the air.
List of pseudo-legendaries and legendaries that get a boost (PM/VM me if this list should be changed at all)[Pokemon currently available in ASB bolded]: Articuno, Moltres, Zapdos, Dragonite, Mewtwo, Raikou, Entei, Suicune, Tyranitar, Lugia, Ho-oh, Celebi, Salamence, Metagross, Regirock, Regice, Registeel, Latias, Latios, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys, Garchomp, Uxie, Mesprit, Azelf, Dialga, Palkia, Heatran, Regigigas, Giratina (both forms), Cresselia, Phione, Manaphy, Darkrai, Shaymin (both forms), Arceus (all forms), Victini, Hydreigon, Cobalion, Terrakion, Virizion, Tornadus, Thundurus, Reshiram, Zekrom, Landorus, Kyurem, Keldeo, Meloetta (both forms), Genesect, Goodra, Xerneas, Yveltal, Zygarde
Tonight's warriors are...
ZhengTann:Haxorus(*) Natsu (M)
Just like his namesake, Natsu is an orphan, having no recollection of his parents’ fate. As such, Natsu loneliness made him grew to be very independent, to the point where he will erupt in great battle fury whenever his freedom is threatened. However, he is very much attached to his trainer, Zt, looking up to him as a partner as they search the wilds for Natsu’s direct lineage. Natsu doesn’t sharpen his tusks on a regular basis – unlike some Axews, he prefers a thicker tusk, even though they break off at pretty much the same intervals due to his affinity for intense fights. Natsu is always in a fierce competition with Gray, often challenging the other into mock spars, but the rivalry comes with respect and loyalty towards each other too. Natsu fights with the ferocity that comes with every Dragon – by fang and claw, for the very survival of his world and existence.
Beaten down at every turn never shakes Natsu's confidence - to him, a loss is just another step towards being stronger. Having new members to the team suddenly wrought certain changes to his fighting spirit. Willing to forsake his own safety for that of his friends, Natsu's newfound family is his main source of strength to improve himself and keep going.
Learning to fight with a clear mind, even in the midst of battle rage, is not easy - but Natsu is now one of the few that did it. Through rigorous training, he bridged the gap between instinct and thought, acting on cues his opponent didn't even realise to counter and parry at precisely the same time they make their move. Broadening his mind's eye also allows Natsu to make use of the environment more efficiently, as well as track his opponents battle habits - something only Gajeel can match, which became a newfound reason they keep coming to blows.
Nature: Jolly (+15% Speed, -1 SpA, +14% Acc)
Type:
Dragon Type: Dragon STAB; Thrash or Outrage will not be disrupted by oncoming damage.
Abilities:
Ability 1: Mold Breaker
Type: Passive
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.)
Ability 2: Rivalry
Type: Passive
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, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Ability 3: Unnerve (DW unlocked)
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.
Stats:
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112 (+14% Acc)
Size Class: 3
Weight Class: 5
EC: 9/9 Next Evolution at 9
MC: 0
AC: 5/5
Attacks:
Aerial Ace
Aqua Tail
Assurance (*)
Counter
Cut
Dig (*)
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage (*)
Dragon Tail
Dual Chop (*)
Earthquake
Endeavour
Endure
False Swipe (*)
Giga Impact
Guillotine
Incinerate
Iron Tail (*)
Leer (*)
Low Kick
Night Slash (*)
Outrage
Payback
Poison Jab
Protect
Razor Wind
Rest
Reversal (*)
Rock Smash (*)
Scary Face (*)
Scratch (*)
Slash (*)
Sleep Talk
Snore
Substitute
Superpower
Sword Dance
Taunt
X-Scissor (*)
Just like his namesake, Natsu is an orphan, having no recollection of his parents’ fate. As such, Natsu loneliness made him grew to be very independent, to the point where he will erupt in great battle fury whenever his freedom is threatened. However, he is very much attached to his trainer, Zt, looking up to him as a partner as they search the wilds for Natsu’s direct lineage. Natsu doesn’t sharpen his tusks on a regular basis – unlike some Axews, he prefers a thicker tusk, even though they break off at pretty much the same intervals due to his affinity for intense fights. Natsu is always in a fierce competition with Gray, often challenging the other into mock spars, but the rivalry comes with respect and loyalty towards each other too. Natsu fights with the ferocity that comes with every Dragon – by fang and claw, for the very survival of his world and existence.
Beaten down at every turn never shakes Natsu's confidence - to him, a loss is just another step towards being stronger. Having new members to the team suddenly wrought certain changes to his fighting spirit. Willing to forsake his own safety for that of his friends, Natsu's newfound family is his main source of strength to improve himself and keep going.
