Thread: Squad Summaries
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Old 06-10-2010, 09:31 PM   #57
DaveTheFishGuy
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DaveTheFishGuy's PABSL Stats


"You think that you've got it made, walking around on land, breathing the air, being able to move in a whole TWO dimensions? Guess again. There's a whole world you probably don't even know exists, right beneath that blue stuff on the horizon. Allow me to introduce you to the denizens of the deep!"


Name: DaveTheFishGuy
Age: 25
Hometown: Southampton, UK
Trainer Level: 6
Current Pokémon: 145
Wins: 113
of which DQ: 7
Draws: 6
Losses: 12
KO's: 353
Trainer Points: 339
Service Points: 2
Badges: 7
Referee Grade: A+


Dark Gym Stats
Wins: 5
Draws: 0
Losses: 0


Matches

Completed

Spoiler: show
VS. mewmaster007 - Loss 2-3
VS. TheSequelReturns - Win 3-2
VS. benjasuper - Loss 3-4
VS. ebenzener - Loss 2-4
VS. james2791 - Win 4-2
VS. lion hunta - Win 4-3
VS. Rangeet - Win 3-2
VS. Firewater - Loss 2-3
VS. Joshua - Loss 2-3
VS. Handymankg2 - Loss 2-3
VS. Copygoo - Win 3-2
VS. Kindrindra - DQ Win 3-2
VS. S_M - GAME - Loss, 0-1
VS. Concept - GAME - Loss 0-1
VS. A Winter Breeze - GAME - Win 1-0
VS. Loki - GAME - Loss 0-1
VS. Lonely Cubone - GAME - Win 1-0
VS. quintowill - GAME - Win 1-0
VS. tbh1313 - Win 2-1
VS. Yougirasu - Win 1-0
VS. Stlbk - Gym Challenge - DQ Win 2-1
VS. Kush - Win 6-5, 2/6
VS. Lonely Cubone - Win 3-2
VS. tbh1313 - Win 2-1
VS. Breeder KJ - Win 3-2
VS. Handymankg2 - Loss 1-2
VS. moviezackiel - Win 4-2
VS. Kush - Win 2-1
VS. Naruto Ninja44 - Win 2-1
VS. mewmaster007 - Win 4-2
VS. Jerichi - Win 1-0
VS. Lonely Cubone - Loss 1-2
VS. Ethereal - Win 2-1
VS. Firewater - Win 4-3
VS. Treepandaone - Draw 2-2
VS. quintowill - Draw 1-1
VS. S_M - Win 3-2
VS. Kindrindra - Win 2-0
VS. Concept - Loss 4-5
VS. Kush - Win 4-3
VS. Copygoo - Win 2-1
VS. mewmaster007 - Win 2-1
VS. milotic111 - Win 3-2, 3/3
VS. SP-Eevee - Draw 2-2
VS. quintowill - Win 2-1
VS. Shadowshocker - Gym Challenge - Win 5-4
VS. brandan - Win 2-1
VS. S_M - Win 2-1
VS. milotic111 - Win 2-0
VS. Yougirasu - Win 1-0
VS. Lonely Cubone - Win 4-3
VS. Kindrindra - Win 6-3
VS. Tyranidos - Gym Challenge - Win 2-0
VS. Mozz - Gym Challenge - Win 2-0
VS. Salamencia - Win 4-2
VS. mewmaster007 - Gym Defence - Win 6-5
VS. Insidious_Dreamer - DQ Win 4-1
VS. DaisyInari - Win 3-2
VS. quintowill - Gym Defence - Win 4-2
VS. Kush - Pokébowl '11 - Loss 0-1
VS. ZoraJolteon - Draw (technical win) 4-4
VS. Copygoo - Gym Defence - Win 4-3
VS. Weebos - Gym Challenge - Win 3-2
VS. Firewater - Win 4-1
VS. Ethereal - Gym Defence - Win 3-2, 3/3
VS. Eon Master - Win 4-2
VS. blazeVA - Win 1-0
VS. quintowill - Win 1-0
VS. Sneasel12 - Win 2-1
VS. kusari - Win 2-1
VS. KratosAurion - Win 2-1
VS. milotic111 - Gym Defence - DQ Win 4-2
VS. Kairne - Win 3-1
VS. Jerichi - Win 6-5
VS. Roglef - Win 2-1
VS. Poke_Hunter - Gym Defence - Win 4-2
VS. Kush - Gym Defence - Win 4-3
VS. Firewater - Gym Defence - Win 6-4
VS. Torkoal Stu - Gym Challenge - Win 4-2
VS. blazeVA - Gym Defence - Win 6-2
VS. milotic111 - DQ Win 3-2
VS. Celebii151 - Win 1-0
VS. Kairne - Win 6-2
VS. Firewater - Win 6-5
VS. biggggg5 - Win 6-2
VS. Charminions - Win 4-3
VS. MajesticX - Win 4-2
VS. Concept - Draw - called off 2-3
VS. Kush - Gym Challenge - Draw 4-4
VS. busterj99 - Win 4-3
VS. Tyoyo3131 - Win 4-2
VS. Charminions - Gym Defence - Win 4-3
VS. Haymez - Gym Defence - Win 4-3
VS. redpanda15 - Win 4-2
VS. Rangeet - Win 4-3
VS. Vye - Win 2-0
VS. Mean Mr. Snorlax - Win 2-1
VS. Biggggg5 - Win 2-1
VS. rotomotorz - Win 2-1
VS. Red Panda - Win 2-1
VS. Chapter of Charizard - Win 4-1
VS. ger1991 - Pokébowl Z - Win 1-0
VS. Firewater - Win 2-1
VS. Copygoo - Win 2-1
VS. Kusari - Gym Defence - DQ Win 4-2
VS. Ethereal - Win 5-3
VS. Haymez - Win 4-2
VS. Kingothestone - Pokébowl Z - Win 1-0
VS. Sneezey12 - Win 6-5
VS. Sneezey12 - Gym Defence - Win 6-5
VS. Charminions - Win 4-3
VS. Squirtleking - Pokébowl Z - Win 1-0
VS. swampertforever - Win 2-1
VS. Machamp-X - Win 2-1
VS. Lucario188 - Win 4-2
VS. Red Panda - Win 2-1
VS. Shuckle - Win 2-1
VS. The Desert Spirit - Win 2-1
VS. biggggg5 - DQ Win 3-1
VS. Sneezey12 - PokxéBowl Z - Loss - 0-1
VS. KamenAeons - Win 4-3
VS. Miror - Win 2-1
VS. Kingothestone - Win 2-1
Vs. Mew the Gato - Win 2-1
VS. hen da man - Win 2-1
VS. Sparkbeat - Win 2-1
VS. Firewater - Gym Defence - Win 6-4
VS. Charminions - Win 3-2
VS. Ex-Admiral Insane - Win 2-1
VS. Fallen - Win 2-1
VS. FlashFusion - Win 2-1
VS. MMS - Win 2-1
VS. Red Panda - Win 2-1



Ongoing

VS. Connor - 2-1


Gym Defences

VS. Kairne - 0-0


Gym Match

VS. Jerichi - 2-2



Badges

Spoiler: show
Pyramid Badge
Attachable Badge
Those trainers that are able to conquer their personal demons and defeat DaveTheFishGuy in Silent Hill will be awarded with a Badge associated with the haunted town's most fearful guardian. Though the raw power of Pyramid Head is unable to be contained, the effect his appearance has on both humans and monsters alike has been infused into this tiny replica of his signature helm, sending all interlopers running.
Badge Effect: Neither Rain Nor Snow Nor Glom Of Nit
Infused with the supernatural abilities to stalk and track a specific target, the Pokémon this Badge is attached to is made more tenacious in battle. This gives them more stamina, making them more resistant to the effects of sleep and tiredness, allowing such benefits as taking longer to succumb to attacks like Hypnosis and Sleep Powder and not getting as winded or using more energy after multiple successive attacks, but does not grant the bearer any extra energy. This Badge must be attached via Squad Submissions.
Attached to: Ivezho the Tyranitar

Biohazard Badge
Global Badge
The radioactive skull badge given out by Shadowshocker, leader of the Poison-typed Ground Zero Gym. All of Shadow's Pokémon are designed after some of Jumbaa Jookiba's 628 illegal genetic experiments, though due to general restraints Shadow has not been able to transcribe soopuh-Pokémon abilities to them. No one said anything about the badge, though, and it seems that prolonged exposure to the nasty sides of Poison has turned the badge septically sinister...
Badge Effect: Insult to Injury
If the holder's opponent's Pokémon is under at least one status, the holder's Pokémon does 15% more damage to the statused Pokémon.

Mozz Badge
Global Badge
Effect: When used, all Pokémon on trainer's team will have one minor type have double the energy as it usually would have. A "minor type" is defined as one that is not the Pokémon's primary or secondary type, and the Pokémon has at least 1 but no more than 4 offensive, damage dealing moves of said type. This includes all possible moves that the Pokémon knows, so this includes event moves, added moves via signature trainings, et al. The trainer may select the type for each Pokémon when they are first sent out. If no type satisfies the badge requirements, the type with the least known moves MUST be chosen. This does not increase total energy.

Onslaught Badge
Global Badge
The badge of the Donnybrook Shopping Mall, emblazoned with a flaming fist representing justice. This badge is given to trainers who triumphed in the Mall, and represents their skill and determination to win in an all out assault.
Badge Effect: Furious Onslaught
This badge allows the wielder to use one additional Three Move Combo in all of their matches.

Struggle Badge
Global Badge
This is the badge of the Combeenation Gym and the symbol of having beaten its Gym Leader, Stu. The Struggle Badge has a spider in a web to represent triumphing over Bug Typed Pokémon in their own natural habitat but also to represent one of the areas within the Gym itself. The name is derived from the fact people often consider it a struggle to fight with an entire team of Bug Pokémon. Its effect provides the trainer with a boost in battles to represent that most Bug Typed Pokémon are often considered weak.
Badge Effect: Soldier On
If the holders Pokémon raise their stats during the battle, the increase becomes slightly more powerful.

Jäger Badge
Attachable Badge
During a hard night's revelry, sometimes a bit of a kick is needed to get things moving and give the drinkers a bit of an edge. This badge mimics the power of the fabled Jäger Bomb and gives Pokémon a kick up the pants in their efforts to do battle. The Jäger Badge resembles a stylised Snorlax's head, alternately colour after the gym's strongest Pokémon and filled with the sweet sweet liquor of the night.
Badge Effect: Caffeine Boost
Once per battle, the Pokémon wearing this Badge may make use of an energy free move. This move does not cost any energy, typeless or otherwise, though the user must have the energy required to make the move work normally in order to use it. Thus, a Clefable could order a free Focus Punch and then use another Focus Punch, but not a Focus Punch and then a free Focus Punch. This effect does not count as using one move less from a "one mover-two mover-three mover" perspective.
Attached to: Barghest the Absol

Monolith Badge
Attachable Badge
The Monolith Badge is awarded to those who best the very stones beneath their feet and the leader of the Rock Gym, Haymez. The badge is composed of diamond, cut in such a way as to catch light and appear to glow. This round cut mineral imbues the wearer with tremendous resistance, enabling them to face their biggest weakness without fear.
Badge Effect: Rock Solid
When attached to a Pokémon this badge hardens their resistance, enabling them to face their greatest weaknesses with solid determination. Any double weaknesses naturally held by the bearer will be reduced to single weaknesses while this badge is attached. This does not affect weaknesses unnaturally obtained through sigs or other effects, only those given by the bearer's natural typing.
Attached to: Zettai the Bisharp



Tokens

Spoiler: show
Brawler's Token
Attachable Token
this token negates up to one evolutionary, level or legendary disadvantage that the holder may experience against an opposing Pokémon. So, a level one Dratini fighting a level one Charmeleon will not be at a disadvantage either owing to Charmeleon’s higher evolutionary status. However, the same Dratini would still be at a disadvantage were it facing a level one Charizard because the Charizard has a double evolutionary bonus. Similarly, if Dratini were fighting an Entei in an equilevel match, it would have a disadvantage, as Legendary Pokémon are considered to have both an evolutionary and level up bonus against standard foes.
Attached to: Brick the Lampent

Birdkeeper's Token
Attachable Token
The Birdkeeper's Token signifies freedom of thought and movement that transcends the art of the possible. It can be attached to Flying-type Pokémon and greatly enhances their natural abilities. They will be significantly faster and more agile than their peers in whatever their usual mode of transportation is, able to travel further and with more precision and dexterity than others without expending much more energy. At ref's discretion, they will be more able to dodge attacks and harder to evade when using their own. This token may be purchased during the week long Easter event and may be purchased up to one time per trainer.
Attached to: Quoth the Honchkrow

Bugcatcher's Token
Attachable Token
The Bugcatcher's Token represents the youthful vim and vigour of the Bug type and its traditional aficionados. It can be attached to Bug type Pokémon only and greatly enhances their species characteristics. The bearer will gain a large boost to the accuracy of their moves and will be able to see in any environment, whether dark or hazy, without increased vulnerability to Flash or similar moves. The bearer's status inflicting moves will be 30% more likely to inflict a status, which in turn will be much more potent than usual, and the bearer will become highly resistant to statuses themselves. Bearers which specialise in unconventional movement types will be granted increased mobility and speed. This item causes the move Fling to deal Bug type damage if it is thrown. It may be purchased during the Christmas 2015 event and may be purchased up to one time per trainer.
Attached to: Morpho the Shiny Venomoth

Candymaker's Token
Attachable Token
The Candymaker's Token drips with syrupy sweet sugar and hums with the pleasant aroma of fresh baked poffins. It can be attached to Fairy-type Pokémon only and greatly enhances their natural abilities. The bearer will become acutely attuned to almost any arena and use techniques which manipulate the environment for half the usual energy cost and with much greater effectiveness than usual. Techniques which aid an allied Pokémon are similarly diminished in cost and enhanced in effect. This item causes the move Fling to deal Fairy type damage if it is thrown. This token may be purchased during the Christmas 2014 event and may be purchased up to one time per trainer.
Attached to: Morgan the Florges

Firebreather's Token
Attachable Token
The Firebreather’s Token burns brightly with the dazzling light of liberty and freedom. It can be attached to Fire-type Pokémon only and greatly enhances their offensive abilities. The wearer’s Fire-type moves will burn hotter than usual and cause small amounts of splash damage as they erupt upon the target, the violent explosions spreading shock and awe in the immediate area. Fire-type moves which have a secondary effect such as burning or item destruction are twice as likely to have the effect triggered when used by the wearer, these effects also being slightly more potent. This item causes the move Fling to deal Fire-type damage if it is thrown. This token may be purchased during the week long Independence Day event and may be purchased up to one time per trainer.
Attached to: Sgt. Bash the Heatmor

Harvester's Token
Attachable Token
The Harvester's Token denotes one's prowess in caring for and farming the bounties of nature. It can be attached to Grass-type Pokémon only and greatly enhances their natural abilities. Rain will heal them by a mild amount each round, sunlight will regenerate them mild energy each round, healing moves cost half their usual energy cost and draining moves are much more efficient. This token may be purchased during the week long Thanksgiving event and may be purchased up to one time per trainer.
Attached to: A'Tuin the Torterra

New Life Token
Attachable Token
The New Life Token symbolizes the exuberance of youth and the energy and joy that springs from new life. This token can only be attached to Pokémon that are not fully evolved (i.e. are able to evolve further but will never evolve) and will prevent their evolution. Pokémon holding this token will feel slightly more energetic than average, allowing them to go without a one-mover or rest for one round longer than average, akin to the Fighting-type's resistance to tiring. In addition, their tenacious nature will allow them to negate any evolutionary bonuses they find themselves faced with. This token may be purchased during the Easter 2015 event and may be purchased up to one time per trainer.
Attached to: The Unexpected Scyther

Nightstalker's Token
Attachable Token
The Nightstalker’s Token can be attached to Dark-type Pokémon only and greatly enhances their natural abilities. The wearer’s ability to trick the opponent is greatly increased, as is their ability to scare opposing Pokémon, regardless of intelligence or stature. In addition, the wearer’s curses are more difficult to remove and have more potent effects than they would usually. The wearer can use attacks like Sucker Punch up to twice on the same target, instead of the usual one use limit. This item causes the move Fling to deal Dark type damage if it is thrown. This token may be purchased during the week long Halloween 2014 event and may be purchased up to one time per trainer.
Attached to: Panzer the Skuntank

