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Gold will be possible when I am done with this, so you might rather wait.
Sure, you can post your challenge and it will be queued. But not taken. And since stuff will change, you may wanna wait for that to happen before choosing mons.
Alright, I finished the new list of Boons and Ills. The first draft of it at least.
The doors are on the spoilers hide tags and won't come to effect until the entire revamp is done. I will go make the profiles for the new mons (or crowdfund them, I don't know). On the meanwhile if you guys could take a peek at the boons/ills and let me know if either is:
a) Not worth it (terrible Boon regardless of Ill)
b) Too easy (terrible Ill regardless of Boon)
c) with Boon too good for that Ill (Ill and Boons are fine by themselves, but the combination is iffy)
d) with Ill too hard for that Boon (Ill and Boons are fine by themselves, but the combination is iffy)
that would be lovely. Let me know if you find something interesting.
Even with my inexperience i guess ill put in my 2 cents here
Bronze:
12: 2 Resist Berries (not enigma) of your choice / Your active mon is 25% Paralyzed and will get fully paralysed on the next action (the paralysis will lower by 5% normally).
This one doesnt really seem worth it. I mean on some pokemon a type resist can be extremely helpful, but the paralysis and guaranteed FP makes me think that the ill is too much for the boon. Maybe if the guaranteed FP was removed it might be more balanced. (D)
49: Revive a fainted mon to 50 HP and 50% En / Heatran (Flash Fire @ Expert Belt, Timid 100/2/4/5/4/89 +10% Acc)
I understand making this a great boon most of the time, but the ill doesnt seem to be worth it imo, mostly because facing a legend for and beating it for bronze rank HP+EN Recovery really isnt worth it. It might be better if the pokemon chosen for ill was different, but honestly I wouldnt be suprised if you ignored this one (Tentative D)
Ill only give my input for bronze rank since thats the only rank I challenged and it wouldnt be right if i gave feedback on other ranks I havent challenged yet. Definitely looks good so far and amazing work on your part ^_^
FROSTYEDIT: I nerfed the first a bit. For the second...it is a pretty massive Boon. But Heatran's movepool will be horrible, so it balances out. Still, I boosted the Boon a liiiiittle.
Arm Thrust
Blast Burn
Brick Break
Body Slam
Bulldoze
Covet
Earthquake
Ember
Endeavor
Fire Blast
Flamethrower
Flare Blitz
Focus Blast
Giga Impact
Grass Knot
Hammer Arm
Head Smash
Heat Crash
Heat Wave
Heavy Slam
Hidden Power Ice
Hyper Beam
Incinerate
Iron Head
Iron Tail
Low Kick
Magnitude
Overheat
Poison Jab
Power Up Punch
Rock Slide
Rollout
Scald
Sleep Talk
Snore
Solar Beam
Sucker Punch
Superpower
Take Down
Taunt
Thrash
Toxic
Wild Charge
Will-o-Wisp
I feel that the revamp will still take too long. Technically I already implemented the ORAS changes on Lucy's team, so I will go ahead and reopen the Pike. When I am finished with the profiles I will just make the change as we move forward.
Mowtom found Bubble while traveling in the Unova region. Her mother belonged to Catlin of the Elite Four, but Bubble wanted to see the world. She did inherit one thing from her mother's trainer, however. Bubble enjoys battling, but she can have trouble staying awake, even during a battle.
Type: Psychic
Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. The Pokemon is also immune to "Powder" moves. (Full List: Cotton Spore, Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.) If the Pokemon is already immune to at least one (1) kind of weather, or powder attacks by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. It can still attack itself in confusion, and will still take damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated.
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Physical
Dizzy Punch
Drain Punch
Endeavor
Explosion
Fire Punch
Focus Punch
Gyro Ball
Ice Punch
Knock Off
Rock Slide
Rollout
Secret Power
Special
Energy Ball
Flash Cannon
Focus Blast
Hidden Power (Fire)
Infestation
Night Shade
Psychic
Psyshock
Psywave
Signal Beam
Shadow Ball
Shock Wave
Snore
Thunder
Status
Acid Armor
After You
Charm
Confuse Ray
Double Team
Embargo
Flash
Future Sight
Gravity
Heal Block
Helping Hand
Imprison
Light Screen
Magic Coat
Pain Split
Protect
Recover
Reflect
Skill Swap
Snatch
Substitute
Telekinesis
Thunder Wave
Trick
Trick Room
Wonder Room
Infernape [George] (M)
Mowtom found George after the latter had fallen out of a Tropius in an attempt to steal some bananas. He rushed him to the Pokemon Center, which happened to have a supply of both bananas and bandages for George. George was so thankful to Mowtom that he agreed to travel with him.