Learning to fight with a clear mind, even in the midst of battle rage, is not easy - but Natsu is now one of the few that did it. Through rigorous training, he bridged the gap between instinct and thought, acting on cues his opponent didn't even realise to counter and parry at precisely the same time they make their move. Broadening his mind's eye also allows Natsu to make use of the environment more efficiently, as well as track his opponents battle habits - something only Gajeel can match, which became a newfound reason they keep coming to blows.
Nature: Jolly (+15% Speed, -1 SpA, +14% Acc)
Type:
Dragon Type: Dragon STAB; Thrash or Outrage will not be disrupted by oncoming damage.
Abilities:
Ability 1: Mold Breaker
Type: Passive
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.)
Ability 2: Rivalry
Type: Passive
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, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Ability 3: Unnerve (DW unlocked)
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.
Stats:
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112 (+14% Acc)
Size Class: 3
Weight Class: 5
EC: 9/9 Next Evolution at 9
MC: 0
AC: 5/5
Attacks:
Aerial Ace
Aqua Tail
Assurance (*)
Counter
Cut
Dig (*)
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage (*)
Dragon Tail
Dual Chop (*)
Earthquake
Endeavour
Endure
False Swipe (*)
Giga Impact
Guillotine
Incinerate
Iron Tail (*)
Leer (*)
Low Kick
Night Slash (*)
Outrage
Payback
Poison Jab
Protect
Razor Wind
Rest
Reversal (*)
Rock Smash (*)
Scary Face (*)
Scratch (*)
Slash (*)
Sleep Talk
Snore
Substitute
Superpower
Sword Dance
Taunt
X-Scissor (*)
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 Next Evolution at 6
MC: 0
AC: 5/5
Attacks:
Aurora Beam
Barrier
Brine
Bubblebeam
Camouflage
Dive
Endure
Harden
Ice Beam
Icy Wind
Light Screen
Magic Coat
Minimize
Pain Split
Power Gem
Protect
Psychic
Psychock
Rain Dance
Rapid Spin
Recover
Reflect
Rest
Scald
Signal Beam
Sleep Talk
Substitute
Supersonic
Surf
Swift
Tackle
Thunder Wave
Thunderbolt
Water Gun
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 Next Evolution at 6
MC: 0
AC: 5/5
Attacks:
Aurora Beam
Barrier
Brine
Bubblebeam
Camouflage
Dive
Endure
Harden
Ice Beam
Icy Wind
Light Screen
Magic Coat
Minimize
Pain Split
Power Gem
Protect
Psychic
Psychock
Rain Dance
Rapid Spin
Recover
Reflect
Rest
Scald
Signal Beam
Sleep Talk
Substitute
Supersonic
Surf
Swift
Tackle
Thunder Wave
Thunderbolt
Water Gun
Gardevoir - Lucy (F)
Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.
Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.
The discovery of Gardevoirite trade intrigued Zheng, and when Lucy came in contact with it, she seemed to be in a far tranquil state of mind. Such was here power with the Mega Stone that the whole monastery and even nearby areas are shrouded in an aura of peace and compassion. Taking care not to affect the lives of others, Zheng had since been cautious in allowing Lucy to come in full contact with the Stone, unless the battle demands for the release of her powers.
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type:
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Fairy type: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves. Stacks with second STAB where applicable. Full list: Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent.
Abilities:
Ability 1: Synchronize
Type: Passive
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Ability 2: Trace
Type: Trigger
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced. (Command: Trace (Target Ability) )
Ability 3: Telepathy (DW Unlocked)
Type: Passive
This Pokemon creates 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.
Ability 4: Pixilate (Mega-Evo only)
Type: Toggle
By default, Mega-Gardevoir's Normal-type moves are Fairy-type moves, and have an additional 2 BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by 2.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 69 (- = 80/1.15)
Size Class: 3
Weight Class: 3
Stats (Mega-Evo):
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 7
SpD: Rank 5
Spe: 86 (- = 50/1.15)
Size Class: 3
Weight Class: 3
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Calm Mind
Confusion
Dazzling Gleam
Disable
Double Team
Encore
Future Sight
Growl
Heal Pulse
Healing Wish
Hyper Beam
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Misty Terrain
Moonblast
Pain Split
Protect
Psychic
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Snatch
Stored Power
Teleport
Thunder Wave
Thunderbolt
Toxic
Will-O-Wisp
Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.
Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.
The discovery of Gardevoirite trade intrigued Zheng, and when Lucy came in contact with it, she seemed to be in a far tranquil state of mind. Such was here power with the Mega Stone that the whole monastery and even nearby areas are shrouded in an aura of peace and compassion. Taking care not to affect the lives of others, Zheng had since been cautious in allowing Lucy to come in full contact with the Stone, unless the battle demands for the release of her powers.