Reaper's Token
Attachable Token
This attachable item can only be given to Ghost-type Pokémon. If the Pokémon wearing this token has the ability to change in to the Invisible state, they are able to do so for three turns instead of the usual two and enjoy perfect invisibility where they might usually have left an icy glimmer or some other give away. If the selected Pokémon does not already possess the ability to change in to the Invisible state, they gain the ability to do so for two turns, leaving a slight give away when they do so such as the glint of an eye or the glow of an ectoplasmic body. Ghosts wearing this token are also granted an increased ability to trick their opponents.
Attached to: M.E.G.A.S. the Golurk

Sculptor's Token
Attachable Token
The Sculptor's Token symbolises one's skill in navigating and manipulating the beautiful surroundings of a winter wonderland. It can be attached to Ice-type Pokémon only and greatly enhances their species characteristics. The wearer becomes very sure footed and will maintain full mobility and stability regardless of the condition of the arena floor. Ice type moves which have a secondary effect such as freezing or stat drops are twice as likely to have the effect triggered when used by the wearer, these effects also being slightly more potent. The token also provides fortitude and good cheer, rendering its wearer more resistant to moves which negatively affect its mental state such as Supersonic and Swagger. This token may be purchased during the Christmas 2013 event and may be purchased up to one time per trainer.
Attached to: Maverick the Avalugg

Aggronite
Attachable Token
A Mega Stone, Aggronite allows Aggron to Mega Evolve. In its Mega Form, Aggron's body hardens into a carapace of high strength metal, becoming a pure Steel-type. It is fairly resistant to physical strikes, and only powerful physical attacks will deal noticeable damage to them.
Attached to: Knifehead the Aggron

Ampharosite
Attachable Token
A Mega Stone, Ampharosite allows Ampharos to Mega Evolve. In its Mega Form, Ampharos gains an additional Dragon typing and a far greater range of control and power of it's illumination ability. The buildup of energy in its wool also causes it to be in a permanent state of Charge.
Attached to: Teal'c the Ampharos

Banettite
Attachable Token
A Mega Stone, Banettite allows Banette to Mega Evolve. In its Mega Form, Banette transforms into a spiteful trickster spirit, capable of manipulating its foe without them even noticing. Any non-offensive move executed by Banette will appear to happen instantaneously, leaving little time for the foe to react or counter.
Attached to: Baby the Banette

Beedrillite
Attachable Token
A Mega Stone, Beedrillite allows Beedrill to Mega Evolve. In its Mega Form, Beedrill becomes a fierce and extremely fast attacker. Its needle and spear-based attacks are 20% more effective. It is also an extremely fast flier.
Attached to: Seven the Beedrill

Blazikenite
Attachable Token
A Mega Stone, Blazikenite allows Blaziken to Mega Evolve. In its Mega Form, Blaziken becomes an extremely fast, nimble and adept fighter. Blaziken moves with great speed, allowing it to rapidly change positions to evade attacks, jump exceedingly high and far, and close even great distances to deliver assaults.
Attached to: Basan the Blaziken

Cameruptite
Attachable Token
A Mega Stone, Cameruptite allows Camerupt to Mega Evolve. In its Mega Form, Camerupt becomes an active volcano, constantly issuing lava. Its lava-based attacks are x1.2 stronger. Because of the intense heat radiated by Mega Camerupt, Water based attacks deal only half damage as they evaporate before they can affect it. They do not take extra Water damage for having an 'exposed flame'.
Attached to: Susan the Camerupt

Charizardite Y
Attachable Token
A Mega Stone, Charizardite Y allows Charizard to Mega Evolve. Charizard is unique in having two Mega Forms. Its Y form is slightly smaller and lighter than the X form, and is a nearly unparalleled fast and agile flier, able to fly with the speed and agility of a Pidgeot. It also benefits greatly from the sun, the heat from its body causing sun to last two turns longer than normal.
Attached to: Susan the Camerupt

Galladite
Attachable Token
A Mega Stone, Galladite allows Gallade to Mega Evolve. In its Mega Form, Gallade becomes a dashing knight, sworn to defend its trainer. Its slashing moves become x1.2 more powerful. Due to its heightened concentration, it is far less vulnerable to mind-altering moves and cannot be flinched.
Attached to: Jack the Gallade

Glalitite
Attachable Token
A Mega Stone, Glalitite allows Glalie to Mega Evolve. In its Mega Form, it surges with icy energies, which actively sap the heat from the air. When using biting moves, it will chill the foe, chilling them as if they were hit with Glaciate. Using a move, they may chill their bodies significantly, causing any physical attacks listed as XX or NO to become Ice-typed for the remainder of the battle.
Attached to: Puck the Glalie

Houndoominite
Attachable Token
A Mega Stone, Houndoominite allows Houndoom to Mega Evolve. In its Mega Form, the bones around its torso act as a defensive buffer, giving it a slight boost in defence for all attacks that hit around that area. It also is particularly sensitive to the sun, giving it a boost to its normal Special attacks as well as its Fire attacks in bright sunlight.
Attached to: Harbinger the Houndoom

Pinsirite
Attachable Token
A Mega Stone, Pinsirite allows Pinsir to Mega Evolve. In its Mega Form, Pinsir gains the Flying-type as well as wings and flight capabilities similar to that of Heracross. Using a move, it may coat its limbs in Flying energy, making any physical attacks listed as XX Flying-typed for the duration of the battle.
Attached to: George the Pinsir

Sceptilite
Attachable Token
A Mega Stone, Sceptilite allows Sceptile to Mega Evolve. In its Mega Form, it becomes Grass/Dragon type and adopts a number of new traits. Firstly, it may use its tail as a missile of sorts, firing it at foes in order to use physical Grass moves at a distance, or to augment moves such as Razor Leaf, Leaf Storm or Leaf Tornado. Firing moves this way increases their power by x1.2. Mega Sceptile must wait one round to regenerate its tail before it can perform moves this way again. Mega Sceptile's anatomy also becomes somewhat conductive to electricity, drawing in Electric attacks.
Attached to: Clive the Sceptile

Venusaurite
Attachable Token
A Mega Stone, Venusaurite allows Venusaur to Mega Evolve. In its Mega Form it gains a thick layer of cellulose in their skin similar to Hariyama's fat. Due to this it takes half the damage it would otherwise take from Ice and Fire-type attacks.
Attached to: Raffle the Venusaur



Pogeymanz


Spoiler: show
Level 7:

Spectre: Genderless Darkrai
Darkrai (Dark): Darkrai is the embodiment of nightmares. As such, any Pokémon asleep in the presence of Darkrai will suffer from Nightmare automatically. Darkrai naturally floats about a foot off the ground, but can reach about 8 feet without much effort and can levitate higher by expending light energy each round. It levitates with relative speed and agility. Although normally hidden, Darkrai does have legs which it can extend at will.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: Under Construction
No Signature Move

Hidden Power: Steel

Ivezho: Male Tyranitar
Tyranitar (Rock/Dark): Having gone through various stages, Tyranitar are now very powerful. Their Earthquake attacks are the most powerful among Pokémon and deal 1.2x more damage, with Tyranitar being familiar with the Ground type. They also carry over its tough hide, which reduces all damage it receives from physical attacks to 0.8x. A trainer may order Tyranitar to eat the soil as a move. Tyranitar will eat a mouthful, increasing its health and energy a little. Poisonous soil will have the opposite effect, damaging Tyranitar instead of healing it. Their bodies are full of sand, and they are able to use the sand to produce Sandstorms, instead of relying on the sand in the arena. This Sandstorm attack is more persistent than those used by other Pokémon and will last longer and deal more damage.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: All of humanity has an innate fear of the dark. Some learn to overcome it, but there's always the nagging thought that you should hide. And that you shouldn't go into that large, dark cave under any circumstances. Ivezho is that fear made flesh, the bloodthirsty Tyranitar that you expect to run into in said caves, hiding around any corner before ending your life in a shower of rock and teeth. Much older than others of his kind, Ivezho is almost kin to Thrak, Kush's Hydreigon, being filled with similar dark magicks and intimidating spells. Having emerged from his millennia of dwelling in the deep caverns of the world, Ivezho is ready to lead the new Dark Gym squad, putting his natural abilities to great work in defending it, showing that all things should remain afraid of the dark.

Special Training - Primal Fear:
Thanks to the raw spirit of the earth and the unknown imbued into his body, Ivezho constantly exudes an aura of fear and intimidation at all times. This breaks the Fighting spirit of any would-be attackers, causing all Fighting energy that approaches him to dissipate into typeless energy. This means that all of Ivezho's own Fighting attacks are considered typeless, and he's unable to use Focus Blast or Focus Punch at all. He also loses Hyper Beam, Thunder, Blizzard and Fire Blast.
Hidden Power: Grass
Attached Badge: Pyramid Badge


Level 6:

Barghest: Male Absol
Absol (Dark): Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks such as Earthquake and Blast Burn. This does not guarantee escape but increases the odds of dodging. Absol are considered symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: As typical for a member of his species, Barghest typically used to appear as an omen of disaster toward humans, giving them ample warning to prepare themselves for Nature's latest upheaval. Due to his territory running alongside a natural tectonic faultline, his patch was subject to more tremors than average, causing him to get used to them. By the time he joined my squad, he'd developed some proficiency with using them in combat, which was further honed by some training with my Ground-types.

Special Training - Off the Richter Scale:
Barghest is able to use Earthquake, with enough energy to use it twice per battle, but due to the arid nature of his natural habitat he's unable to use Blizzard.
Hidden Power: Dragon
Attached Badge: Jäger Badge

Aeryn: Female Weavile
Weavile (Dark): A Weavile can retract or extend its claws at will. When moving and trying to be stealthy, a Weavile will retract its claws. Attacks made using its claws deal 1.2x more damage than usual. When attacking or moving on slippery surfaces, they will be extended. Weavile are adept at hiding itself and can move completely silently. They are also very agile and adept climbers.
Dark-types can see in Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.dark. They prefer to fight at night, however light does not adversely affect them.
Bio: Aeryn is the result of a forbidden romance. Her mother was part of a fierce clan of Weavile living in the wilds of the Scottish Highlands, who savagely defended their territory against all interlopers, be they human or Pokémon. Only one other creature shared their turf, which was the local Absol, who had made his den in a nearby mountain. The Weavile didn't like the other Dark-type, but they tolerated him due to the fact that he was much stronger than they, even in numbers. Conflicts between the solitary Pokémon and the clan were frequent, but rarely ended violently. It was during one of these clashes, a squabble over a Flaafy carcass, that Aeryn's mother found herself attracted to the lone Disaster Pokémon.
Soon enough, the female Weavile found herself leaving her clan as they all slept, skulking off to meet with the Absol, who reciprocated her feelings. This torrid love affair continued for some time, inevitably culminating in a small clutch of crossbreed eggs. However, it was about this time that the rest of the clan discovered her activities. Enraged, they drove her from the highlands, away from her home, destroying all but one of her precious eggs in the process. The female expected her lover to come to her rescue, but the Absol never did, watching from afar. Away from her icy habitat and mortally wounded in her eviction, the female began to grow weaker. Her remaining egg eventually hatched, a young female Sneasel emerging, and her mother could sense that there was something different. Though looking more like her, she did not possess the cold nature of her species, taking more after her father in that respect. Aeryn was only a few weeks old when her mother passed on, having told her of her heritage and trained her as best she could.
The young Sneasel set about getting stronger, striving to get more and more powerful. Many passing trainers and other Pokémon were confused when their Fire and Steel attacks didn't do as much damage as they were expecting, allowing Aeryn to outmanoeuvre and strike using her great agility. Feeling comfortable with her new strength, the Sneasel returned to her mother's former clan to exact vengeance. Along the way, she found a Razor Claw, common in the area populated by Weavile, and when she arrived the clan responded to an intruder in their typical way - all out attack. Being smaller, Aeryn was able to duck and weave amongst the Weavile attacks, responding with some strong Metal Claws and Brick Breaks to devastating effect. The Weavile responded in kind, but their extra typing gave them too many weaknesses to exploit. After an intense struggle, Aeryn was triumphant, the limp bodies of her mother's former clan slumped about the arena. Combined with the Razor Claw wedged behind her ear, this triggered her evolution, becoming one of the Pokémon that she had just defeated. Her task completed, she turned to go, but caught sight of a white shape atop a nearby hillock. The Absol nodded, recognising his daughter, before turning back into his wilderness home. Now with total closure, Aeryn made her way back southward. Eventually we crossed paths, and with me needing some more Dark-types for my new Gym, I added her after a quick battle. Since then, she hangs around with Barghest, her Absolian heritage becoming obvious in battle, since she knows some moves that she probably shouldn't.

Special Training - Defrosting Ice Queen (DK):
Having shed her Ice-typing, Aeryn is now a pure Dark-type, with all the weaknesses and resistances associated with it. Her Ice energy is reduced to the level of the average Dark-type. With her adaptations to a warmer climate, she loses Blizzard, Avalanche and Icy Wind, but gains Psycho Cut.
Hidden Power: Rock

You: Female Liepard
Liepard (Dark): Liepard are mischievous and deceptive Pokémon, using their cuteness and playfulness to distract the foe and strike. Any attacks involving deception or distraction will be more successful. They are well adapted to moving silently, are able climbers and have excellent poise and balance. As cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: Yes, 'You' is an odd name, but this is how she was first referred to. As in 'Come here, You', 'Go away, You' and 'Spit it out, You'. Even since leaving her unimaginative previous trainer, she's kept the name as she fits into my team, taking up residence on the Dark Gym Team, being the first to do so since the initial mass influx. But she's earned it. No-one is sure what her past has been like, but if her reaction to terrors such as Ivezho and Ripper is any indication, I'm not sure I want to know.

Special Training - Terror of Terrors:
You is effectively immune to being intimidated or frightened, even the Roar of a Gyarados doing little to cow her. If such an attempt were made, she instead gains an attack boost equal to Swords Dance at the cost of mild energy, to be treated like any other boost. Being quiet in herself, she refuses to use sound-based attacks, and has lost the use of Confide, Echoed Voice, Growl, Hyper Voice, Round, Snarl and Snore.
Hidden Power: Fire

Douggie: Male Scrafty
Scrafty (Dark/Fighting): The yellow portion around their lower body and their neck that resemble pants and a hood are actually a shed skin which is very thick and rubbery. This skin can be used as defence, reducing damage from attacks when pulled over their torso or head. As Pokémon found around urban areas, they somewhat more resistant to Fairy attacks despite their typing.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Douggie is the quintessentially stereotypical Scot. Clad in tartan, he spends his days chugging Buckfast, munching deep-fried Mars bars and cheering on Rangers FC. Having grown up on a council estate in Glasgow, he's had a rough childhood, learning to fight to survive from a young age. This, combined with his hard-headed nature, has lead this Violent Glaswegian to embrace his heritage in battle. They can tak' his life, but they cannae tak' his troosers!

Special Training - See You, Jimmy!:
All of Douggie's head-related attacks now deal 1.25x the normal damage for no extra energy cost, and he's also able to use 'proper' Skull Bash. He can no longer use Focus Punch or Giga Impact, as he knows that to remain in a fight you can't get too winded.
Hidden Power: Flying

Harbinger: Male Houndoom
Houndoom (Dark/Fire): Any burns caused by a Houndoom’s attack do more damage than usual. A Houndoom have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, and smell, which allows them to easily track foes and tell Double Team clones apart. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. As dogs they are quite good diggers and deal 1.2x damage with their biting attacks.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Bio: Would you be surprised if I said that Harbinger originally fought with Porosus over food? Well, amazingly, he didn't. Having been part of the same gang as Dendrobat, a Houndour was sent to track the Croagunk down after she didn't report back. He was initially hostile, but Dendrobat managed to reason with him, convincing him that the Alazakam would have nothing to gain from him, before inviting him to join the team. Harbinger is a happy chappy, though he misses life in a pack. He's bonded well with Neonleo, another pack-creature, and is friend with all in the pack. He still views opponents as hostile, however, and will not hesitate to roast them with his strong Fire attacks. His longing for pack life was so strong, that he managed to project it into another Pokémon's eyes, giving him his own attack.