Types: Fire / Fighting
Fire STAB; immune to burn status. Brighten Command.
Brighten Command: For the next six (6) actions, all this Pokemon's attacks will have their accuracy increased by one stage.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:
Blaze / Iron Fist (Unlocked)
When this Pokemon's HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
The Base Attack Power of this Pokemon's "Punch" attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamic Punch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunder Punch, Power-Up Punch)
Special
Ember
Fire Blast
Fire Spin
Flamethrower
Focus Blast
Grass Knot
Hidden Power (Ice)
Hyper Beam
Solar Beam
Status
Assist
Double Team
Encore
Endure
Focus Energy
Helping Hand
Leer
Nasty Plot
Protect
Quick Guard
Roar
Slack Off
Stealth Rock
Substitute
Sunny Day
Taunt
Torment
Will-o-Wisp
Gastrodon [Sluggy Slug] (F)
Like Mowtom himself, Sluggy Slug comes from Sinnoh, but from the opposite side of Mount Coronet. She prefers to stay relaxed and cheerful, even when taking repeated hits, but cannot stand it when someone mistakes her for a West Sea Gastrodon. Apparently the two groups have a long-seated rivalry. Who knew?
Types: Water / Ground
Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
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:
Sticky Hold / Storm Drain / Sand Force (Unlocked)
This Pokemon's body is covered in a sticky substance that prevents item theft or swapping.
This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round.
This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Physical
Body Slam
Counter
Dig
Dive
Earthquake
Waterfall
Special
Ancient Power
Brine
Clear Smog
Earth Power
Hidden Power (Fire)
Ice Beam
Infestation
Mirror Coat
Mud Bomb
Mud-Slap
Muddy Water
Scald
Sludge
Sludge Bomb
Surf
Water Pulse
Status
Acid Armor
Amnesia
Curse
Double Team
Endure
Harden
Mud Sport
Pain Split
Protect
Rain Dance
Recover
Rest
Sandstorm
Substitute
Yawn
Attacks: (75/ 75 moves total) Physical:
Avalanche
Body Slam
Brick Break
Bulldoze
Counter
Double-Edge
Dynamic Punch
Earthquake
Explosion
Facade
Fling
Focus Punch
Frustration
Giga Impact
Hammer Arm
Headbutt
Ice Punch
Iron Head
Mega Kick
Mega Punch
Natural Gift
Power-Up Punch
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rollout
Secret Power
Seismic Toss
Self-Destruct
Stomp
Strength
Superpower
Thunder Punch
Special:
Ancient Power
Blizzard
Charge Beam
Flash Cannon
Focus Blast
Frost Breath
Hidden Power Fire
Hyper Beam
Ice Beam
Icy Wind
Mud-slap
Round
Shock Wave
Signal Beam
Snore
Thunder
Thunderbolt
Zap Cannon
Status:
Amnesia
Block
Confide
Curse
Defense Curl
Double Team
Endure
Gravity
Hail
Lock-On
Mimic
Protect
Psych Up
Rain Dance
Rest
Rock Polish
Safeguard
Sleep Talk
Substitute
Swagger
Thunder Wave
Toxic
Tomohawk [Saber] (Male) (*) Nature: Modest (+1 SpA, -1 Atk) Type: Flying/Fighting Flying: 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 size 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. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:
Intimidate: (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or battle cry that shakes all opponents on the battlefield, lowering their Attack stage by one (1). The Attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a command, and will affect all opponents. Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Justified (DW): (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's Attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Level-up:
Sunny Day
Aura Sphere
Scratch (*)
Fury Swipes (*)
Baby-Doll Eyes
Harden (*)
Focus Energy (*)
Aerial Ace
Rock Smash (*)
Morning Sun
Roar (*)
Whirlwind
Noble Roar
Rain Dance
Earth Power
Taunt
Hyper Voice
Air Slash
Heat Wave
Sky Drop
Rest
Hurricane
Egg Moves:
Air Cutter
Confuse Ray (*)
Stealth Rock (*)
Yawn (*)
Haze (*)
Nature Power (*)
TM Moves:
Toxic
Hidden Power [Ice]
Protect
SolarBeam
Return (*)
Brick Break (*)
Double Team (*)
Reflect
Focus Blast
Substitute (*)
Incinerate
Bulldoze
Rock Slide (*)
Grass Knot
Tutor Moves:
After You
Bounce
Helping Hand
Sleep Talk
Snatch
Tailwind
Pokemon: Gallade @ Steadfast-
Gallade [Arthur] (Male) Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion) Type: Psychic/Fighting Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:
Steadfast: (Passive)If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round. Justified (DW): (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon'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.