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type:
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Fairy type: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves. Stacks with second STAB where applicable. Full list: Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent.
Abilities:
Ability 1: Synchronize
Type: Passive
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Ability 2: Trace
Type: Trigger
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced. (Command: Trace (Target Ability) )
Ability 3: Telepathy (DW Unlocked)
Type: Passive
This Pokemon creates 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.
Ability 4: Pixilate (Mega-Evo only)
Type: Toggle
By default, Mega-Gardevoir's Normal-type moves are Fairy-type moves, and have an additional 2 BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by 2.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 69 (- = 80/1.15)
Size Class: 3
Weight Class: 3
Stats (Mega-Evo):
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 7
SpD: Rank 5
Spe: 86 (- = 50/1.15)
Size Class: 3
Weight Class: 3
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Calm Mind
Confusion
Dazzling Gleam
Disable
Double Team
Encore
Future Sight
Growl
Heal Pulse
Healing Wish
Hyper Beam
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Misty Terrain
Moonblast
Pain Split
Protect
Psychic
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Snatch
Stored Power
Teleport
Thunder Wave
Thunderbolt
Toxic
Will-O-Wisp
Camerupt - Elfman (M)
"Hey mon," is probably Elfman's QOTD, all day, everyday. His easy-going attitude is reflective of his species' nature - slowly pacing on with the simple pleasures of daily life. Or so it seems. Elfman is as stubborn as they come - in fact, he got into a tussle with Natsu just because they wanted to cross the same (outer) side of the ledge. It took Gray's help to wrestle him down (a fact all but Gray is unhappy about) but Zheng's capture brought him into the family. Being slow to anger doesn't mean Elfman is slow on the uptake, but it does mean that he's slow to cooldown after he gets really riled up.
Having a family to be with changes Elfman - he is becoming more and more a stolid guardian than a laid-back jock. Steadfast to the point of tactless, he will not give way if he feels that his family is threatened. He is especially protective of Mirajane, and will often go out of his way to help her in any way perceived possible.
Nature: Sassy (+ SpD, - Spe, -10% evasion)
Type:
Fire type: Fire STAB; immune to burn status.
Ground type: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Ability 1: Magma Armour
Type: Passive
Elfman has a strong, heated armor that makes it incapable of being frozen. His armor also reduces the Base Attack Power of all incoming attacks by one (1).
Ability 2: Solid Rock
Type: Passive
Elfman’s solid body and durable constitution causes the Base Attack Power of incoming super-effective attacks to be reduced by two (2).
Ability 3: Anger Point (DW Unlocked)
Type: Passive
When struck with a critical hit, Elfman becomes enraged and its Attack rises to maximum (Stage 6). However, his Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches the Pokemon's natural Attack stage. Critical hits from self-targeting moves do not activate Anger Point.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 4 (+)
Spe: 34 (40/1.15)
Size Class: 4
Weight Class: 6
EC: 6/6 Evolution at 6
MC: 0
AC: 5/5
Attacks:
Amnesia
Ancient Power
Bulldoze
Dig
Double Team
Double-Edge
Earth Power
Earthquake
Ember
Endure
Eruption
Fire Blast
Fissure
Flame Burst
Flamethrower
Focus Energy
Growl
Heat Wave
Lava Plume
Magnitude
Mimic
Mud Bomb
Protect
Rock Slide
Sleep Talk
Stealth Rock
Substitute
Tackle
Take Down
Will-O-Wisp
Yawn
"Hey mon," is probably Elfman's QOTD, all day, everyday. His easy-going attitude is reflective of his species' nature - slowly pacing on with the simple pleasures of daily life. Or so it seems. Elfman is as stubborn as they come - in fact, he got into a tussle with Natsu just because they wanted to cross the same (outer) side of the ledge. It took Gray's help to wrestle him down (a fact all but Gray is unhappy about) but Zheng's capture brought him into the family. Being slow to anger doesn't mean Elfman is slow on the uptake, but it does mean that he's slow to cooldown after he gets really riled up.
Having a family to be with changes Elfman - he is becoming more and more a stolid guardian than a laid-back jock. Steadfast to the point of tactless, he will not give way if he feels that his family is threatened. He is especially protective of Mirajane, and will often go out of his way to help her in any way perceived possible.
Nature: Sassy (+ SpD, - Spe, -10% evasion)
Type:
Fire type: Fire STAB; immune to burn status.
Ground type: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Ability 1: Magma Armour
Type: Passive
Elfman has a strong, heated armor that makes it incapable of being frozen. His armor also reduces the Base Attack Power of all incoming attacks by one (1).
Ability 2: Solid Rock
Type: Passive
Elfman’s solid body and durable constitution causes the Base Attack Power of incoming super-effective attacks to be reduced by two (2).