Special Attack - Call to the Pack (PS):
Howling to the sky, Harbinger calls up four other Houndoom, all constructs of Psychic energy. This pack rush around the opponent, harassing them and making this attack hard to dodge before rushing them, diving through them to each deal light Psychic damage, adding up to a considerable amount. Call to the Pack uses considerable energy, with Harbinger having the Psychic energy to use it twice per match.
Hidden Power: Water
Attached Token: Houndoominite

Quoth: Male Honchkrow
Honchkrow (Dark/Flying): Honchkrow are symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. Honchkrow have influence over Murkrow. If a Honchkrow is fighting a Murkrow, the Murkrow will be more reluctant to damage it. Honchkrow are quiet fliers and can easily evade detection.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Having woken up after a night camping, I found a few precious things missing. Using Harbinger's sharp nose to find the thief, a Murkrow who had a penchánt for shiny objects. After returning the objects, the Flying-type offered to guide us out of the forest, before asking to come along with us. After capturing him, it was obvious that the Murkrow was both a hesitant battler, and a fan of poetry. Putting him through Vulgaris' boot camp to bolster his confidence, his battling skills improved, though he remained flighty. He also named himself after a poem featuring a creature quite like him, while also using that creature's catchphrase for his own special move. Since evolving, his confidence has gone through the roof thanks to his pimpin' fresh plumage, though he'll still prefer to turn tail against a severely advantaged foe.

Special Attack - Nevermore! (DK):
Quoth can select a non-natural type within the opponent's movepool, cursing them to be unable to use moves of that type similarly to Grudge. This attack follows the Mozz Badge rules, only able to be used on types which the target has between one and four damaging attacks of. The curse takes considerable energy to perform, is only usable once per battle, and lasts for four rounds on average.
Hidden Power: Ground
Attached Token: Birdkeeper's Token

Lenore: Female Mandibuzz
Mandibuzz (Dark/Flying): The bones around their waist act as a defensive buffer, giving it a slight boost in defence for all attacks that hit around that area. Much like Cubone's helmet, it can break and be replaced for a 1 SP fee or a stay in the Pokémon Centre.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Finding myself in need of more counters for the ubiquitous Fighting-types I was sure to find in the Dark Gym, I sought out a colony of Mandibuzz I had been lead to believe was established in a nearby forest, fringing some grass plains. To flush out any avian Pokémon in the area, I had Neonleo zap many of the trees with a Discharge attack, unfortunately disturbing a large amount of other Bug and Flying Pokémon, but eventually we struck gold, a large flock of Mandibuzz erupting from one of the trees.
I next released Quoth to engage one of them, the Honchkrow targeting one of his fellow Dark/Flying-types with ease, striking with a Brave Bird and knocking her from the rest of the group. This was Lenore, and she didn't take kindly to this attack, responding with a strong Air Slash. Quoth manoeuvred around, using his greater bulk to his advantage as he landed a Drill Peck, but the Mandibuzz blew him back with a strange attack of her own design, which struck the Honchkrow every time he got near one of the air pockets it created. Realising how useful this could be, I had Quoth take her down with an Icy Wind followed by a Sky Attack, and she was caught. Since then, she's become a strong member of the squad, especially with her own attack, and has warmed up a lot to Quoth in a strange turn of events. He doesn't like talking about it.

Special Attack - Crosswind (FL):
Flapping her wings, Lenore releases a burst of wind and Flying energy toward the opponent for significant energy use. Some of this Flying energy strikes the opponent for moderate damage, but the rest remains scattered in the air around the opponent's side of the field. Whenever the opponent switches in a new Pokémon, the Crosswind strikes the newcomer for moderate damage again. Basically a Flying-type Stealth Rock.
Hidden Power: Fighting

Mogwai: Male Sableye
Sableye (Dark/Ghost): While Sableye are usually solid, they can go invisible for a short amount of time, though the glint of their eyes remains visible to a keen eye. They cannot levitate at all but are excellent climbers, possessing dexterous limbs and a strong grip. Due to Ghost not providing immunity, they are considered weak to the Fighting type. Due to their keen eyesight, Sableye’s accuracy cannot be lowered. Unlike most Ghost-types, they can be poisoned.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: With Sableye now being able to turn invisible naturally, Mogwai has lost his need for adaptive camouflage, and has instead turned to face the new threat from Kalos - Fairy Pokémon. Turning to his heritage as a cave and mine-dwelling species, he visited some of his kin living in an abandoned pit, where the sheer quantities of metal provided them with protection from the Fae. Taking this as inspiration, he crafted his own attack to ward off interloping pixies.

Special Attack - Minecart Madness (ST):
Using major energy, Mogwai forms a Minecart of Steel energy around his body, holding onto the front before it rushes forward, crashing into the opponent to deal heavy damage, the cart dissipating on impact. The collision is so fast and forceful that it has a decent chance to cause the target to become stunned or flinch out of its next attack. Mogwai has the Steel energy to use this attack twice per match.
Hidden Power: Ground

Bel-Shamharoth: Male Malamar
Malamar (Dark/Psychic): Malamar are able to bioluminesce, allowing them to light up a dark area for an extended period of time by using a move. It costs no energy to maintain this light. Their light-based attacks are slightly more potent than normal allowing it to inflict stronger sleep and mental illusions with Hypnosis. They can levitate, and are faster than their previous form. Their arms are long and quite stretchy, allowing them to attack from a distance. They are also fairly able swimmers and can stay underwater as long as any Water type. They can expel ink as a defence, using little energy but at the cost of a move, which can be used to blind opponents.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Bio: The Soul-Eater. The Sender of Eight. Whatever Bel-Shmharoth is, it's not entirely of this Earth. A malicious entity from a dimension beyond our own, our feeble human brains rationalise him as a Malamar, incapable of grasping his true, many-tentacled form. Despite seeing what we want to see, one can't help but sense something off about him, a peek at the eldritch horror that lurks beneath a simple mental illusion. Unchecked, this can have... dangerous results.

Special Technique - Sender of Eight:
Using considerable energy, Bel-Shamharoth's body flashes, releasing a burst of dark violet light which sears into the eyes of the target, burning away the perception filter that allows other beings to tolerate his presence and revealing the full nightmarish abomination beneath. Though this only lasts a second, the sheer sight of such unnatural horror is enough to cause serious mental imbalance in the target, leading to a brief period of insanity. During this time, the afflicted Pokémon will be unable to understand their orders, instead using random moves in their movepool until they overcome their insanity. This effect lasts two rounds (not including the round in which it is used), but is removable with techniques that would usually cure confusion, said moves being able to be used perfectly without the randomisation, and is subject to diminishing returns on the same target.
Hidden Power: Steel

Zettai: Male Shiny Bisharp
Bisharp (Dark/Steel): Bisharp's bodies have multiple sharp steel blades on them, which it can use for attack or defence. Pokémon directly attacking Bisharp risk lacerations and 25% recoil damage.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Bio: A lone warrior, I had heard tales from various hikers of the rare, blue Bisharp who trained in solitude in the nearby mountain range. With my ownership of the Dark Gym upcoming, I decided to seek out this almost-legendary figure in the hopes of adding him to my squad, and went into the mountains along with Jack, figuring that another Pokémon with bladed body parts who also held a convenient type-advantage over our quarry would be useful. After a few day's hike, we came across signs of the Bisharp's activity, gouges in boulders and the rock faces that only metalwork could do. After another day, we found him.
Not wishing to be disturbed, Zettai fled instantly, but he hadn't counted on Jack's Teleportation skills, and was soon forced to confront us. Both swordsmen lunged, blades impacting each other, but I could see a grimace of pain on Jack's features - where Zettai's blades were metallic in nature, his were merely an extension of his soft flesh. Wounds soon nicked at the Gallade's armblades, forcing him back to ranged attacks. After a fierce battle, a Focus Blast found its mark, flooring the Dark-type and allowing him to be captured. Once back at base, Jack needed some patching up, while analysing my new Pokémon's physiology yielded some unexpected results.

Special Training - Sharp as a Tack:
Zettai's blades are so sharp, that attacks using them are considered to have the same properties as Crush Claw, having a good chance to hurt targeted areas more than normal and leave them raw and weak. Extensive punishment may result in minor Pokémon Centre stays in slapstick. All such attacks cost 1.1x the normal amount of energy.
Hidden Power: Water
Attached Badge: Monolith Badge

Bruce: Male Pangoro
Pangoro (Fighting/Dark): Pangoro chew a branch in their mouths, able to use it to sense the vibrations in the air to locate targets, similarly to a Psychic-type's ability to locate targets. They are quite intolerant of bullying or making fun, and if they or an ally is taunted or provoked, they will be under the effects of the move as well, but will also gain a significant boost in attack.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: So is this a Batman reference or a Hulk reference? Actually it's neither, Bruce is just an awesome name because Pangoro is all kinds of badass. Bruce is no exception, having claimed a place on a Dark Gym squad despite coming with a 4x weakness. Always determined to prove himself, he isn't letting this hinder him and has developed a technique to crush any Fairies who would dare to challenge his mighty frame.

Special Training - Tipping the Scales:
Bruce can use Heavy Slam, with the Steel energy to use it three times per match.
Hidden Power: Grass

Jonathan: Male Cacturne
Cacturne (Grass/Dark): Cacturne are covered in spikes. Therefore, those who attack them with physical attacks will take roughly 25% recoil damage (unless they are particularly hard bodied) and their Needle Arm attack is more effective than normal. Being native to the desert where Sandstorms are frequent, Cacturne are immune to the effects of the attack and can see through them easily. They fight more enthusiastically in sandy or dusty areas. They are capable of standing very still, making them difficult to detect if the opponent does not have good night vision. Their Ingrain attack heals more health than usual, their draining attacks are more effective than normal and they gain greater benefit from both sun and rain than other Grass-types.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: A skilled psychiatrist, Jonathan Crane was one of the more intellectual of the Cacturne species, picking up his doctorate easily. Being a Dark-type, he naturally gravitated toward the study of fear, trying to work out what caused people and Pokémon to become so afraid of things. This professional interest soon developed into an obsession, Jonathan managing to isolate the chemicals produced by the brain when an organism becomes afraid before synthesising it himself. Creating an aerosol compound, the deranged Cacturne tested it on a large amount of people, driving them crazy through fear before being stopped by an oversized Gliscor-themed superhero, and was put away into the asylum he used to treat people at.
After a few years, he managed to break out of his padded cell using some trickery and a lot of spines, going on the run as he attempted to start a new life and return to his research. A couple of weeks later, our paths crossed, and a battle soon burst into life. Naturally, I selected Basan, the Blaziken holding a decisive type advantage, but after a few moves the Cacturne released a cloud of gas. After inhaling it, Basan seemed to go mad with fear, apparently thanks to images of a huge deep-fat friar, and while I managed to capture the Grass-type the psychological scars took a while to heal. Since capture, Jonathan has been banned from using his special attack around the training area, but still uses it to screw with the opponents unlucky enough to face him.

Special Attack - Scarecrow (GR/DK):
Jonathan exhales a cloud of gas at the opponent. When breathed in, it quickly causes terrifying hallucinations in the target, causing them to see Jonathan as more demonic than he normally looks. Other things will look more nightmarish too (trees with faces, etc.), along with other things that the target would likely be afraid of. Essentially a cross of Confuse Ray and Nightmare, disorienting the target and leaving them less likely to focus on their orders, while also causing them to lose solid energy from distress every round they remain afflicted. Like confusion, Pokémon can be 'knocked out' of this, or clear it with techniques of their own should they be able to focus on them, and inorganic Pokémon are immune to the fear toxin. Scarecrow costs significant energy to use.
Hidden Power: Rock

King K. Rookodile: Male Krookodile
Krookodile (Ground/Dark): Krookodile have a dark membrane covering their eyes, acting like sunglasses to protect them from bright light and sandstorms. They are somewhat resistant to light-based attacks as a result and can see well in bright sunlight. Their eyes also can adjust and focus to act like binoculars, allowing for better accuracy and to see things at a great distance. As crocodile Pokémon, their biting attacks are 1.2x more powerful. However, their jaw muscles are meant for clamping down, not opening up: most Pokémon can easily keep them shut with their own hands.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: Merciless leader of the Kremling Krew, King K. Rookodile's chief pastimes include stealing bananas, tormenting primates, and sending innocent underlings to certain defeat. After one beating by a certain gorilla too many, the mighty reptile decided enough was enough, fleeing into the world of Pokémon. Hounded by his failures, he kept moving until he happened upon the training site, almost crashing into Enigma while underground. Forced to the surface, the Ground-type went on the defensive, lashing out at various members of the squad until he was contained. Seeing that he would be useful for my new Gym, I talked him into settling down, and provided him with a new home and a place to train. While he was indeed powerful, it was clear that his time spent fighting monkeys had left its mark, as he was able to use some of their favourite weapons in battle.

Special Attack - Waste Barrel (GD/PO):
King K. Rookodile forms a Sludge Bomb, only to encase it in a shell of Ground energy that solidifies upon exposure to the air, shaped like a Barrel. These Barrels can then either be thrown straight at the opponent, or can be left on the arena for later use - for the latter, creating the barrel is not considered a move, but the throw later is. On contact, they explode with quite a bit of force, dealing both good Ground and good Poison damage and having a good chance to stun the opponent through concussive impact, along with a 10% chance of inflicting poison. The waste inside can also temporarily blind the opponent like Mud Bomb, should it hit the eyes. Waste Barrel costs massive energy to use, and can be used three times per battle.
Hidden Power: Psychic

Panzer: Male Skuntank
Skuntank (Poison/Dark): Skuntank smell absolutely horrible. Any Pokémon within five feet of them have a 20% chance of flinching and Pokémon within three feet will experience blurred vision and a slight reduction in attack and special attack. Inorganic Pokémon and members of the Stunky line are unaffected but Pokémon with sensitive smell will be more heavily affected. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: A pure-bred War Machine, Panzer has been trained since birth in the art of warfare, having studied under various military masters. With his previous adventures as a soldier of fortune done with, he's come to join the new Dark Gym team, receiving some last-minute tutoring from Vulgaris in the finer points of ranged attacking, taking on some of the Octillery's mantle in that respect - battles should be about striking fear into the hearts of your enemies, and nothing does that job better than explosions.

Special Training - Blitzkrieg:
Any attack used by Panzer that would cause an explosion, whether direct (Sludge Bomb) or indirect (detonating Smog), are louder and more intimidating than normal, potentially causing opponents caught in the line of fire to shrink back and/or lose focus on their attacks. To aid this, Panzer has also learned Seed Bomb and Mud Bomb, but has lost access to Fire Blast and Giga Impact.
Hidden Power: Ice
Attached Token: Nightstalker's Token

Ripper: Male Drapion
Drapion (Poison/Dark): Drapion are able to rotate their head 360 degrees. They can extend their limbs to up to twice their length to hit distant targets or to increase their stride. They are adept at digging and can stay underground for longer than other non-Grounds. They are familiar with the Bug-type.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: Ripper came into my possession after impressing me in a comp. tournament, tearing through Talon's Ghost squad in order to hand my Poison team a solid victory. Shortly after, he migrated to ASB, settling into my squad easily and developing a reputation as a badass. Despite feeling more at home with his fellow Dark-types, he still strives to best his sole weakness against Ground Pokémon. While he does have attacks to defend against them, some of them remain out of reach, a Swampert having defeated him shortly after his evolution. Seeking the advice of another Dark Pokémon, he asked Jonathan the Cacturne for advice, who saw that his clawed appendages could be used for his line's signature move. After learning to channel Grass power some more, Ripper came away with a brand new move to use against his weaknesses.