Gallade [Arthur] (M) Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion) Type: Psychic/Fighting Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Mega Ability:
Inner Focus (Mega): (Passive) When an opponent tries to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Tutor Moves:
Dual Chop
Endure
Fire Punch
Helping Hand
Ice Punch
Knock Off
Pain Split
Snatch
Other:
Wish
Pokemon: Aurumoth @ No Guard-
Aurumoth [Purity] (Male) Nature: Hasty(+15% Spe, +14% Accuracy, -1 Def) Type: Bug/Psychic Bug: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5). Psychic: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Weak Armor: (Toggle) No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in OHKO moves prevents them from being benefitted by No Guard; they will have their normal accuracy. Illusion (DW): (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
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.
Attacks:
Aerial Ace
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
Torment
Return
Safeguard
Shadow Sneak
Skill Swap
Slash
Snatch
Stone Edge
Stored Power
Substitute
Taunt
Teleport
Thunder Punch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Wide Guard
Will-o-Wisp
X-Scissor
Zen Headbutt
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.
Type: Fire type: Fire STAB; immune to burn status.
Brighten Command said:
For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
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.
Attacks:
Amnesia
Ancient Power
Body Slam
Bulldoze
Defense Curl
Dig
Double Team
Double-Edge
Earth Power
Earthquake
Ember
Endure
Eruption
Fire Blast
Fissure
Flame Burst
Flamethrower
Flash Cannon
Focus Energy
Frustration
Giga Impact
Growl
Heat Wave
Hidden Power Grass
Hyper Beam
Incinerate
Iron Head
Lava Plume
Magnitude
Mimic
Mud Bomb
Mud-Slap
Overheat
Protect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Tomb
Rollout
Sleep Talk
Solar Beam
Stealth Rock
Stone Edge
Substitute
Tackle
Take Down
Toxic
Will-O-Wisp
Yawn
Laxus - Eelektross (M)
Misunderstood since he had memory about his gender and sexuality, Laxus often feels angry at the world. At capture, he felt that only Zheng was non-judgemental to him, and more important, his anger. Yet, he still often lashes out at the people he loved because he's angry with himself for being weak. And he tries to be stronger by projecting his will upon others. Erza and Mirajane are the two who'd stand up to his reckless tantrums, not allowing him to hurt himself or those around him.
Nature: Quiet (+ SpA, -15% Speed, -10% Evasion)
Type: Electric type: Electric STAB; immune to paralysis status.
Abilities:
Ability 1: Levitate
Type: Passive
Laxus naturally floats above the earth when released, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Ruling clarification: Weakness Policy is reissued after each battle it is consumed on the pike. So if you use Weakness Policy on a Ill Battle Door and it gets consumed, you can use it later against Lucy (or on another battle door).
Roserade(*) [Alurani] (F) Nature: Timid (Multiples Base Speed by 1.15 and provides a 12% flat accuracy boost on all attacks. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Dragonite (Bahamut) (Male) Type: Dragon: -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage. Flying: 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 size 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: Inner Focus: When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Multiscale (H): This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.