Ability 3: Anger Point (DW Unlocked)
Type: Passive
When struck with a critical hit, Elfman becomes enraged and its Attack rises to maximum (Stage 6). However, his Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches the Pokemon's natural Attack stage. Critical hits from self-targeting moves do not activate Anger Point.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 4 (+)
Spe: 34 (40/1.15)
Size Class: 4
Weight Class: 6
EC: 6/6 Evolution at 6
MC: 0
AC: 5/5
Attacks:
Amnesia
Ancient Power
Bulldoze
Dig
Double Team
Double-Edge
Earth Power
Earthquake
Ember
Endure
Eruption
Fire Blast
Fissure
Flame Burst
Flamethrower
Focus Energy
Growl
Heat Wave
Lava Plume
Magnitude
Mimic
Mud Bomb
Protect
Rock Slide
Sleep Talk
Stealth Rock
Substitute
Tackle
Take Down
Will-O-Wisp
Yawn
Froslass - Juvia (F)
Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and she has been tagging along ever since. There's nothing Zheng could do to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - so some of his actions towards Juvia was probably misleading, as well.
The chance to settle down gave Juvia hopes of raising a family of her own with Gray, of all things. Redoubling her efforts to spend time with Gray whenever he's not training for Halls, Juvia gets paranoid when another girl approaches Gray, to the point that her imagination runs wild of multiple-way relationships. Her affection with Gray had long been an open secret, one that she cares not about hiding. The girls secretly support her, and even the guys do nothing to impede her - or perhaps the lads just wanna see what Gray would do in such a situation. Her own training has not been set aside, though - in addition to wielding water in its coldest form, Juvia also hones her perceptive skills, something further enhanced by the Dawn Stone given by Zheng.
Nature: Timid (+15% Speed, +8% Accuracy, -1 Atk)
Type:
Ice type: Ice STAB; immune to Hail damage, freeze status, and Sheer Cold.
Ghost type: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by the effects.
Abilities:
Ability 1: Snow Cloak
Type: Passive
Juvia trains her ethereal perception to suit her native snowy conditions, gaining a 20% evasion boost an immunity to Hailstone damage during Hail.
Ability 2: Cursed Body (DW Unlocked)
Type: Passive
When Juvia is struck by an opponent's attack, there is a 30% chance that she can disable it. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127 (+19%)
Size Class: 3
Weight Class: 3
EC: 6/6 Next Evolution at 6
MC: 0
AC: 5/5
Attacks:
Astonish
Avalanche
Bide
Bite
Blizzard
Block
Captivate
Confuse Ray
Crunch
Destiny Bond
Disable
Double Team
Endure
Fake Tears
Frost Breath
Hail
Headbutt
Hex
Ice Beam
Ice Fang
Ice Shard
Icy Wind
Leer
Light Screen
Mud-Slap
Ominous Wind
Pain Split
Powder Snow
Protect
Rain Dance
Rollout
Safeguard
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Spikes
Spite
Substitute
Sucker Punch
Toxic
Wake-up Slap
Water Pulse
Weather Ball
Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and she has been tagging along ever since. There's nothing Zheng could do to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - so some of his actions towards Juvia was probably misleading, as well.
The chance to settle down gave Juvia hopes of raising a family of her own with Gray, of all things. Redoubling her efforts to spend time with Gray whenever he's not training for Halls, Juvia gets paranoid when another girl approaches Gray, to the point that her imagination runs wild of multiple-way relationships. Her affection with Gray had long been an open secret, one that she cares not about hiding. The girls secretly support her, and even the guys do nothing to impede her - or perhaps the lads just wanna see what Gray would do in such a situation. Her own training has not been set aside, though - in addition to wielding water in its coldest form, Juvia also hones her perceptive skills, something further enhanced by the Dawn Stone given by Zheng.
Nature: Timid (+15% Speed, +8% Accuracy, -1 Atk)
Type:
Ice type: Ice STAB; immune to Hail damage, freeze status, and Sheer Cold.
Ghost type: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by the effects.
Abilities:
Ability 1: Snow Cloak
Type: Passive
Juvia trains her ethereal perception to suit her native snowy conditions, gaining a 20% evasion boost an immunity to Hailstone damage during Hail.