Special Training - Prickly Customer:
Ripper has learned Needle Arm, with the Grass energy to use it thrice per battle.
Hidden Power: Psychic

Selach: Female Sharpedo
Sharpedo (Water/Dark): Any Pokémon that strikes Sharpedo with a physical attack will suffer 25% recoil damage from Sharpedo’s rough skin, unless their bodies are particularly hard. Sharpedo are excellent swimmers and will be faster and more agile than most Pokémon in the water. As a shark, Sharpedo's biting attacks are more effective, dealing 1.2x more damage than usual. They fight more enthusiastically when submerged and in a sizeable body of water.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: With the Fish Gym behind her, Selach can no longer count on opponents willingly (or usually unwillingly) swimming into her domain, and thus has developed a calm patience instead of her previous blind anger. She now waits for opponents to approach her lair to attack, only to scoop them up and trap them where she can dismember them at her leisure.

Special Attack - Charybdis (WA):
Using heavy energy, Selach starts up a standard Whirlpool attack, only much more violent than the usual technique. This one is unstable, and while it doesn't last as long as a normal vortex the swirling water will crash and splash over the target, dealing significant damage, while the spinning and battering has around a 30% chance to confuse the target. Selach is also capable of grabbing land-bound opponents with this attack using major energy, as a wave of water will sweep up to 20 feet inland to wash them into the water, ensuring none can escape her grasp. She is incapable of using the ranged version of Whirlpool.
Hidden Power: Flying

Ruffia: Female Crawdaunt
Crawdaunt (Water/Dark): Crawdaunt are highly aggressive and territorial and are thus susceptible to anger inducing moves. They will act more enthusiastically when using any offensive technique and less enthusiastically when using any defensive technique. Crawdaunt can swim, but prefer to walk along the bottom of the water instead of swim in it. Their claw attacks are 1.2x stronger than normal.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: "Mantis shrimp sport powerful claws that they use to attack and kill prey by spearing, stunning or dismemberment. Although it happens rarely, some larger species of mantis shrimp are capable of breaking through aquarium glass with a single strike from this weapon. In smashers, these claws are employed with blinding quickness, with an acceleration of 10,400 g (102,000 m/s2 or 335,000 ft/s2) and speeds of 23 m/s from a standing start, about the acceleration of a .22 calibre bullet." - Wikipedia
"That's kind of like being punched by Mike Tyson in his prime, if his outstretched arm was attached to a meteor as it entered the atmosphere." - Cracked.com
Ruffia was always as a strange member of the Crawdaunt species. Somewhat longer than the average specimen, she also always had a penchant for using her claws as fists, striking hard and fast. After being added to the team, she underwent training with a few of the Fighters on my squad, looking to improve her repertoire of striking moves. It turns out that due to some sort of inter-dimensional hybridisation, she's closely related to mantis shrimps, accounting for her strange behaviour and punching prowess. Thanks to her training, she's added a few other moves to suit her personal fighting style.

Special Training - Mantis Shrimp:
With her claws suited more for punching, Ruffia has gained knowledge of the moves Mega Punch, Dynamic Punch, Mach Punch, Meteor Mash, Bullet Punch and Shadow Punch. She gains the type energy to use the most powerful of these up to twice per match. However, the form of her claws renders her Crunch, Guillotine, Vicegrip and Metal Claw attacks totally unusable. She also finds herself unable to use Superpower or Endeavour, thinking them as too much of an energy waste.
Hidden Power: Fire

Harold: Male Greninja
Greninja (Water/Dark): Greninja is the fastest and most agile member of the Froakie line, able to move as if it is teleporting, making it better at evading attacks, and easily cling to walls or hide in dark corners. They have an extremely keen sense of aim, and are able to reliably hit targets with projectiles even at a significant distance. Their water attacks have a "sharp" quality to them, making them more likely to break through hard objects and causing them to lose less momentum and power when breaking through screens or other shields. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Bio: A new addition to the team, Harold is a typical Greninja, able to move fluidly at blinding speed with barely a sound. With a decent movepool and great utility, he doesn't need to rely on a new move for coverage. Instead he focuses on his ninja abilities, blending his Dark energy with his species' signature shuriken attacks to create a Dark attack with actually appreciable power.

Special Attack - Kage Shuriken Sutōmu (DK):
Locking onto his target, Harold spins on the spot as he hurls a veritable storm of black shurikens at his target. Each one deals minuscule damage, but added up can inflict serious hurt on the opponent, though it leaves Harold slightly tired afterward. Damage is Dark-type and equal to Leaf Storm, while energy use is equal to Leaf Storm + Vine Whip.
Hidden Power: Poison

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Level 7:

Diego: Male Raikou
Raikou: (Electric) - A Raikou's Roar attack is more effective than normal. If it rains while Raikou is out, it will also be a thunderstorm. This makes the rain more resilient, and will last one round after being cancelled out. Because of Raikou's association with rain and thunderstorms, it will never receive recoil when using Electric attacks in the rain.
Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water. heat refracts electricity doesn’t appeal to them.
Bio: While the story of how Diego came to join my team is well-documented, his backstory requires a little more fleshing out. After the Pokémon killed in the burning of the Brass Tower were resurrected as the Legendary Beasts by Ho-Oh, they scattered through the local area, their formidable power urging them to run on and on. During his lengthy period of freedom, the Raikou was able to revel in the power of his electricity, displaying his might against several wild Pokémon who didn't know that attacking a Legendary was a bad move, getting badly shocked for their troubles. The Houndoom and Ursaring of the local forests long since learned to keep their distance when the Thunder Beast blazed through, but on one fast-paced rampage the feline came into conflict with his kin.
Sensing a threat to his family group from the tremendous energy level fast approaching, one forest denizen blasted a Thunderbolt toward the racing Raikou. The attack didn't do much damage, but it did manage to wrongfoot the Legend, causing him to stumble. Snarling, the tiger turned to face his attacker, who revealed himself soon enough - a male Electivire swinging down from the trees, adamantly protecting his forest full of Elekid and Electabuzz. Diego responded in kind, but even with his extra juice the Thunderbolt didn't phase the Electivire, fuelled with desire to defend his family. Raising his fists, the humanoid brought them crashing down, sending an Earthquake attack to rattle Diego. The Legendary winced as his single weakness was assaulted, taking hefty damage before firing a piercing beam of Psychic power. The Extrasensory rattled Electivire's head, discombobulating him nastily and leaving him feeling woozy, allowing Diego to close in, ramming him with a Double-Edge attack and sending him back into a tree. Continuing to fight on, Electivire struggled to his feet, barely able to do so, while Diego panted from his exertion. Eyes flashing bright yellow, the Raikou extended tendrils of energy around his foe, but this wasn't the usual Thunder Wave. Instead, Electivire sagged, his energy being stripped away to repair Diego's own vitality. After a few seconds it was over, Diego seeming much fresher, while Electivire lay on the ground, unable to move after having his power drained.
His attacker subdued, Diego left the forest without any further fuss, continuing on his run. Over his ears of isolation, further scuffles with opposing Electric-types allowed him to focus this newfound power. Though unable to deploy it in the battle that ended with his capture, he still finds use from it in other clashes.

Special Attack - Power Drain (EL):
Diego extends tendrils of energy from his body, not unlike Thunder Wave, which then bind the opponent. Instead of paralysing, they drain the opponent of energy related to the amount of Electric energy that they possess, ignoring standard effectiveness multipliers. Electric-types and Pokémon with more Electric energy that average (Volbeat, Probopass, Pokémon under the influence of the Mozz Badge, etc.) will lose a major amount of energy, whereas average Pokémon will be drained of a considerable amount. Pokémon with only one or two Electric moves will only lose moderate energy, while those with none at all won't be affected. Power Drain is usable up to three times per battle, though no more than twice on a single opponent, and does not affect the level of remaining Electric energy when used on non-Electric-types. Standard laws of Diminishing Returns apply, and Diego expends a light amount of his own energy to kickstart this technique.
Hidden Power: Grass

Dorfl: Genderless Regice
Regice: (Ice) - Effectively a living glacier, Regice is always extremely cold. Pokémon who are not used to the cold will become uncomfortable within 5 feet of Regice. This cold aura also slightly reduces the power of Fire attacks. Being inorganic, Regice cannot be affected by Poison in any way.
Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Bio: Being my second Legendary capture, Dorfl's acquisition story is again well documented, having been involved in an epic scuffle with Jack, my Gallade, during which he gained a slight cosmetic fracture in the ice to the lower right of its 'face'. It's clear that being sealed in the Island Cave for countless years has affected Dorfl's mental state, as it spends most of its time dormant, only activating for battle purposes. It seems to be a fan of Lock-On, often using that attack to make sure that some of its more powerful attacks land for devastating effect, as evidenced by its battle with Jack, in which the Fighter was crippled for a while by a Zap Cannon.
Putting its Legendary defences to the test, I decided to see just how well Dorfl could withstand Fire attacks, calling upon Harbinger. The golem barely flinched against his Flamethrower and Fire Blast attacks, the intense cold surrounding its body chilling the fiery nature of these moves before they could do serious damage to it. Eventually, I had the Houndoom crank up the power, and ordered an Inferno. Dorfl seemed interested in this one, watching the intense flame as it drifted toward it. Again, its aura afforded it some protection from the attack, and lacking flesh to speak of it wasn't horribly burned as other targets are, but I could see some sort of thought process at work inside the icy shell. The Braille pattern on its face lit up, and between its outstretched arms a crackling blue orb formed, similar to its usual Zap Cannon attack. Upon launch, it was clear that it was about the same speed too, only when it hit Harbinger did the difference become apparent. Instead of paralysing the hellhound, ice formed all over his body, swiftly encasing him in a freezing prison. Fortunately, a swift Flame Charge remedied the situation, albeit leaving the Dark-type a bit chilly. This new development looked a little too good to pass up, and with some extra research Dorfl was able to command it at will.

Special Attack - Cryo Cannon (IC):
Dorfl forms an orb of intense Ice energy before it, takes aim and fires at its opponent. This attack is rather slow due to its power and size, meaning that it is unlikely to land a clean hit on fresh opponents, but should it hit then the target will be completely frozen in ice (as in 'ice forms all over their body' not 'is encased in a giant ice block'). Even close misses or partial hits will cause some localised freezing on the opponent's body. Cryo Cannon is essentially an Ice-type, freezing counterpart of Zap Cannon and Inferno. This costs Dorfl major energy and deals heavy damage to the opponent. This move can be used twice per battle, once per opposing Pokémon.
Hidden Power: Flying

Errol: Male Dragonite
Dragonite (Dragon/Flying): Despite their short wings, Dragonite can fly well. However, they are more speed fliers than finesse fliers and need a good distance to turn at high speeds. On the ground and in the water, they can move and dodge at a decent speed. They have decent vision in low light environments.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Under Construction
No Signature Move

Hidden Power: Poison

Dendrobat: Female Toxicroak
Toxicroak (Poison/Fighting): Toxicroak have sacs in their mouths that store toxins. Utilizing these stored poisons, Poison attacks from the mouth take slightly less energy. The claws on its hands secrete poison, and attacks using hands have an additional 10% chance of poisoning.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: The second Pokémon A'Tuin and I met after Porosus, Dendrobat was living the life of a street frog. Er, thug. Under the command of a mind-controlling Alakazam, she was mostly forced to battle us, using her Poison-type attacks to put some hurt on my Grotle. After a lapse in concentration, A'Tuin was able to smack her right back with an Earth Power, which helped knock the mind-bending of the Psychic-type out of her. In gratitude, she joined our small band, adding a large power boost.
Thanks to her 4x weakness, and her experiences with the Alakazam, Dendrobat is typically hostile to Psychic-types, though she's made exceptions for Stephen, Ra, Lizzie and Doc. Let's just say she'll do what she can to others, going to any lengths to defeat them. Since her evolution, this has resulted in copious sparring matches with the Psychics of my team, during which she perfected her 'Dive through [Psychic attack] with Pursuit' strategy. But eventually, her Dark reserves would run out, frustrating her and leaving her to take the massively effective blow straight to the face. She declared that she would not rest until she wouldn't have to live in fear of getting Psyspammed, and commenced her training anew.
One day, while training, she got into a scrape with a wild Alakazam. Her memories of her former boss sprang to mind, and as the Psychic-type began attacking, she put her strategies to work, dealing some heavy damage, but eventually she burned out her Dark pool. Facing a Psychic wave, it seemed that she was about to be downed and out when her eyes turned jet black, and she became consumed with the Pursuit aura once more, diving through to strike the Alakazam. With a Dark Pulse, she managed to win the match, subduing the mastermind, her eyes turning back to normal. But it seemed that her desperate measures had resulted in the fruition of her training...

Special Training - In Touch With My Dark Side (DK):
Thanks to her intense practice, Dendrobat has the energy reserves that would usually be associated with a Dark/Fighting-type. She has limited Poison energy, around the same of the average Fighting-type, but has managed to increase her Dark energy reserves to an unmeasurable level. She also trades Poison Jab for Night Slash, and her Hidden Power has shifted to the Fighting-type. This does not affect her ability to take Psychic-type attacks.
Hidden Power: Fighting


Level 6:

SEAKING: Male Seaking
Seaking (Water): Seaking are excellent swimmers, but are helpless on land. They fight more enthusiastically when submerged and in a sizeable body of water. They can swim against incredibly powerful currents and are much more likely to get out of attacks like Whirlpool. Their Waterfall attack takes half the normal energy to perform and attacks made using their horn are 1.2x more powerful. They can see in the dark.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Bio: 'FUCK YEAH SEAKING', that's how the meme goes. No-one knows how, or why. But SEAKING is that meme incarnate. Insanely powerful compared to others of his species, this individual has the angry eyebrows that people have come to expect from the various images circulating around the internet. And is just as mental. No longer satisfied with flying about like a boss, SEAKING now dwells on the glory days of his species, when they were the only users of the Waterfall attack before Gen II made it an HM. Such thinking has made him want to show people that his is the only Waterfall.

Special Attack - Niagra (WA):
Using major energy, SEAKING directs Water energy to rise from under the target, the opposite of a typical Waterfall attack, buffeting them and possibly causing them to lose focus on orders. He then dives under the target and rises directly below them, swimming with the current before ramming them, dealing heavy damage. So forceful is the impact that the target is launched into the air, being thrown across the arena for several metres depending on their weight. Pokémon a fraction of SEAKING's own weight will fly far, whereas Pokémon heavier than him will achieve less distance, though targets up to five times his own weight will still move a bit.
Hidden Power: Rock

Porosus: Male Feraligatr
Feraligatr (Water): While not the most agile of the evolutionary line, Feraligatr are the fastest on land and in water. They will travel on all fours for extended distances. As alligator Pokémon, their biting attacks are 1.2x more powerful. However, their jaw muscles are meant for clamping down, not opening up, so most Pokémon can easily keep them shut with their own hands. In wet arenas, the airholes on their snouts allow them to stay almost completely submerged while being able to see above the surface. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Bio: You don't usually find crocodilians in the south of England, but there is the Fawley microclimate, which is rather warm. It was there I found a Totodile, lazing about in the marsh. Tempting him close with some food, he engaged A'Tuin in battle, and the Grotle was just too much for him. Since that day, Porosus has become a cornerstone of the team, using his great biting strength to muscle his way through opponents. Out of battle, Porosus is cheeky, usually trying to steal food, while also having a comedic persona. Since evolving, he's tried to be more serious, though this is often scuppered by other members of the squad. He also steals a lot more food. Thanks to an altercation with Firewater's Typhlosion, he's gained some cool scarring around his neck and jaw. Now that he's all big and strong, he's decided that he should use his great strength to deal some more lasting damage to his opponents, much like his real-world counterparts are infamous for.

Special Attack - Death Roll (XX):
Porosus bites down on an opponent's appendage, before going into a fast spin. While this attack causes decent damage, its primary purpose is to deal lasting injury, the spinning motion potentially shredding the opponent's skin, tearing muscle and possibly dislocating joints, all determined at the ref's discretion. The Death Roll takes heavy energy to perform, and causes decent damage along with any injuries.
Hidden Power: Electric

Vulgaris: Male Octillery
Octillery (Water): Octillery have suction cups on their tentacles, which can be used to hold fast to certain surfaces. Thus, if the opponent uses attacks dependent on Octillery’s weight, Octillery are considered to weigh 200 pounds for the duration of the attack, provided they are touching something they can hold on to. Octillery are fastest in water, though they can move somewhat well on land. They have excellent accuracy and their attacks have a greater chance of hitting. They can see in the dark.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Bio: Now a key member of the squad and one of my Pokémon that I turn to first in times of strife, Vulgaris has adapted his battle style over the years. Having taken to training the other members of the team as Drill Sergeant, he's keen to install in them a sense of honour. Obviously, this doesn't always work, but he holds it in high regard. So much so, that he enforces it on the battlefield.