Aerial Ace
Agility
Air Cutter
Aqua Jet
Aqua Tail
Attract
Bide
Bind
Blizzard
Body Slam
Brick Break
Bubblebeam
Bulldoze
Captivate
Confide
Curse
Cut
Defog
Detect
Dive
Double Team
Double-Edge
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
DynamicPunch
Earthquake
Endure
Extreme Speed
Facade
Fire Blast
Fire Punch
Flamethrower
Flash
Fling
Fly
Focus Blast
Focus Punch
Frustration
Fury Cutter
Giga Impact
Hail
Haze
Headbutt
Heal Bell
Heat Wave
Hidden Power (Grass)
Hone Claws
Horn Drill
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Incinerate
Iron Head
Iron Tail
Leer
Light Screen
Mimic
Mist
Mud Slap
Natural Gift
Ominous Wind
Outrage
Power-up Punch
Protect
Rage
Rain Dance
Razor Wind
Reflect
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Safeguard
Sandstorm
Secret Power
Shock Wave
Skull Bash
Sky Drop
Slam
Sleep Talk
Snore
Steel Wing
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Supersonic
Surf
Swagger
Swift
Tailwind
Take Down
Thunder
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Twister
Water Gun
Water Pulse
Waterfall
Whirlpool
Whirlwind
Wing Attack
Wrap
Zap Cannon
Cyclohm (Thundaga) (Male) Types:
Electric: immune to paralysis status. Dragon: -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage. Abilities:
Shield Dust: This Pokemon has dust covering the outside of its body that reduces the Effect Chance of incoming attacks to 0%. This prevents such things as Burns from Flamethrower from occuring. Static: This Pokemon's body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. Overcoat (H): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. The Pokemon is also immune to "Powder" moves. (Full List: Cotton Spore, Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.) If the Pokemon is already immune to at least one (1) kind of weather, or powder attacks by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Nature: Modest: (+1 SpA, -1 Atk)
Stats:
HP: 110 Atk: 1 (-) Def: 5 SpA: 5 (+) SpD: 3 Spe: 80 Size Class: 4 Weight Class: 4 Base Rank Total: 21 EC: 9/9 MC: 0 AC: 5/5 Attacks:
Level Up
Weather Ball
Ion Deluge
Tri Attack
Whirlwind
Bide
Double Hit
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonic Boom
Dragon Pulse
Slack Off
Hurricane
Dragon Tail
Zap Cannon
Discharge
Egg
Hydro Pump
Shock Wave
Dragon Breath
Magnet Rise
Heal Bell
Power Gem
Mud Slap
Dragon Dance
TM/HM
Volt Switch
Flamethrower
Thunderbolt
Thunder Wave
Surf
Protect
Hidden Power (Grass)
Light Screen
Endure
Fire Blast
Toxic
Thunder
Torment
Earthquake
Bulldoze
Signal Beam
Ice Beam
Blizzard
Hyper Beam
Substitute
Charge Beam
Move Tutor
Aurumoth (Phantom) (M) Type: Bug: Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Psychic: Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Weak Armor: No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does the Pokemon sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion (H): Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Name: TSRD Challenge Thread (if any): NA Rank: Bronze Pokemon: Altair the Greninja @ Protean
Sprite by Vale98PM
Ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Protean [Toggle] (✓)
By default, this Pokemon switches their type before striking with each damaging attack to match the attack they are about to use, and keep that type until another damaging move is used.
The energy cost for the attack is calculated based on their type before using the move. When toggled, the Pokemon reverts back to their natural typing.
Pokemon that also have Color Change ability may select whether to keep their current type or the damaging attack's type each action. Torrent [Passive]
When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2).
Special:
Blizzard
Bubble
Dark Pulse
Extrasensory
Grass Knot
Hidden Power [Fire]
Hydro Cannon
Hydro Pump
Hyper Beam
Ice Beam
Round
Water Pulse
Other:
Camouflage
Double Team
Growl
Mat Block
Mind Reader
Mud Sport
Protect
Role Play
Smokescreen
Snatch
Spikes
Substitute
Taunt
Toxic Spikes
Water Sport
Pokemon: Deneb the Colossoil @ Guts
Sprite by Cartoons!
Ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Immune to Sandstorm. Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists.
Guts [Passive]
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure [Passive] (✓)
This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. Rebound [Trigger]
The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Rebound Command: Removes a layer of hazards from the user's side of the field. Places a layer of the same type on the opponent's field.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Physical:
Aqua Tail
Bite
Body Slam
Bounce
Bulldoze
Crunch
Drill Run
Foul Play
Dig
Dive
Earthquake
Fake Out
Fire Fang
Giga Impact
Horn Attack
Horn Drill
Iron Tail
Magnitude
Megahorn
Peck
Poison Jab
Pursuit
Rapid Spin
Rock Slide
Sucker Punch
Superpower
Tackle
U-Turn
Special:
Bubble Beam
Dark Pulse
Sludge Wave
Water Spout
Other:
Encore
Endure
Leer
Protect
Rototiller
Substitute
Taunt
Pokemon: Sol the Sableye @ Prankster
Sprite by Vale98PM
Ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
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 their effect.