Ability 2: Cursed Body (DW Unlocked)
Type: Passive
When Juvia is struck by an opponent's attack, there is a 30% chance that she can disable it. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127 (+19%)
Size Class: 3
Weight Class: 3
EC: 6/6 Next Evolution at 6
MC: 0
AC: 5/5
Attacks:
Astonish
Avalanche
Bide
Bite
Blizzard
Block
Captivate
Confuse Ray
Crunch
Destiny Bond
Disable
Double Team
Endure
Fake Tears
Frost Breath
Hail
Headbutt
Hex
Ice Beam
Ice Fang
Ice Shard
Icy Wind
Leer
Light Screen
Mud-Slap
Ominous Wind
Pain Split
Powder Snow
Protect
Rain Dance
Rollout
Safeguard
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Spikes
Spite
Substitute
Sucker Punch
Toxic
Wake-up Slap
Water Pulse
Weather Ball
Castform - Mirajane (F)
Mirajane is a sweet girl, always smiling at everyone, even though she sometimes do gets into fights with Erza when the latter is not busy pounding Natsu. She helped Elfman overcome his innate fear to swimming by teaching him patiently in Lake Lucid. As a result, the latter treated her as an elder sister, always protective of her while respecting her opinions on every turn. In turn, Mirajane always stays near Elfman for guidance, often perching atop his head on journeys and summoning sunny skies to invigorate the Numel. Despite her small stature, no one else in the family looks upon her as the one to be protected - Mirajane is very capable of looking after herself, usually resolving conflicts around her in a diplomatic way but more than willing to respond with force if necessary.
Nature: Modest (+1 SpA, -1 Atk)
Type (weather-dependent):
Normal type: Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Thrash or Outrage will not be disrupted by oncoming damage.
Sunny Fire type: Fire STAB; immune to burn status. Brighten Command.
Rainy Water type: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving energy cost reduced to 5 per action.
Snowy Ice type: Ice STAB; immune to Hail damage, freeze status, and Sheer Cold. Frost Command.
Ability:
Forecast
Type: Passive
Mirajane is adept at changing and adapting to the weather, granting her immunity to all forms of weather. Mirajane can also change the typing of Weather Ball accordingly, and take different forms during Sunlight, Rain, and Hail. The Energy Cost of Weather Ball and all weather changing moves are reduced to 6.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 1
Weight Class: 1
MC: 0
Attacks:
Amnesia
Avalanche
Blizzard
Clear Smog
Disable
Double Team
Ember
Endure
Energy Ball
Fire Blast
Flash
Future Sight
Hail
Headbutt
Hex
Hydro Pump
Ice Beam
Icy Wind
Incinerate
Lucky Chant
Mimic
Ominous Wind
Powder Snow
Protect
Psych Up
Rain Dance
Round
Sandstorm
Scald
Shadow Ball
Shock Wave
Sleep Talk
Snore
Solarbeam
Substitute
Sunny Day
Swift
Tackle
Tailwind
Toxic
Water Gun
Water Pulse
Weather Ball
Mirajane is a sweet girl, always smiling at everyone, even though she sometimes do gets into fights with Erza when the latter is not busy pounding Natsu. She helped Elfman overcome his innate fear to swimming by teaching him patiently in Lake Lucid. As a result, the latter treated her as an elder sister, always protective of her while respecting her opinions on every turn. In turn, Mirajane always stays near Elfman for guidance, often perching atop his head on journeys and summoning sunny skies to invigorate the Numel. Despite her small stature, no one else in the family looks upon her as the one to be protected - Mirajane is very capable of looking after herself, usually resolving conflicts around her in a diplomatic way but more than willing to respond with force if necessary.
Nature: Modest (+1 SpA, -1 Atk)
Type (weather-dependent):
Normal type: Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Thrash or Outrage will not be disrupted by oncoming damage.
Sunny Fire type: Fire STAB; immune to burn status. Brighten Command.
Rainy Water type: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving energy cost reduced to 5 per action.
Snowy Ice type: Ice STAB; immune to Hail damage, freeze status, and Sheer Cold. Frost Command.