Special Training - Stand and fight!:
When Vulgaris is active in battle, the opponent cannot switch out of battle under any circumstances, whether by traditional switching, or moves such as Baton Pass, Volt Switch, etc.
Hidden Power: Fighting

The White Wailord: Male Wailord
Wailord (Water): Wailord are huge, and even more awkward on land than its prevolution. However, they are better swimmers and even better divers, having full control over their depth and able to swiftly dive up or down. Their blubbery, massive body give them a resistance against physical attacks. They are far more comfortable in large, open arenas where they can move freely, and if too restricted, they may be completely unable to fight. They can see in the dark. They fight more enthusiastically when submerged and in an extremely sizeable body of water.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Bio: Every few generations, a Wailmer is born with a strange colour. Not the traditional blue nor the purple of shiny members of the species, this individual is snow-white. Upon evolution into Wailord, this white creature will either take leadership of the pod if a cow, or roams the seas as a loaner if a bull. A few years ago, a White Wailmer was born to a pod in the North Atlantic. Over the years, the calf grew, learning the ocean terrain, knowing that it would one day traverse the environment alone. Upon evolution, he followed all other White Wailord that had came before, leaving his pod to explore the ocean around him even further.
Eventually, his wanderings brought him to British shores... and he managed to wedge himself in Southampton Water, the sonar of the docks confusing him. Hearing of the spectacle of a strange-coloured Wailord blocking the shipping lanes, I made my way down to the shore to see him. The noises of the ships and machinery were strange to him, and were making him extremely agitated. Every so often, a huge Water Spout would erupt from his blowhole, causing damage to the surrounding machinery and putting people at risk. Sensing that he needed an outlet, I decided to battle him, selecting A'Tuin for the job. Thus started a hard battle, and though some Ice Beams put the hurt on my Torterra, in the end a powerful Leaf Storm put the leviathan in his place, and he allowed me to capture him, restoring the port to its normal activity.
After his experiences with the sonar at the docks, his hearing was never quite the same, meaning that when he took breaks to go diving for food his own echolocation was a bit... off. This lead to him having to experiment to get the pitch right, in doing so aggravating other aquatic Pokémon around him.

Special Technique - Sonar Burst:
Focusing his natural echolocation, the White Wailord releases a burst of ultrasonic soundwaves from the front of his head. The extremely low pitch of this attack means that instead of distracting the opposing Pokémon, it is outright stunned, similar to the effect of Fake Out, which lasts a few seconds. Sonar Burst costs mild energy to use, and the effects have diminishing returns.
Hidden Power: Fire

Tiny Kong: Female Simipour
Simipour (Water): As monkeys, Simipour are quite nimble and deft, able to navigate trees and branches with ease. Although able to release water through their mouth, Water attacks can also be used through their tail, allowing for better accuracy and a wider range of fire. If in or near a source of water, their tail can be used to siphon extra water to slightly reduce the energy use for Water attacks fired from the mouth. Despite not being starter Pokémon, their Water-type attacks are slightly more powerful when they go below 1/4 health.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Bio: Under Construction
No Signature Move

Hidden Power: Ground

Helen: Female Kingdra
Kingdra (Water/Dragon): The largest of the Horsea family, they are extremely fast and agile in the water. However, they can only hop on land and are easily knocked over. They can see in the dark.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.
Bio: Having been the lynchpin of the Fish Gym squad defence, Helen is now able to relax, only called up for battle every so often rather than to defend against Grass and Electric-types all the time. With the lack of opposing Water-types, she's shed her previous speciality, and now tries to make up for the lack of boosting moves bestowed upon her by Gamefreak.

Special Training - Graceful Dragon:
Helen's Dragon Dance technique now boosts her special attacking power instead of physical attack.
Hidden Power: Electric

Thunder Child: Female Lanturn
Lanturn (Water/Electric): Lanturn are fish and thus are slow and nearly immobile on land, but are faster and more agile in the water. They fight more enthusiastically when submerged and in a sizeable body of water. Whenever a Lanturn uses an electric attack in the water, it creates a small amount of electricity around it, shocking anything in the water with it within 10 feet of it (damage is considered equal to a Thundershock for the most powerful electric attacks). They may also use their antennae as a light source in the same way that the Mareep family does with their tails.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.
Bio: The HMS Thunder Child was the British Empire's last stand against the Martian invaders of 1898. Having listened to the epic Jeff Wayne LP of War of the Worlds (not the terribad movie with Tom Cruise), Esca decided to adopt the moniker of the ill-fated ship, which sorta makes sense when you consider her typing. But then she found out about the Thunder Child's class, and, well... The HMS Thunder Child was a Torpedo Ram. Trying to be more like her new namesake, Thunder Child experimented with bashing things.

Special Training - Torpedo Ram:
Thunder Child can now use Wood Hammer as a ramming attack, with enough Grass energy to use it twice per match, but she cannot use Thunder.
Hidden Power: Fire

Doorman: Male Azumarill
Azumarill (Water/Fairy): An Azumarill’s hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves. Azumarill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, disliking urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Bio: Bouncer has returned to the squad, once leaving upon realising that I was never going to own a Water Gym for him to take part in. However, upon the advent of Gen VI and realising that I needed some Fairy representation on the team, I sought him out. Now going by the more politically-correct name of Doorman, he relishes his resistances to physical Fighters and fearsome Dragons, but he cannot live on melee combat alone, and having no ranged attacks of his new type to fall back on, he's sought to give himself some range for targets that try to escape his physical presence.

Special Attack - You've Had Enough (FA):
Gathering a major amount of energy between his hands, Doorman fires an orb of sparkling magical power toward his foe. Though a somewhat large projectile, it travels relatively slowly, making it easy to dodge, but should it make a clean hit it will deal heavy Fairy-type damage and induce crippling paralysis. This makes it essentially a Fairy-type Zap Cannon, to be treated the same way with regard to status and idle dodge.
Hidden Power: Bug

Axo: Male Poliwrath
Poliwrath (Water/Fighting): Poliwrath are the best and fastest swimmers of all the Poliwag family, but are just as adept on land as they are in the water. They secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Yet another Pokémon found on a pond, Axo was the last of the tadpoles from that year's frogspawn. Where the rest of his siblings had grown limbs and left, Axo stayed behind, lacking the motivation to evolve into a Poliwhirl. Upon finding him, I managed to show him how fun battling can be. Using Harbinger, I managed to defeat and capture him. Axo has loved evolving, now having arms to smack opponents about, though he hates not having any physical attacks of his type.

Special Attack - Hydro Punch (WA):
Axo charges his fist with Water energy, before punching the opponent. This deals significant Water damage for equal energy, though a shockwave of water upon impact gives the attack a 20% chance to confuse the target.
Hidden Power: Bug

Spitfire: Male Mantine
Mantine (Water/Flying): Mantine are fish, thus they are helpless on land but elegant in the water. They can fly quite well, though they are incapable of holding position indefinitely. Whilst they can easily take off from the water, they will have trouble doing so from land. They take slightly less damage from special moves than other Water types.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Spitfire always did love the air, even if his natural habitat was water. I actually met him at an old air festival, where he was trying to keep up with the planes. Pelly and Quoth flew up alongside him, guiding him back to safety on the ground, though it wasn't as easy for him to land as it was for them, being a fish and all. I offered him a place on the team, and he accepted. While the other Water-types on my team prefer to swim, he usually takes to the air, though he does hate the lack of decent aerial moves he possesses.

Special Attack - Manta Ray (FL):
Spitfire releases a black, shadowy beam of energy from his mouth. Manta Ray, like Confuse Ray, can have a variable 'spread' of attack. The more widespread it is, the less damage it deals to opponents it hits. At its most focused, it deals major Flying damage, whereas if it is widespread, it deals less damage at the ref's discretion, but always consumes major energy.
Hidden Power: Fighting

Pelly: Female Pelipper
Pelipper (Water/Flying): Pelipper can carry up to three small Pokémon in its beak, as long as their combined weight is within reason, Pokémon inside Pelipper’s beak can still launch attacks from within, however, such attacks will be less accurate. Pelipper cannot have a Pokémon in its beak as a signature move. Therefore, Tailwind is more beneficial to them and they can easily fight an opposing Tailwind. Pelipper can dive underwater for a short time, though it's not very fast nor able to go very deep.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Living in a coastal city, Wingulls are a-plenty, scavenging food from anywhere. Pelly was no exception, swiping some food first from myself, then from Porosus. Mistake. The Croconaw blasted her with his draconic powers, forcing her to battle him. After a win over the seabird, I captured her and added her to the team. Pelly is a cheerful bird, always on the lookout for food, preferring to set atop my head or on my shoulder. She's even willing to engage Electric-types in battle, not letting her typing hold her back. She also seems to think she's a parrot. Like Roald Dahl said, "A wonderful bird is the pelican, its beak can hold more than its belly can!".
In Pelly's case, following a shocking encounter with a Magneton where she dived face-first into a mudbank, her beak holds a lot of mud, which she accidentally scooped up. Returning to fight the Steel-type, she attempted to use a Water attack, but inadvertently fired a Mud Shot from the amount of mud scooped up, dealing a crippling blow to the Magneton. Coming to realise how useful this attack could be in the future, Pelly practised the move with some of my Ground-types, eventually being able to master it.

Special Training - Mud beak:
Pelly can use Mud Shot, with the Ground energy to use it up to three times per battle.
Hidden Power: Fighting

Sally: Female Quagsire
Quagsire (Water/Ground): Quagsire move at a decent clip on land and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. They are coated with a slimy substance, which makes them harder to grab and prevents them from being affected by Electric attacks when wet.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Bio: Having been a stalwart of the team since the early days, Sally has put her past of training and Fighting proficiency behind her of late. She currently resides within a handful of Pokémon to have battled and defeated a Legendary, in her case Diego the Raikou by copious spamming of Mud Shot, exploiting the Beast's single weakness and wearing him down to bring home the win. This has emboldened her significantly, Mud Shot becoming her favourite attack, and her increased confidence has lead her to powering up this attack for more regular use.

Special Training - Stuff of Legend:
Sally's Mud Shot attack now deals heavy damage for the same energy cost.
Hidden Power: Flying

Eric: Male Whiscash
Whiscash (Water/Ground): Whiscash are naturally wet, their slime making them difficult to hold onto and grab and preventing them from being affected by Electric attacks. Their movements are awkward out of water. Their whiskers can also help locate a real opponent if it is nearby when using techniques such as Double Team or in places with limited visibility and they can see in the dark. These Pokémon can set off earthquakes with ease and any earth-based ground attacks are quicker to use and will require less energy. They fight more enthusiastically when submerged and in a sizeable body of water.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Bio: Now retired from the Fish Gym, Eric has relaxed his his training, as he has less to fear about being constantly typespammed in a more casual environment. As such, his super-senses have faded, and he's been focusing more on his innate terrakinesis. Hearing that some of his kin were able to use an Earthquake attack so powerful that it caused an episode of a popular television show to be banned from broadcast worldwide, he journeyed to the Hoenn Region to seek them out, eventually finding the island where they dwell. For many weeks he trained with them, and upon returning to base he was eager to try out his new powers. In a sparring match with Sally, he released an attack so powerful that it completely wrecked the arena they had chosen to use, causing slabs of the ground to jut at strange angles and require intensive restructuring before it could be used again, giving him an edge against land-bound opponents.

Special Attack - AG101 (GD):
This attack can only be used in arenas that are at least part-land. Eric rams himself into the edge of the water (riverbank, beach, etc.), releasing an extreme amount of energy into it and sending shockwaves through the land portion of the arena. This causes the ground around the opponent to shatter, going under massive upheaval as chunks of rock and earth burst upward and leaving the landscape utterly devastated. Though dealing significant damage, this attack's main effect is that the sheer disruption of the arena is likely to heavily disrupt the target's orders thanks to the amount of ground distortion, effectively causing the current round to end so that the opposing trainer can take the new landscape into account. After that, it will still cause most Pokémon to take greater caution crossing the torn-up arena, slowing them down depending on their size. Due to its effects, AG101 can only be used once per battle.
Hidden Power: Bug

Branchi: Male Gastrodon
Gastrodon (Water/Ground): Gastrodon have two different forms, although they are not different from each other other then looks. Gastrodon move at a decent speed on land, and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. They are coated with a slimy substance, which makes them harder to grab and prevents them from being affected by Electric attacks when wet. They are also able to stick to the ground. Any weight attack used against them will when stuck will have them considered to be double their weight.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Bio: Another of the early additions to the squad, Branchi has seen little use as of late due to Eric being a star in the Fish Gym and Sally being slightly more at home out of the water. Somewhat annoyed at not getting more spotlight, Branchi decided to practice moving around on grass, clay and sand, trying to up his speed. However, he couldn't quite move his single foot fast enough, and felt like he was never going to achieve his goal. However, something rather interesting happened: He sneezed.
Now Gastrodon don't have the typical mucous production possessed by other Pokémon, so it wasn't a typical sneeze. Instead, it caused his body to convulse, and slime vents around his body responded by spraying a mass of sticky slime over the surrounding area. Checking it out, Branchi found that this was much easier to move around on, able to move at speeds not previously thought possible for his species. Musing on this, he worked at this, trying to use it in battle.

Special Technique - Slime Spray:
When battling on a non-wet surface (not water, ice or wet ground), Branchi may deploy a Slime Spray, coating the area around him up to a radius of 15 feet with slime. The slime will survive for around five rounds, though it can be washed away by Water attacks or rain. Branchi can use subsequent Slime Sprays, though these will only go to a radius of 8 feet. On the slime, Branchi moves as if he has a Long-term Agility used, but Pokémon not used to walking on slippery surfaces will have a chance to trip up. Slime Spray costs decent energy every time it is used, no matter the area covered.
Hidden Power: Flying

Handy: Male Cloyster
Cloyster (Water/Ice): Cloyster lack legs, so their movement on land consists of hopping a few feet at a time. While swimming, Cloyster open and close their shell to move through the water. They fight more enthusiastically when submerged and in a sizeable body of water. A Cloyster’s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Cloyster is its face, where it will take a little more damage than usual. They can see in the dark. Their Icicle Spear, Spike Cannon and Rock Blast attacks are slightly more powerful than usual, creating a greater number of projectiles and firing them with greater precision and accuracy.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Bio: I'm still not sure how I found a Cloyster in the middle of a forest, but there he was, on his side and tight in his shell. Upon hearing movement, he opened up, before slamming his shell shut once more, vanishing in a flash of light. Unfortunately, he reappeared only about a metre away. Opening to check his location, he saw me again, sweatdropping. Another slam and a glow... and nothing happened. Piecing the puzzles together, I managed to work out that wanting to explore from the sea about a mile away, he'd started Teleporting out into land. However, before he could get back, he'd run out of the Psychic energy needed to maintain the trip. With his body totally unsuited to land movement, he was stranded until his batteries recharged. I offered him a trip with me, and he accepted, hopping into a PokéBall. While using him in battle, I realised that while he was proficient in the water he was still damn-near immobile on land. Trying to focus his Teleportation skills, we managed to shift the manner in which he moves from place to place.