Keen Eye [Passive]
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means.
Its vision also enables it to see through any attempts by an opponent to increase their own evasion. Prankster [Passive] (✓)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks a +1 increase in priority level. Stall [Passive]
This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority.
If an opponent orders their Pokemon to attack after the user of Stall, that attack will fail.
Against another user of Stall, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Also, doing what I should have done some months ago.
Requesting Subref. Giving away all counters, as long as you get it before I bother to finish it <_<;. My motivation to do pike related stuff is really really really really low.
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Outrage
Safeguard
Hyper Beam
Dragon Tail
Dragon Rush
Aqua Tail
Dragon Dance
Fire Punch
Thunderpunch
Roost
Wing Attack
Hurricane
Water Gun
Extremespeed
Aqua Jet
Water Pulse
Haze
Mist
Horn Drill
Body Slam
Endure
Focus Punch
Dynamicpunch
Shock Wave
Zap Cannon
Bide
Double-Edge
Dragon Breath
Mimic
Secret Power
Mud-Slap
Toxic
Protect
Thunderbolt
Hidden Power (Grass 7)
Draco Meteor
Dragon Pulse
Icy Wind
Flamethrower
Substitute
Ice Beam
Light Screen
Frustration
Return
Rest
Double Team
Dive
Sky Drop
Fly
Heat Wave
Bind
Superpower
Ice Punch
Iron Head
Iron Tail
Fire Blast
Blizzard
Thunder
Brick Break
Rock Slide
Surf
Rain Dance
Hail
Aerial Ace
Earthquake
Stone Edge
Bulldoze
Roar
Tailwind
Swagger
Sandstorm
Rock Tomb
Facade
Power-Up Punch
Focus Blast
Steel Wing
Moves:
Tackle
Growl
Leer
Dragon Rage
Thundershock
Charge
Rain Dance
Twister
Sonicboom
Spark
Dragon Tail
Discharge
Slack Off
Dragon Pulse
Hurricane
Weather Ball
Zap Cannon
Double Hit
Thrash
Whirlwind
Bide
Tri Attack
Outrage
Ion Deluge
DragonBreath
Hydro Pump
Magnet Rise
Heal Bell
Power Gem
Mud-Slap
Endure
Shock Wave
Dragon Dance
Gust
Water Pulse
Dragon Rush
Headbutt
Swift
Secret Power
Captivate
Natural Gift
Electric Terrain
Light Screen
Thunder
Thunder Wave
Thunderbolt
Protect
Draco Meteor
Flamethrower
Toxic
Hail
Blizzard
Substitute
Hidden Power (Ground 7)
Fire Blast
Volt Switch
Surf
Sunny Day
Ice Beam
Electroweb
Sleep Talk
Rest
Torment
Hyper Beam
Double Team
Roar
Earthquake
Charge Beam
Signal Beam
Snore
Hone Claws
Flash
Sandstorm
Attract
Round
Incinerate
Bulldoze
Trick Room
Dragon Claw
Facade
Frustration
Return
Strength
Waterfall
Aerial Ace
Giga Impact
Wild Charge
Confide
Nature Power
Mud Sport
Tackle
Harden
Bind
Curse
Screech
Rock Throw
Rage
Rock Tomb
Stealth Rock
Rock Polish
Smack Down
Dragonbreath
Sandstorm
Slam
Thunder Fang
Ice Fang
Fire Fang
Autotomize
Gyro Ball
Rock Slide
Crunch
Rock Polish
Sand Tomb
Iron Tail
Dig
Double-Edge
Stone Edge
Rollout
Heavy Slam
Flail
Block
Rock Blast
Defense Curl
Bide
Endure
Aqua Tail
Body Slam
Earth Power
Iron Head
Magnet Rise
Iron Tail
Mimic
Mud-Slap
Selfdestruct
Earthquake
Toxic
Protect
Roar
Double Team
Substitute
Hidden Power (Grass)
Hyper Beam
Taunt
Smack Down
Rock Tomb
Torment
Facade
Explosion
Payback
Giga Impact
Bulldoze
Dragon Tail
Flash Cannon
Return
Frustration
Rest
Sleep Talk
Swagger
Rock Smash