Ability:
Forecast
Type: Passive
Mirajane is adept at changing and adapting to the weather, granting her immunity to all forms of weather. Mirajane can also change the typing of Weather Ball accordingly, and take different forms during Sunlight, Rain, and Hail. The Energy Cost of Weather Ball and all weather changing moves are reduced to 6.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 1
Weight Class: 1
MC: 0
Attacks:
Amnesia
Avalanche
Blizzard
Clear Smog
Disable
Double Team
Ember
Endure
Energy Ball
Fire Blast
Flash
Future Sight
Hail
Headbutt
Hex
Hydro Pump
Ice Beam
Icy Wind
Incinerate
Lucky Chant
Mimic
Ominous Wind
Powder Snow
Protect
Psych Up
Rain Dance
Round
Sandstorm
Scald
Shadow Ball
Shock Wave
Sleep Talk
Snore
Solarbeam
Substitute
Sunny Day
Swift
Tackle
Tailwind
Toxic
Water Gun
Water Pulse
Weather Ball
SimonSays:
Dragonite (*) Ace [F]
Type: Dragon / Flying
Abilities: Inner Focus / Multiscale (UNLOCKED)
Nature: Rash [+SpAtk, -SpDef]
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3 (-)
Spe: 80
Size Class: 4
Weight Class: 6
Base Rank Total: 22
EC: 9/9
MC: 0
AC: 5/5
Attacks (42):
Lvl Up:
ThunderPunch
Fire Punch
Roost
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Safeguard
Outrage
Dragon Tail
Hurricane
Aqua Tail
Egg:
Dragon Dance
ExtremeSpeed
Dragon Rush
Dragon Pulse
Aqua Jet
Mist
TM/HM:
Rest
Waterfall
Fire Blast
Thunder
Blizzard
Stone Edge
Earthquake
Fly
Surf
Protect
Substitute
Dive
Sky Drop
Hone Claws
Rain Dance
Tutor/Past Gen.:
Superpower
Hydro Pump
Bide
Water Gun
Iron Head
Iron Tail
Claydol (Regisand) [G]
Type: Ground/Psychic
Abilities: Levitate
Nature: Relaxed [+Def, -Spe, -10 Eva.]
Stats:
HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 65 (75/1.15, rounded down)
Size Class: 3
Weight Class: 5
Base Rank Total: 20
-10 Eva.
EC: 6/6
MC: 2
AC: N/A
Attacks (32):
Lvl Up:
Teleport
Confusion
Harden
Rapid Spin
Mud Slap
Psybeam
Rock Tomb
SelfDestruct
AncientPower
Cosmic Power
Earth Power
Extrasensory
Power Split
Explosion
Power Trick
Sandstorm
TM/HM:
Calm Mind
SolarBeam
Bulldoze
Rest
Ally Swap
Ice Beam
Shadow Ball
Earthquake
Grass Knot
Dig
Psychic
Tutor/Past Gen.:
Signal Beam
Mimic
Skill Swap
Stealth Rock
Magic Coat
Endure
Slowking [Sleuth] [M]
Type: Water/Psychic
Abilities: Own Tempo / Oblivious / Regenerator (UNLOCKED)
Nature: Relaxed [+Def, -Spe, -10 Eva.]
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (30/1.15, rounded down)
-10 Eva.
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 4
AC: 5/5
Attacks (54):
Lvl Up:
Power Gem
Hidden Power (Grass, 7)
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Amnesia
Heal Pulse
Psychic
Swagger
Nasty Plot
Water Pulse
Egg:
Belly Drum
Mud Sport
Zen Headbutt
Me First
Future Sight
Block
TM/HM:
Trick Room
Telekinesis
Fire Blast
Scald
Protect
Toxic
Dragon Tail
Ice Beam
Focus Blast
Shadow Ball
Light Screen
Dive
Surf
Grass Knot
Brick Break
Thunder Wave
Tutor/Past Gen.:
Aqua Tail
Pay Day
Magic Coat
Zap Cannon
Bide
DynamicPunch
Drain Punch
Recycle
Skill Swap
Icy Wind
Foul Play
Trick
Signal Beam
Avalanche
Counter
Slaking (Creon) [M]
Type: Normal
Abilities: Truant
Nature: Mild [+SpAtk, -Def]
Stats:
HP: 125
Atk: Rank 7
Def: Rank 3 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 26
EC: 9/9
MC: 0
AC: N/A
Attacks (69):
Lvl Up:
Uproar
Focus Energy
Fury Swipes
Scratch
Yawn
Encore
Slack Off
Faint Attack
Amnesia
Endure
Flail
Focus Punch
Reversal
Counter
Covet
Chip Away
Punishment
Swagger
Fling
Egg:
Crush Claw
Night Slash
Hammer Arm
Body Slam
Pursuit
TM/HM:
Return
Double Team
Rock Slide
Earthquake
Facade
Toxic
Giga Impact
Protect