Special Technique - Waterport (WA):
Handy's Teleport is now Water-typed, vanishing and reappearing in a cloud of bubbles instead of a flash of light. It costs the amount of energy to perform as a Ralts using Teleport, but is only usable three times per battle.
Hidden Power: Flying

Biffy: Male Lapras
Lapras (Water/Ice): Lapras are slow and ungainly on land, but are incredibly fast and agile in water, particularly on the surface. As carrier Pokémon, Lapras can carry up to 1.5 times their weight and not have their speed affected. Lapras' shell are hard, and any attacks there are reduced to 75% damage. They can see in the dark.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Bio: Though a veteran of the team, Biffy's position of Top Scot has come under contention as of late. Where once he was the sole Pokémon in my possession from North of the Border, the arrival of Douggie has given him both a Countryman and a rival, the Scrafty's Fighting style and urban life choices grating with his own quiet, rural habitat and more fragile typing. Determined to put the Dark-type in his place once and for all, the Lapras has studied with mystical creatures native to his original home in the Highlands, granting him a power to put a dent in those who would try to smash his shell.

Special Attack - Glitter and Trauma (FA):
Gathering significant magical energy within his body, Biffy sings a soothing melody, the resulting soundwaves carrying a sparkling wave of energy, as with any other sound-based attack. Upon impact, the energy deals considerable Fairy-type damage, while the glittery nature of the attack has around a 20% chance to temporarily blind the target, reducing accuracy in a way similar to Flash, though not as drastically, and will wear off within two rounds. Biffy has the Fairy energy to use this attack twice per match.
Hidden Power: Flying

Tripod: Female Tentacruel
Tentacruel (Water/Poison): Tentacruel have ten tentacles. While they are good swimmers, they can move on land. They do this by slithering across the ground on a mess of tentacles and can use some of their others for other actions simultaneously. If a Pokémon makes contact with Tentacruel's tentacles for more than five seconds they have a 10% chance of being poisoned. They can see in the dark. They fight more enthusiastically when submerged and in a sizeable body of water.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Bio: 'The chances of anything coming from Mars are a million to one.'. That was the statement given when mysterious green flares were seen billowing from the red planet's surface one night in the summer of 1898. Soon after, huge silver cylinders had appeared all over the British countryside. The Martians had arrived in force, using searing Heat Ray technology to prevent humans from interfering, before unleashing their massive, tripedal war machines upon the general population. But that was in another time. However, some of their legacy lived on. Tentacruel saw the 2005 movie starring Tom Cruise, and despite the terribadness of the film she was inspired by the portrayal of the Martian tripods, noting that they looked somewhat similar to herself. If taller. Trying to be more like them she attempted to mimic the vicious 'Heat Ray' they displayed, thusly coming up with an attack of her own.

Special Attack - Heat Ray (XX):
Tripod fires a beam of typeless energy from the gems on her head, which then impacts upon the opponent. When the beam makes contact, it generates a small-scale explosion, much like Dynamic Punch. This attack can momentarily stun the opponent, but not confuse. Due to the intense heat, the area afflicted has a 30% chance of suffering a severe burn, like Inferno. The force can also knock over objects, as well as blow apart structures such as Rock Tomb. Heat Ray deals solid damage while costing significant energy, and Tripod can only use Heat Ray three times per battle.
Hidden Power: Psychic

Mbu: Male Qwilfish
Qwilfish (Water/Poison): Qwilfish are somewhat slow in water and nearly immobile on land. They fight more enthusiastically when submerged and in a sizeable body of water. In water, Qwilfish may inflate as a move. When inflated, Qwilfish moves more slowly, but has a higher defence, and any enemy that comes into contact with Qwilfish may hit a spike, taking damage equal to Poison Sting (with the same chance of poison). Qwilfish must inflate before firing any of its spikes or use any "spike" attack (Poison Sting, Pin Missile). Their pins are coated with a poison, which have a 10% chance of causing poison. Qwilfish may automatically deflate without using a move.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Bio: Another Pokémon rescued from the pet trade, Mbu escaped in a very different way, blowing his aquarium to smithereens with a well-placed Explosion attack. Very much weakened, he rolled away, where Quoth, flying overhead, spied him. The Murkrow swooped down to grab on, flying him back to me. Agreeing to come with us, Mbu was captured, and has since become a powerful fighter. He's quick to anger, but usually manages to control it. Even when his time on the battlefield is up, he's dangerous, with his powerful kamikaze attacks. He's a friendly guy though, just be careful about how close you get.
After our time in the Fish Gym was done, Mbu settled down to see if he could increase his power against certain other types. Being a Poison-type, he was naturally inclined to dislike Steel-type Pokémon, whom he can't strike for effective damage and laugh off his Poison attacks. Seeking advice from Pokémon such as Sludgella and Amprey as to how to use venom to best effect, Mbu started working on a way to counteract their armour-plating, using some specialised acids to do the job.

Special Training - Corrosion:
Mbu's Water-type moves are now considered super-effective against Steel-type Pokémon, but he no longer resists Steel attacks himself.
Hidden Power: Ground

Stephen: Male Slowking
Slowking (Water/Psychic): Due to the nature of their evolution, Slowking do not have Slowpoke's slow reactions. However, they still move quite slowly. They have a high resistance to moves which affect their mental state such as Supersonic or Attract. A Slowking and its Shellder share a symbiotic relationship: the Shellder acts as a second pair of eyes for the Slowbro, facing backwards. A Slowking has a higher attack than a Slowbro, but a lower defence.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Bio: Stephen the Slowking is, much like Brian the Exploud, an incarnation into the Pokémon world of one of real life's finest actors, in this case all-round brainbox Stephen Fry. Master of all kinds of facts that most people have never even heard of, his persona fits that of a Slowking quite well, except for being really slow at moving of course. He uses his great knowledge to good effect in battle, as it allows him better ways to deal with one of his weaknesses. As a side note, Stephen is one of the only gay Pokémon on my team, and as such is only affected by an Attract from male Pokémon.

Special Training - Know-it-all:
Wise in the ways of the world, Stephen knows that Ghosts don't actually exist. As such, he only takes 1x damage from Ghost attacks, but is unable to use Ghost attacks himself.
Hidden Power: Flying

Axelia: Male Relicanth
Relicanth (Water/Rock): Though far more at home in the water, Relicanth's lobed fins allow it to stand on land and even move, though slowly, as if they were legs. They can see in the dark. They fight more enthusiastically when submerged and in a sizeable body of water. They are slow swimmers, but make up for this with an immunity to recoil from their attacks.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Bio: A relic by name and by nature, Axelia is a revived specimen of a time long past, from when fish like him ruled the waves. With recently recognised traits now intrinsic to his species, he has left his fossil fortitude behind in order to return to the days where his kind were the apex of evolutionary design. After much contemplation (which takes a while, for a Relicanth), he was able to create and master a technique all his own, cementing his rule of the ocean.

Special Attack - Neptune Strike (WA):
Gathering a massive amount of Water energy around his skull, Axelia charges the opponent before ramming his body into them headfirst to deal major damage. Owing to his self-proclaimed status as ruler of the seas, upon impact the water energy manifests as a wall of water, pushing the target backward several feet depending on their weight, and quite likely stunning them to prevent their next move. Owing to the strain it puts on his body, Axelia can only use this attack twice per battle, but only once per opponent.
Hidden Power: Bug

Pingu: Male Empoleon
Empoleon (Water/Steel): Empoleon are very proud Pokémon and will not be discouraged easily. If their attack fails, they will become more energetic and have a 10% chance of getting a slight boost to both attack and special attack. They have a fine layer of down that allows them to swim in cold water comfortably and endure freezing temperatures and have sharp edges to their wings granting a slight boost to slashing attacks. They are also familiar with the Flying type. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Bio: Originally from the Antarctic, Pingu spent years entertaining children on TV in the show 'Pingu'. Having retired from entertainment, he found himself transported to the world of Pokémon, finding himself cast into the appropriate form of the Piplup line. Eventually getting to the 'serious' Empoleon stage, Pingu has never found it within himself to act more adult, preferring his notorious childish antics. Like sliding around on the ice. However, years of hooting his grating call have left a lasting effect on his voice.

Special Training - Flexible Tux:
Years of skating around on the ice have left Pingu very deft on his feet, highly increasing his ability to idly dodge attacks compared to the average Pokémon, also granting him the power to jump over Earthquake attacks in a similar vein at a mild energy cost. However, he's been left mute thanks to abuse of his vocal chords, rendering him unable to use any sound-based moves at all.
Hidden Power: Psychic

Jim: Male Masquerain
Masquerain (Bug/Water): The eye-like symbols on Masquerain's wings have an intimidating effect. A Masquerain's Scary Face is much more effective early in the match and on its first use, but subsequent uses will be less effective. Masquerain are familiar with the Water-type and have slightly more Ice energy than other Bug-types.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Bio: Jim was on my squad for a long time before he evolved, partly because he shared my ambition for the Water Gym. Knowing that evolution would ruin his chances at being on a possible Gym squad, he resisted, adopting the moniker of 'Uberskit', putting his buildup of evolution energy toward extra speed and power. When that dream went unrealised, however, he gave into his nature, becoming a graceful Masquerain in the process. But his remaining passion had granted him one last gift...

Special Training - Uberskit's Revenge (BG/WA):
Jim remains a Bug/Water-type, retaining all the weaknesses and resistances of that typing.
Hidden Power: Rock

George: Male Pinsir
Pinsir (Bug): Pinsir’s arms are not very strong, and their short, stubby legs make it difficult to run long distances. To compensate, their pincers are fairly powerful, and any attack requiring them is 1.2x as powerful as normal.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Bio: Another of the PASBL's Fab Four, George plays Lead Guitar in the Beetles' lineup. Having obtained a Pinsirite that was thrown on stage by a screaming fan, he's received a much-needed boost in his mega form, but is irked at the fact that he has no Flying-type moves to go with it. At all. Despite being able to use Aerialate, he knows that the secret to aerial combat is raining down death from above, and with some help from bandmate Ringo, has managed to think up a new attack that allows this.

Special Attack - Ticket to Ride (FL):
Charging Flying-type energy into his horns, George crosses them before releasing an X of Flying energy, similar to a ranged X-Scissor, which flies at the target and strikes them for significant damage for the same energy cost. Though energy-based, this attack feeds off George's physical strength, and is such boosted by Swords Dance. This attack also has a 20% chance of lowering the targets physical Defence by 10%, with standard debuff rules. In his base form, George has the Flying energy to use this attack twice.
Hidden Power: Water
Attached Token: Pinsirite

John: Male Volbeat
Volbeat (Bug): Volbeat and Illumise are considered male and female variations of the same Pokémon, and therefore the Attracts of both species are considered to work as if both Volbeat and Illumise were the same species of Pokémon. Volbeat have a light on their tail that they can use to illuminate areas, though they make them more visible in the dark. Volbeat are familiar with the Electric type.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Bio: Part of the same experiment as Ringo, Paul and George, John plays Rhythm Guitar for the Beetles. One of the most prominent members of the group, John is known for his documented personal life, including his often-suspected experimentation with contraband substances. Of course, this experimentation has lead to some of the group's most famous songs, one of which the Volbeat managed to use for training.

Special Training - Lucy in the Sky with Diamonds:
John can use Power Gem and Flash Cannon twice per match, but he cannot use Focus Punch.
Hidden Power: Ground

Paul: Male Heracross
Heracross (Bug/Fighting): Heracross can fly, though they are faster than they are agile in the air. Attacks made using their horn deal 1.2x damage and they are adept at flipping over their targets.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: The final member of the Beetles, Paul plays Bass, and is the main songwriter for the band along with John. Known for his inspirational songs and strange choice in women, this Heracross completes the Fab Four, but like George he despairs at his oddly-lacking movepool. To compensate, he tries to use certain lyrics as a key to break out of the mould.

Special Attack - Yellow Submarine (EL):
Paul charges Electric energy into a submarine-shaped construct between his claws, before firing it at the opponent to deal significant damage for the same amount of energy. The very idea of this is so strange, that it has a 30% chance to induce confusion. Paul's Electric energy fuels two uses of this move per battle.
Hidden Power: Bug

Ringo: Male Ledian
Ledian (Bug/Flying): Ledian are agile fliers and will be able to out-fly most flying Bug-types. Their punching moves deal 1.2x damage for no additional energy. They are more effective in numbers. When battling alongside another Bug-typed Pokémon, they gain a boost in confidence that gives them a boost in attack.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Part of an experiment to include more Pop Culture references in the PASBL, Ringo is the drummer of the Beetles, an all-Bug lineup representing the Fab Four. Beetlemania hasn't quite progressed at the rate they were hoping for, but they still know how to put on a show. With his drumsticks at the ready Ringo is always ready to perform, though he prefers to remember his later work of narrating the best children's TV show ever.

Special Attack - Nostalgic Beats:
Whipping out his drumsticks (made of energy and for decorative use only), Ringo drums the theme tune to 'Thomas the Tank Engine & Friends' on his underside. Hearing this tune takes any Pokémon hearing this back to a childhood state, as they remember their early days. This causes them to temporarily forget that they're evolved, and they can only use moves their basic/baby form knows. Pokémon who are incapable of learning TMs in their basic forms (Gyarados, Beedrill, Beautifly, etc) are not affected by this move. Nostalgic Beats costs heavy energy and is usable once per battle, but it must be used at the end of a round, so it affects the next three rounds after use. As a drummer, Ringo cannot use Supersonic.
Hidden Power: Ground

Jason: Male Galvantula
Galvantula (Bug/Electric): Galvantula are excellent climbers and can scale sheer surfaces. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact, and will be more effective than usual.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.
Bio: Originally hatched as a Joltik in a nest, Jason was no different than any of his siblings, often exploring his forest habitat by scurrying along the branches of his home forest. However, with Joltik being so light, one day a strong gust of wind caught him and blew him away, and his attempt to tether himself with his silk inadvertently created him a parachute. After a few hours, he eventually touched down, far from home and unsure of the friendliness of the locals. Luckily, he landed not far from a burrow containing some immature Nincada, who were waiting and hiding until the day that they would evolve, and the fellow Bugs took him in, giving him food and shelter. Jason repaid this kindness by using his Electrical abilities to defend the colony from avian predators, so this relationship worked out for all, and the Nincada taught Jason how to use some basic earthen abilities for his own defence. After several years, the Nincada all evolved into Ninjask, and Jason was ready to evolve himself, bidding his friends farewell. Eventually he joined my squad, and his unique experiences helped him better his weaknesses.

Special Attack - Groundbolt (GD):
By grounding his power source, Jason releases a Thunderbolt with a brown tint, which deals Ground-type damage to the opponent equal to Thunderbolt. Jason has enough Ground energy to use this attack twice per battle.
Hidden Power: Water

Atla: Female Volcarona
Volcarona (Bug/Fire): Volcarona have gigantic wings which them it to fly with great grace and ease. These wings constantly issue embers, and being within three or so feet can cause mild damage each round to foes due to the embers. They are capable of generating vast amounts of heat by flapping their wings, enough to melt moderate and weaker Rock attacks or dissipate fog. Energy use is equal to Fire Spin and is usable twice per battle.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Bio: Atla's a bit of a film geek. Confident in her own power, she's always the first to finish training and relax with a movie, especially old classics. This is how she first learned of Mothra, a Toho Kaiju that she felt bears a certain resemblance to herself. One night, the Volcarona decided to have a marathon, watching all the movies featuring her new idol in one runthrough. While this left her shattered, it also left her with inspiration to mimic the movie monster's special moves, eventually coming up with one herself.

Special Attack - Sun Strike Blaster (GR):
Atla releases a pulse of Grass energy skyward (toward the sun if it's out), where it collapses in on itself. A few seconds later, it returns in a jagged beam, striking the opponent from above. In normal circumstances this attack costs significant energy and deals the same amount of damage, but under intense sunlight the attack draws in extra power after being launched, returning to strike the opponent for major damage. Atla has enough Grass energy to use this attack twice per battle, and she can no longer use Solarbeam.
Hidden Power: Ground

Neura: Female Yanmega
Yanmega (Bug/Flying): Yanmega make a humming noise as they flaps their wings. This makes them easier to locate, however, the noise is very irritating close up, and any Pokémon within five feet of Yanma have a 10% chance of flinching from the sound (20% if the Pokémon has sensitive hearing). They are very fast and agile fliers, able to manoeuvre in the air in nearly any direction when moving slowly, as well as being capable of reaching high speeds
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: It's a well established fact that prehistoric things are awesome. So, when my Yanma evolved into something that looked like it belonged in 300 million year old forests, I was pretty elated. Neura took every chance to exhibit her new body, stretching out with long flights and using her speed against opponents in battle. Sadly, we were let down by the amount of weaknesses her typing granted her, meaning that almost any opponent could injure her delicate body.
This came to a head in a training battle against Neonleo, the Luxray using Discharge to try and better Neura's ability to dodge widespread attacks. Sadly, the Bug was still struck by a tendril of electricity, but this turned out to be more of a blessing. The jolt did something to her flight muscles, causing the normal pitch of her buzzing sings to drop. Turning to face Neonleo, Neura sped toward him, flying past with her normal burst of speed, but something was different. Neonleo was knocked to the floor by a powerful burst of Ground energy, which I recognised as a strange attack. Standing down the training session, I had a look at Neura, and while the lower pitch remained it didn't seem to cause her any harm. In fact, the new powers it granted her were very beneficial.