Taunt
Shadow Claw
Substitute
Brick Break
Aerial Ace
Bulldoze
Flamethrower
SolarBeam
Blizzard
Ice Beam
Thunderbolt
Focus Blast
Roar
Work Up
Hone Claws
Strength
Retaliate
Attract
Rest
Fire Blast
Low Sweep
Smack Down
Quash
Tutor/Past Gen.:
Fire Punch
Ice Punch
ThunderPunch
Sucker Punch
Shock Wave
Low Kick
After You
Icy Wind
Block
Gunk Shot
Sleep Talk
Double-Edge
DynamicPunch
-------------------------------
Towards movepool completion;
Bulk Up - 2 MC
Captivate - 3 MC
Curse - 3 MC
Cut - 2 MC
Frustration - 2 MC
Fury Cutter - 3 MC
Headbutt - 3 MC
Hidden Power - 2 MC
Hyper Beam - 2 MC
Incinerate - 2 MC
Mega Kick - 3 MC
Mega Punch - 3 MC
Mimic - 3 MC
Mud-Slap - 3 MC
Natural Gift - 3 MC
Rain Dance - 2 MC
Rock Climb - 3 MC
Rock Smash - 2 MC
Rock Tomb - 2 MC
Round - 2 MC
Secret Power - 3 MC
Seismic Toss - 3 MC
Shadow Ball - 2 MC
Snore - 2 MC
Sunny Day - 2 MC
Thunder - 2 MC
Tickle - 3 MC
Water Pulse - 3 MC
~68 MC required
Togekiss (Dame) [F]
Type: Fairy / Flying
Abilities: Hustle / Serene Grace / Super Luck (UNLOCKED)
Nature: Bold [+Def, -Atk]
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 9/9
MC: 0
AC: 5/5
Attacks (41):
Lvl Up:
Fairy Wind
After You
Aura Sphere
Air Slash
ExtremeSpeed
Sky Attack
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Wish
Baton Pass
Safeguard
Egg:
Secret Power
Mirror Move
Psycho Shift
Nasty Plot
Stored Power
TM/HM:
Psyshock
Flamethrower
Shadow Ball
Light Screen
Reflect
SolarBeam
Thunder Wave
Protect
Substitute
Dazzling Gleam
Toxic
Tutor/Past Gen.:
Roost
Magic Coat
Tailwind
Tri-Attack
Heat Wave
Heal Bell
Mawile (Abbadon) [F]
Types: Steel / Fairy
Abilities: Hyper Cutter / Intimidate / Sheer Force (H)
Nature: Careful [+SpDef, -SpAtk]
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: N/A
MC: 0
AC: 0/5
Attacks:
Level Up (20)
Play Rough
Iron Head
Taunt
Growl
Fairy Wind
Astonish
Fake Tears
Bite
Sweet Scent
ViceGrip
Egg
Metal Burst
Ice Fang
Fire Fang
Thunder Fang
Punishment
TM/HM
Stone Edge
Protect
Toxic
Rock Slide
Power-Up Punch
Dragonite (*) Ace [F]
Type: Dragon / Flying
Abilities: Inner Focus / Multiscale (UNLOCKED)
Nature: Rash [+SpAtk, -SpDef]
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3 (-)
Spe: 80
Size Class: 4
Weight Class: 6
Base Rank Total: 22
EC: 9/9
MC: 0
AC: 5/5
Attacks (42):
Lvl Up:
ThunderPunch
Fire Punch
Roost
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Safeguard
Outrage
Dragon Tail
Hurricane
Aqua Tail
Egg:
Dragon Dance
ExtremeSpeed
Dragon Rush
Dragon Pulse
Aqua Jet
Mist
TM/HM:
Rest
Waterfall
Fire Blast
Thunder
Blizzard
Stone Edge
Earthquake
Fly
Surf
Protect
Substitute
Dive
Sky Drop
Hone Claws
Rain Dance
Tutor/Past Gen.:
Superpower
Hydro Pump
Bide
Water Gun
Iron Head
Iron Tail
Claydol (Regisand) [G]
Type: Ground/Psychic
Abilities: Levitate
Nature: Relaxed [+Def, -Spe, -10 Eva.]
Stats:
HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 65 (75/1.15, rounded down)
Size Class: 3
Weight Class: 5
Base Rank Total: 20
-10 Eva.
EC: 6/6
MC: 2
AC: N/A
Attacks (32):
Lvl Up:
Teleport
Confusion
Harden
Rapid Spin
Mud Slap
Psybeam
Rock Tomb
SelfDestruct
AncientPower
Cosmic Power
Earth Power
Extrasensory
Power Split
Explosion
Power Trick
Sandstorm
TM/HM:
Calm Mind
SolarBeam
Bulldoze
Rest
Ally Swap
Ice Beam
Shadow Ball
Earthquake
Grass Knot
Dig
Psychic
Tutor/Past Gen.:
Signal Beam
Mimic
Skill Swap
Stealth Rock
Magic Coat
Endure
Slowking [Sleuth] [M]
Type: Water/Psychic
Abilities: Own Tempo / Oblivious / Regenerator (UNLOCKED)
Nature: Relaxed [+Def, -Spe, -10 Eva.]
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (30/1.15, rounded down)
-10 Eva.