Special Attack - Paleozoic Pulse (GD):
Neura flaps her wings, as if to use Bug Buzz, but instead releases a pulse of sound imbued with Ground energy. While this attack costs solid energy and deals that much damage, if the target is standing on terrain susceptible to attacks such as Earth Power and Rock Slide, the soundwaves react with the ground, causing them to take significant damage instead. This attack also has a slight (20%) chance to confuse the target. Neura's Ground reserves fuel two uses of this move.
Hidden Power: Fighting

Fatale: Genderless (Female) Shedinja
Shedinja (Bug/Ghost): Shedinja are permanently solid, unable to achieve other states. They levitate by default. Unlike the games, Shedinja are not immune to all neutral and resisted attacks. They count as being doubly resistant to all non super effective attacks in the same way that a Dragonite type resists Grass type moves. Super effective moves affect them as normal. Shedinja have 3/4 of the health that a normal Pokémon has.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: One of the newest arrivals to the team, and the first Ghost to boot. While exploring deep in the New Forest, I managed to catch the local Nincada shedding season. Sitting on a rock, I called out some of my own Bugs to watch as the Nincada emerged from underground, climbing up onto the trees. There, they shed their old skins, evolving into Ninjask in the process. They then flew off to breed, leaving their skins behind. As we watched the spectacle, a few of the skins were imbued with a soul of their own, a halo appearing above their heads to signify their transformation into Shedinja. One of these blessed ones approached our group, and - determined to show that it was still useful - requested a battle.
Ringo took it on, and while the Ghost-type was able to put up a great fight, the Ledian's aerial prowess and Flying attacks, combined with its own low health, left it beaten. After recovering, the shedskin, wanting to hone its battling skills, requested to come with us. Figuring that it would be useful to have a Ghost on board, combined with my love of Bugs, I captured it, whereupon it took the moniker of Fatale, also revealing that its former occupant was female. So sometimes it can be referred to with female pronouns. Along our travels, she learned from many other Ghosts belonging to other trainers. In particular, she was interested in the way they managed to generate Electricity, something she figured would be useful against Flying foes. Undergoing some training with them, she managed to wield it in much the same way.

Special Training - I'm a Ghost:
Fatale can use Thunderbolt twice per battle.
Hidden Power: Rock

Fun Guy: Male Parasect
Parasect (Bug/Grass): The mushroom has taken control of the bug’s mind at this stage. The mushroom has a limited awareness, which makes it difficult for Pokémon to sneak up behind a Parasect, as the mushroom will be able to "see" them. A Parasect will protect its mushroom above all else. If there are trees in the arena, Parasect may Dig underground and gain considerable health from the tree roots by sucking nutrients from them. During this, Parasect may not attack, though it is underground.They are naturally moist, meaning that they take slightly less damage from Fire attacks.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Bio: With Hidden Power now changeable at will and thus not requiring special traits to justify, Fun Guy has given up the rock'n'roll lifestyle and gone back to basics, experimenting with his spores. Tweaking his previous signature technique, he has been able to refine the production of special flame-retardant ones within his mushroom, going into battle armed with a weapon against menacing Fire-types.

Special Technique - Asporedos:
When ordered, Fun Guy releases a thick, black cloud of spores from his mushroom, surrounding the target. These have a smothering effect on fire, and will absorb the strength of any Fire-type attacks used by the target, causing them to only deal 1/3 of their usual damage. It will also cause seriously discomfort to Pokémon that have open flames, possibly causing them to flinch or lose focus on their attacks. Asporedos costs considerable energy to use, and can be used three times per match, lasting for around five rounds on average.
Hidden Power: Rock

Seven: Female Beedrill
Beedrill (Bug/Poison): Beedrill are more effective in numbers and, when battling alongside another Bug-typed Pokémon, gain a boost in confidence that raises their attack. Their Poison Sting and Twineedle attacks have an increased chance to poison, also dealing slightly more damage than usual. Beedrill are intimidating Pokémon, particularly in numbers. Multiple Beedrill, Combee and Vespiquen on the same side share a hive mind, meaning that one cannot be surprised unless they all are and one cannot be affected mentally unless they all are.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Bio: Under Construction
No Signature Move

Hidden Power: Water
Attached Token: Beedrillite

Morpho: Female Shiny Venomoth
Venomoth (Bug/Poison): Venomoth are capable of flying and, despite their lack of the Flying-type, are quite agile. Their spore based attacks are slightly more effective than normal. Venomoth have a sort of radar vision, which allows them to see almost completely around themselves.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
If not completely Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn., Poison-types are highly resistant to poisoning.
Bio: Yet another much-beloved Bug-type of mine, I caught this blue-eyed Venonat near the start of my journey and after a while she became a vibrant blue Venomoth. Specialising in her species' affinity for mental mindgames and toxic trickery, Morpho comes with many different strategies to wear down her opponent on both a mental and physical level. However, unlike her fellow Lepidopteran in Butterfree, she has nothing to do to sleeping opponents. Watching how the more ghoulish members of my squad were able to curse their opponents, she sought out the means how to do the same.

Special Attack - Night Terrors (BG/PS):
Using up a considerable amount of energy, Morpho uses her Psychic powers to implant visions into a sleeping opponent's head. These visions will often be of nightmarish Bug Pokémon harassing the opponent, and have a similar effect as Nightmare - the target loses good energy for every round it remains afflicted, but this technique doesn't wake them on its own. Opponents who would be more afraid of the insects terrorising them will lose more energy, while larger/Bug-resistant ones would lose less, both at ref's discretion. When the target does wake, there is a 30% chance that the Night Terrors have left it paralysed for the round following.
Hidden Power: Water
Attached Token: Bugcatcher's Token

Barry: Male Ariados
Ariados (Bug/Poison): Ariados may shoot strands of webbing out of both their fronts and rears. While not powerful enough to damage Pokémon, they can use it to pull themselves from place to place more quickly without it counting as a move. Ariados can climb walls and other objects with ease. Their web attacks will be more effective than usual and cost less energy.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Bio: Spiders are awesome. Ever since I was a child, I was fascinated with spiders, watching the Spinarak going about their business in the garden, trapping problematic insects in their webs. I became convinced that they were doing some kind of good work, imbued by some sort of otherworldly power. Of course, upon growing up, I abandoned this rather nonsensical idea, and it faded into obscurity.
Enter Barry. A new addition to my Bug-heavy team, I mostly captured him because I'd always wanted an Ariados of my own. He soon fit right in, spinning a web to occupy every night. He soon came into his own, however, when one day we were at a lake. That most unholy of creatures, a Ludicolo, appeared from the water, starting to menace our party. Barry got in the way, a Signal Beam nailing the Demon's grassy body, but soon took a Zen Headbutt for his troubles. A Sludge Bomb volley proved equally undeterring, the foul beast unleashing a hellfire-backed Fire Punch upon the Ariados. Knocked back, Barry struggled to get upright as the Demon approached, seeming done for. Suddenly, a white glow enveloped him, causing the Ludicolo to recoil in fear. After a few seconds, a huge beam of Bug energy burst from Barry's body, smashing into his aggressor, sending the Demon rocketing back into the water, scaring it away.
It seemed that during the heat of battle, Barry had gained some sort of blessing with which to fight demonic foes, somewhat improving his mediocre moveset with a very special move...

Special Attack - Holy Beam (BG):
Barry's body glows white for a few seconds, in which time he charges Bug energy. After sufficient time, he fires the resulting power in a beam of energy, looking like a green version of Hyper Beam, which hits the target for heavy damage. Damage is the same as Thunder, but Bug-typed, but only on neutral or weak targets. If the target resists Bug attacks, then Barry puts more energy into the attack to ensure that the Holy Beam overcomes their blasphemous resistance. If Bug would normally deal 0.5x damage, Holy Beam costs 1.2x normal energy to deal normal damage, and if the target would normally take 0.25x damage, Holy Beam costs 1.4x the usual energy. Except for hitting resisted target, Holy Beam is almost exactly like Thunder, though it may only be used twice per battle. Barry may no longer use Hyper Beam.
Hidden Power: Ground

Emma: Female Scolipede
Scolipede (Bug/Poison): The arm-like extensions on their neck are actually spines that seep poison. Physical attacks used with or that hit these spines have a chance of causing light poisoning (about 10%, does not stack with any poison chance in a move). Thanks to the adaptation of their prevo, their poison also has a 5% chance of localized paralysis if foes make contact.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Bio: One of the first Unovan Pokémon to join my team, Emma hasn't had much battle experience, but from the amount of training she does it's clear that she packs as much ferocity as her species deserves. Despite her mighty mandibles, she was annoyed at the lack of attacks that could exploit this, so she focused on being able to deliver her own particular brand of toxin.

Special Attack - Centipede Strike (PO):
Emma lunges forward, biting at her opponent. While this only deals mild damage, she also injects her venom. This does no damage, but causes excruciating pain which distracts the victim, causing movement to be slowed, attacks using the appendage to be weakened, and concentration to be lowered. This venom's effects last for about three rounds, after which they fade. Centipede Strike takes good energy to use, and can only be used once per opponent.
Hidden Power: Ice

Gorrath: Male Crustle
Crustle (Bug/Rock): With a heavy shell of rock on their back, Crustle are a slow-moving Pokémon, having difficulty moving at much more than a fast crawl. However, Crustle’s shell is extremely hard and durable, granting a boost in physical defence, though their vulnerable body will still take full damage. Using a move, they can spit acid that affects rocks. This can either weaken incoming Rock-type attacks, reducing them in power by a small amount, or target opposing Rock Pokémon for the same effects as Acid Spray on organic Pokémon.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Bio: One of the embodiments of defence on my squad, Gorrath is both strong and sturdy. While he bears little resemblance to his namesake owing to extreme tenuousnous, he still hates opposing forces made of metal. Owing to this, he's studied the techniques of my various Fire-types, especially envious of Susan and her access to Lava Plume. With a few attempts, he managed to develop his own take on this move, trying to better defend himself.

Special Attack - Trebuchet (RK/FI):
Gorrath creates a sphere of Rock as he would Rock Wrecker, firing it upward in an arc to strike the opponent, taking considerable energy for equal damage. However, when specified, he puts a extra light amount of energy into the attack and ignites it, turning it into a fireball and causing it to deal considerable Fire damage for heavy energy overall. Gorrath has enough energy to use the Fire style twice per battle.
Hidden Power: Water

Dead Metal: Male Durant
Durant (Bug/Steel): Durant are extremely adept diggers, able to form stable tunnels with ease. Due to their feud with Heatmor, they have developed a slight resistance to Fire. As Pokémon typically dwelling in colonies, they fight more enthusiastically in groups. Their Bug-type attacks are slightly more powerful when they drop below 1/4 health.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Bio: Dead Metal is one of the House Pokémon, a battle-hardened group that came into my possession once the TV show they worked on - Pokémon Wars - was shut down. Unlike his friend, Shunt, Dead Metal didn't push, but instead focused on trapping his opponents before wearing them down with his own attacks.

Special Attack - Angle Grinder (ST):
Dead Metal grabs the opponent in his mandibles, before forming a circular saw above his head from Steel energy. Spinning fast, this saw then contacts the trapped part of the opponent's body, dealing considerable damage while using the same energy, though it deals major damage to harder-bodied opponents.
Hidden Power: Ground

Gaarg: Male Druddigon
Druddigon (Dragon): Druddigon are very cold-blooded. In the sun and warmer temperatures, they will fight with great enthusiasm, but in cold temperatures or if chilled, they will quickly grow sluggish. Their skin is very tough and scaly and their body is covered in spikes; both of these factors will cause 25% recoil to physical attacks against it.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.
Bio: Gaarg's special training and time as a Fighting-type was short-lived. Maybe it was the word that an upheaval throughout the Pokémon world was coming that would spell doom for both Dragons and those practised in the martial arts. Maybe he just slacked off in his training. Maybe he just got fat. Either way, one day he found that he was a regular old Druddigon, losing his special abilities and attacks somehow. Later learning of the advent of the Fairy-type, he was actually glad of this change, and set about finding ways to counter the new threat. At some point, he was contacted by a secret German military organisation, which had mistaken him for their lost leader who also had a scarlet cranium. Gaarg set them straight, but kept one of the weapons that they'd developed after learning of its history, repurposing it for his own ends.

Special Attack - Hydra Blast (??):
Raising his arm, Gaarg fires a pulse of light blue energy from his palm at the opponent, dealing significant damage while using as much energy. This attack doesn't have a defined type, but has its roots in advanced energy from a civilisation that has faded into myth, and as such is crafted to strike other legendary opponents. Hydra Blast is considered super-effective against Dragon, Fairy and Ghost-type Pokémon, but is not very effective against Electric, Fire, Grass or Water-types, as these types are too grounded in reality to be susceptible to supernatural means. Hydra Blast is usable twice per battle.
Hidden Power: Fighting

Jells: Female Goodra
Goodra (Dragon): Although Goodra are much faster and more nimble than their pre-evolutions, they are still rather soft and squishy, taking 80% damage from physical attacks. Unlike their previous evolution, they are not blind. However, they can still use their antennae as a radar system, allowing them to detect their foe regardless of optical illusions or attempts to hide. They use their horns and sticky arms to attack with great force, dealing fast attacks. Being natural swamp dwellers, they are more comfortable in wet environments.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.
Bio: Though some species native to the Kalos region were made public before explorers gained access, a lot weren't. One such enigma stumbled upon by early trekkers was the Goomy line, which was deemed awesome by many. Including me. As such, when Gen VI Pokémon were made legal, it was one of the first Pokémon I obtained. Jells adds to the limited Dragon count on my team with her own unique playstyle. She can't fly like Myrmeleo, swim like Helen, and is nowhere near as physical as Gaarg, but she still holds her own by having a ridiculous movepool. However, she lacks more supportive moves, which leaves her inflexible when dealing with strategies that aren't all-out offence. Knowing that some members of her species are able to use their sticky bodies to hinder the opponent's movement, she tried to focus on a more long-range version of that technique, gumming up her foes as they switch into battle.

Special Technique - Gooey Bombs:
Using significant energy, Jells releases several packets of slime, of similar composition to her own body. This packets scatter around the opponent's side of the field, while some detonate around the current opposing Pokémon's feet. This deals no damage, but the sticky goop can hinder an opponent's movement similarly to String Shot, causing them to be slower when moving or attacking for around three rounds, after which the slime loses its stickiness and falls off. In the case of flying opponents, the bombs will instead target the wings, gumming them up and hindering flight for a similar length of time, while levitating opponents can find limbs bound, hindering attacks using them. Every time a new opponent switches in, the Gooey Bombs will affect them in the appropriate manner, making this an entry hazard. It can be cleared with Rapid Spin, but doing so will cause the bombs to detonate one last time onto the user.
Hidden Power: Ghost

Teal'c: Male Ampharos
Ampharos (Electric): An Ampharos' pelt is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 10% chance of flinching. Mareep, Flaaffy, and Ampharos have the ability to use the balls on their tails as lights. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Mareep/Flaaffy/Ampharos to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas.
Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.
Bio: Originally loyal First Prime to Apophis, Teal'c is a Jaffa, a warrior race who value honour in combat. When his conscience at slaughtering innocent people, along with his belief that his 'god' wasn't what he claimed to be got too much for him to take, Teal'c rebelled against the Arbok, and fled with the newly-formed SG-1 back to Earth through the Stargate. Somehow, he wound up on my squad, where he still manages to use his off-world training on the battlefield.