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 4
AC: 5/5
Attacks (54):
Lvl Up:
Power Gem
Hidden Power (Grass, 7)
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Amnesia
Heal Pulse
Psychic
Swagger
Nasty Plot
Water Pulse
Egg:
Belly Drum
Mud Sport
Zen Headbutt
Me First
Future Sight
Block
TM/HM:
Trick Room
Telekinesis
Fire Blast
Scald
Protect
Toxic
Dragon Tail
Ice Beam
Focus Blast
Shadow Ball
Light Screen
Dive
Surf
Grass Knot
Brick Break
Thunder Wave
Tutor/Past Gen.:
Aqua Tail
Pay Day
Magic Coat
Zap Cannon
Bide
DynamicPunch
Drain Punch
Recycle
Skill Swap
Icy Wind
Foul Play
Trick
Signal Beam
Avalanche
Counter
Slaking (Creon) [M]
Type: Normal
Abilities: Truant
Nature: Mild [+SpAtk, -Def]
Stats:
HP: 125
Atk: Rank 7
Def: Rank 3 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 26
EC: 9/9
MC: 0
AC: N/A
Attacks (69):
Lvl Up:
Uproar
Focus Energy
Fury Swipes
Scratch
Yawn
Encore
Slack Off
Faint Attack
Amnesia
Endure
Flail
Focus Punch
Reversal
Counter
Covet
Chip Away
Punishment
Swagger
Fling
Egg:
Crush Claw
Night Slash
Hammer Arm
Body Slam
Pursuit
TM/HM:
Return
Double Team
Rock Slide
Earthquake
Facade
Toxic
Giga Impact
Protect
Taunt
Shadow Claw
Substitute
Brick Break
Aerial Ace
Bulldoze
Flamethrower
SolarBeam
Blizzard
Ice Beam
Thunderbolt
Focus Blast
Roar
Work Up
Hone Claws
Strength
Retaliate
Attract
Rest
Fire Blast
Low Sweep
Smack Down
Quash
Tutor/Past Gen.:
Fire Punch
Ice Punch
ThunderPunch
Sucker Punch
Shock Wave
Low Kick
After You
Icy Wind
Block
Gunk Shot
Sleep Talk
Double-Edge
DynamicPunch
-------------------------------
Towards movepool completion;
Bulk Up - 2 MC
Captivate - 3 MC
Curse - 3 MC
Cut - 2 MC
Frustration - 2 MC
Fury Cutter - 3 MC
Headbutt - 3 MC
Hidden Power - 2 MC
Hyper Beam - 2 MC
Incinerate - 2 MC
Mega Kick - 3 MC
Mega Punch - 3 MC
Mimic - 3 MC
Mud-Slap - 3 MC
Natural Gift - 3 MC
Rain Dance - 2 MC
Rock Climb - 3 MC
Rock Smash - 2 MC
Rock Tomb - 2 MC
Round - 2 MC
Secret Power - 3 MC
Seismic Toss - 3 MC
Shadow Ball - 2 MC
Snore - 2 MC
Sunny Day - 2 MC
Thunder - 2 MC
Tickle - 3 MC
Water Pulse - 3 MC
~68 MC required
Togekiss (Dame) [F]
Type: Fairy / Flying
Abilities: Hustle / Serene Grace / Super Luck (UNLOCKED)
Nature: Bold [+Def, -Atk]
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 9/9
MC: 0
AC: 5/5
Attacks (41):
Lvl Up:
Fairy Wind
After You
Aura Sphere
Air Slash
ExtremeSpeed
Sky Attack
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Wish
Baton Pass
Safeguard
Egg:
Secret Power
Mirror Move
Psycho Shift
Nasty Plot
Stored Power
TM/HM:
Psyshock
Flamethrower
Shadow Ball
Light Screen
Reflect
SolarBeam
Thunder Wave
Protect
Substitute
Dazzling Gleam
Toxic
Tutor/Past Gen.:
Roost
Magic Coat
Tailwind
Tri-Attack
Heat Wave
Heal Bell
Mawile (Abbadon) [F]
Types: Steel / Fairy
Abilities: Hyper Cutter / Intimidate / Sheer Force (H)
Nature: Careful [+SpDef, -SpAtk]
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: N/A
MC: 0
AC: 0/5
Attacks:
Level Up (20)
Play Rough
Iron Head
Taunt
Growl
Fairy Wind
Astonish
Fake Tears
Bite
Sweet Scent
ViceGrip
Egg
Metal Burst
Ice Fang
Fire Fang
Thunder Fang
Punishment
TM/HM
Stone Edge
Protect
Toxic
Rock Slide
Power-Up Punch
And now, the Bronzor (Heads goes to Zheng)...
It's tails! Simon goes first!
How this shit's gonna go down:
Simon sends out two mons and attaches items
Zheng does the same + orders
Simon orders
It's go time
It's tails! Simon goes first!
How this shit's gonna go down:
Simon sends out two mons and attaches items
Zheng does the same + orders
Simon orders
It's go time
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