Special Training - Alien Tech:
Teal'c may use Tail Glow.
Hidden Power: Water
Attached Token: Ampharosite

Neonleo: Male Luxray
Luxray (Electric): Luxray's hearing is more sensitive than normal, at the expense of making them more vulnerable to sound-based status attacks. Their sense of smell is similarly enhanced, allowing them to track foes and detect true foes in a Double Team. Luxray have limited X-ray vision, allowing them to see through many objects to aid in pursuit, and excellent eye sight generally. Their fear-inducing attacks are slightly more effective than normal.
Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.
Bio: Having heard something as I set up camp, I sent out Harbinger to investigate. A scuffle followed in some bushes, before a series of electric and fiery bursts issued forth. Running to check, I saw Harbinger battling a little Shinx, who had been tracking us to swipe food. I managed to capture him, which my Houndour seemed to approve of. Neonleo soon fitted in, missing the same sort of pack lifestyle as Harbinger, and the two bonded closely. He always seemed to be a bit skittish, though that seems to have been reduced following his evolution, as he is now a confident Luxray. He loves the night, thanks to his species family's ability to see in X-Ray. One night, as he was focusing on something, he generated a burst of radiation which zapped where he was looking. Through focusing this power, he managed to wield it as a move.

Special Attack - Overexposure (EL/PO):
Overexposure fires a beam of concentrated X-Rays from Neonleo's eyes, appearing as a purple flash of energy. The beam is made up of electricity, as well as radiation, and deals good Electric damage along with moderate Poison damage. Due to the radioactive nature of the attack, it has a 30% chance to poison the target, or a 10% chance to inflict Toxic (to be determined like Secret Power). The attack consumes heavy energy overall, and is usable three times per battle.
Hidden Power: Ground

Mr. T: Male Electivire
Electivire (Electric): Electivire are able to use their tails to channel Electric attacks. Direct contact with the foe using its tails will give a slight boost in the chance of paralysis for the attack and will make paralysis in the contact area far more likely. If hit by an Electric attack, Electivire will experience a surge of power and gain a slight boost to its speed for about a round. Electivire are able to recharge themselves more efficiently than other Electric types and, whenever they use only one attack in a round, they will automatically recover moderate energy at the end of the round. They are easier to anger than most Pokémon. They are resistant to moves which induce sleep or drowsiness and will recover more quickly from these conditions.
Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.
Bio: The 'T' stands for 'Typespam'. That's how Mr. T was named, but over the course of several reffings the Electivire was eventually moulded, and has now taken on the Poképersona of the legendary actor, usually wearing a large amount of bling. While you'd assume he'd focus more on his idol's A-Team character, he actually identifies more with Clubber Lang, the boxer portrayed by Mr. T in Rocky III. As a result, he's started practising his punches a lot more, building up a lot more strength in his arms to lay beatdowns on his opponents.

Special Training - I Pity the Fool:
Owing to his training, Mr. T's punching attacks deal 1.25x the normal damage for no extra energy, but his kicking attacks have suffered, and as such they only deal 0.8x normal damage, while costing normal energy.
Hidden Power: Ghost

Amprey: Male Eelektross
Eelektross (Electric): Eelektross levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile. They are also fairly good swimmers and are able to stay underwater as long as any Water-type. Unlike their prevolutions, they are able to ground themselves for a short time and stand on their modified fins.
Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.
Bio: Eelektross are just all-round awesome. Design, typing, and natural ability are all fantastic. So it was no surprise that I acquired one as soon as possible. Amprey is a typical example of the species, both badass to look at and lethal to battle. But strangely, despite being a bloodsucker, he's only recently learned attacks to drain the victim, and wanted to improve on this. After some experimentation on some unlucky victims, we decided that draining blood would be morally wrong in a gaming environment. But screw it, he's got a taste for it now.

Special Attack - Parasite (XX):
Amprey latches onto the opponent's body, biting down and sucking away a large amount of energy and a bit of health. In slapstick matches, this move drains the opponent of heavy energy while dealing light damage, costing moderate energy to enact and restoring considerable energy to Amprey. However, in realistic, Amprey also drains the opponent of blood and bodily fluids. This can cause weakening of any extremities targeted, and may cause smaller targets to become dizzy. Obviously, this move cannot target inorganic Pokémon (Bronzor line, Porygon line) or those with armoured skin (most Rock or Steel-types), unless he finds a soft part of the body on the latter. Amprey can only use Parasite twice per opponent under slapstick, and only once in realistic.
Hidden Power: Psychic

Enterprise: Genderless Magnezone
Magnezone (Electric/Steel): Magnezone levitate by default. Moving by electromagnetic propulsion, they are not as fast as other levitating Pokémon, but are more agile. They are inorganic and can see in the dark. They fight more enthusiastically in man-made environments. Magnezone are considered to be one Pokémon, though their three eyes help them with vision and their Tri Attack is more powerful than normal.
Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.
Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Bio: PASBL: The Final Frontier. These are the voyages of the Magnezone 'Enterprise'. It's ongoing mission: To explore strange new arenas. To seek out new Pokémon, and new trainers. And destroy them.
Enterprise must have inadvertently downloaded some episodes of Star Trek at one point, because ever since then he's been obsessed with it, thinking that he's the starship of the same name. This has lead to him developing his own attack, mimicking the great ship's famous weapon systems.

Special Attack - Phaser (FI):
Enterprise releases a thin beam of orange energy from one of his magnets, which streaks toward the opponent, striking them for significant Fire damage while using the same amount of energy. Upon striking, the impact generates a small explosion, quite possibly stunning the target for a few seconds. Enterprise has the Fire energy to use this attack twice per battle.
Hidden Power: Ice

Courage: Male Granbull
Granbull (Fairy): Granbull are proud Pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Granbull's biting attacks are 1.2x more powerful.
Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, disliking urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Bio: We interrupt this bio to bring you: Courage, the Cowardly Granbull show! Starring Courage, the Cowardly Granbull! Abandoned as an egg, he was found by Muriel, who lives in the middle of Nowhere with her husband, Eustace Bagge! But creepy stuff happens in Nowhere, and it's up to Courage to save his new home!
"Stupid dog, you make me look bad! Booga-booga-booga!"

Special Technique - Endless Scream:
When ordered, Courage lets out a blood-curdling scream, his mouth hanging open as he does his best to convince the target that he is utterly terrified of them. Owing to his cowardly nature, this will work on any target, no matter of type matchup or size difference, putting them into a confident state of mind as they are assured that Courage is no threat, but as a result suffer a 20% drop to their physical defence, to which standard boost stipulations apply. Endless Scream takes considerable energy to perform, and can only be used once per opponent.
Hidden Power: Psychic

Morgan: Female Blue Florges
Florges (Fairy): Florges have physically merged with their flower, effectively becoming a single entity. This flower generates a constant source of energy, allowing them to use Grass moves as if they were a Grass-type. They can levitate. Due to their connection with plants and nature, they are subject to the effects of Flower Shield. They have two vines hidden in their flowers that they can extend to use to manipulate objects and Pokémon and attack.
Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, disliking urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Bio: One of the few Fairy-types on a vast squad, Morgan has made the cut by dint of being a powerful user of magic. Named for the original fae of Arthurian Legend, the Florges is immensely skilled at wielding natural magic, but falters when she attempts to use anything more advanced, such as the manipulation of fire or electricity. However, her command over nature still allows her to formulate defences against the Fairy weaknesses of venom and cold iron.

Special Attack - Mudslide Caster (GD):
Summoning significant energy, Morgan waves her arms to extrude a wave of thick mud, which washes outward. Upon impacting the opponent, it deals significant Ground-type damage and coats their legs, hardening quickly to lower their movement, like an improved Mud Shot. Though it usually travels over the ground, it can be directed upward to hit flying foes, affecting their wings in a similar fashion. Morgan has the Ground energy to use this attack three times per battle.
Hidden Power: Fighting
Attached Token: Candymaker's Token

The Librarian: Male Primeape
Primeape (Fighting): Primeape are excellent climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. They interpret being stared in the eyes a challenge to their authority. Thus, any eye contact will cause Primeape launch into a beserk rage. They will focus almost exclusively on the offending target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of their rage. Until its target has fallen Primeape will be extremely emotional and responsive but more vulnerable to confusion. Primeape will also be winded for a few moments after its berserker rage has ended, with longer periods of rage meaning more downtime. A trainer may write a note in their bio stating that their Primeape has been trained not to enter in to the enraged state in this way.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Once a wizard in the Library of Unseen University, Ankh-Morpork, the Librarian found himself one day transformed into a Primeape by a series of extremely powerful spells. In a bid to try to reverse this condition, he ran away in an attempt to gather knowledge. One day, he came across me, stealing all my books in the encounter. I again enlisted Harbinger's sense of smell, tracking him down to a tree in the surrounding forest. He seemed defensive, but I offered him what he wanted: travel and books. As such, he settled into the role of a Pokémon, battling when I need him to, but only training about half as much as the others, spending the rest of the time reading. When he does train, he does so with Dendrobat and Sally, helping them spar. His love of books has also carried over into battle, believing that knowledge can quite literally triumph over the opponent.

Special Attack - Necrotelecomnicon (Various):
The Librarian dips into any type pool he has access to a damaging attack of, creating an energy construct of that type in front of him in the shape of a large, open book, which then flies into the opponent. Necrotelecomnicon deals considerable damage for as much energy, though the contents of the book also have a 30% chance to confuse the opponent.
Hidden Power: Psychic

Cuauhtli: Male Hawlucha
Hawlucha (Fighting/Flying): Though not extremely fast or proficient fliers, Hawlucha are extremely adept at aerial movement. Although they can maintain some level of flight, they prefer jumping and gliding, and can move extremely fast when launching from the ground. When executing physical moves, they can also more easily manoeuvre to evade counter-attacks or position themselves in an optimal place.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Under Construction
No Signature Move

Hidden Power: Ground

Booster: Male Flareon
Flareon (Fire): Members of the Eevee line have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. Their Baton Pass and Helping Hand attacks take slightly less time and energy to perform compared to other Pokémon. Flareon may use a move to warm themselves, which grants a slight defensive boost against Water-type moves and can be used to thaw ice. Flareon's tackle-based attacks deal slightly more damage than those of the other Eeveelutions.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Bio: Having welcomed two additions to his movepool in Flame Charge and Flare Blitz, Booster has found his signature flaming jet charge attack made somewhat redundant. Instead, he's found himself falling back on his support movepool that he's inherited by dint of being an Eeveelution, using his various techniques to aid his teammates, even if they're not on the field at the same time as he is.

Special Training - Baton Boost:
When Booster uses Baton Pass to switch out, he leaves some extra juice in the energy baton that the incoming Pokémon grabs when switching in. Upon doing so, the teammate not only gains Booster's mindset, but also a 20% boost to their offensive stats, to which standard boost stipulations apply. Booster's Baton Pass now costs heavy energy to use, which he will not regain as he rests inside his PokéBall, and is only usable once per battle.
Hidden Power: Grass

Kinixys: Female Torkoal
Torkoal (Fire): A Torkoal's shell is tough and attacks which strike there will do reduced damage. Torkoal can retreat in to their shell using a move, protecting their body from harm. However, they are vulnerable if knocked on their backs. Smokescreens and similar moves produced by Torkoal are much more potent then normal. Torkoal are familiar with the Rock-type.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Bio: I encountered this fiery little Tortoise after she got a crush on A'Tuin, who was a Grotle at the time. He seemed a little wary of her, due to his natural paranoia of Fire-types, but he soon warmed up to her (dohoho). With her love now mostly able to handle himself, she's taken to some more volcanology-based techniques, often training with Susan to see what they can do to emulate the astounding forces of nature.

Special Attack - Ash Cloud (FI/RK):
Using a considerable amount of energy (half Fire, half Rock), Kinixys puffs a cloud of hot, fine ash from the vent atop her shell. This cloud soon drifts to surround the opponent, dealing moderate Fire damage, but friction from the ash particles rubbing together builds up a static charge within. After a few seconds exposure, this can inflict severe paralysis upon the target, akin to Zap Cannon, to be treated the same way. The only difference is that due to being friction rather than energy-based, Ground-types are entirely susceptible to this paralysis. Ash Cloud can be used twice per battle.
Hidden Power: Water

Donkey Kong: Male Darmanitan
Darmanitan (Fire): Darmanitan's eyebrows are actually two flickering flames that grow more intense the more excited they are. They can be used to burn the foe if there is prolonged contact and for illumination. Being particularly energetic and fuelled by internal fire, their Fire-type attacks are used more quickly than usual and they are resistant to cold temperatures and freezing. When they reach half health, the trainer may order Darmanitan to go into Zen Mode, in which they withdraw their hands and legs and extinguish their external fire. In Zen Mode, Darmanitan gain a secondary Psychic-type and all associated weaknesses and resistances. Though immobile, Darmanitan levitate in this mode and enjoy full Psychic-type familiarity. They may also still use physical attacks, though they will be somewhat reduced in power. When entering Zen Mode, they cannot come out of it until they faint.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Bio: Under Construction
No Signature Move

Hidden Power: Water

Sgt. Bash: Male Heatmor
Heatmor (Fire): Heatmor are constantly producing and releasing fire, which can burn the foe with prolonged contact and be used for illumination. Heatmor can release fire from their mouth, fists and tail, allowing them to attack in a variety of fashions. Fire attacks issued from their mouth will be long and thin but easier to direct for a more centred hit, or used like a whip to lash the foe for a guaranteed hit but slightly less damage. Their powerful forelimbs allow them to dig with ease and grant them a 1.2x boost to attacks using their claws.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Bio: Yet another of the House Pokémon, Sgt. Bash is one of the more military-minded members of the crew. While his place as team leader was taken over by Sir Killalot a while back, the Sarge still believes that discipline and strategy is key, though Matilda and Killalot often disagree. Always ready for battle with a scorching Flamethrower and fierce claws, Bash is a tough opponent even without his armed forces background.

Special Training - 'ten-SHUN!:
When Sgt. Bash is sent into battle for the first time, he performs an automatic Hone Claws without using a move, though it does use the energy needed. This boost fades as normal.
Hidden Power: Water
Attached Token: Firebreather's Token

Basan: Male Blaziken
Blaziken (Fire/Fighting): Blaziken are exceptional jumpers and can leap up to three times their head height. Kicking attacks will do slightly more damage then normal. Blaziken have flames on their wrists and can control whether their flames are ignited at any one time. However, they cannot use any fire attacks if their fire is not ignited. Igniting does not count as a move, and happens automatically when the Pokémon is ordered a fire attack. However, de-igniting counts as a move and they will automatically de-ignite if they fall asleep. Their flames can be used to burn foes if there is prolonged contact and can provide illumination. They are also familiar with the Flying type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Why some people hate Blaziken with a burning passion (ha! puns), I'll never know. They've always seemed pretty badass to me. Basan is no exception, performing with his species' typical grace and power in every battle. A recent source of his ire is how fellow members of his race have been banned in competitive battling for allegedly being 'too good', and while not in the style of battling that his comrades are, he decided to train in such a way that he could avenge them, putting their overpowered speed to his own use.

Special Training - Problem, Smogon?:
Basan's Long-term Agility yields twice as much extra speed as normal, but costs twice as much energy.
Hidden Power: Ice
Attached Token: Blazikenite

Ganon: Male Emboar
Emboar (Fire/Fighting): Emboar immense flowing ‘beards’ made of flames. These can be used for illumination and to burn the foe if there is prolonged contact.They can release a large amount of smoke or smog from their nose in a short time to hide almost in an instant. Emboar have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Attacks like Body Slam and Heat Crash are slightly more effective when used by Emboar. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Under Construction
No Signature Move

Hidden Power: Ghost

Susan: Female Camerupt
Camerupt (Fire/Ground): Camerupt tend to be only slightly-less apathetic than their Numel brethren, although their higher intelligence gives them a better ability to follow orders. However, they become extremely angry when struck in the face. A Camerupt struck in the face by an opponent will focus almost exclusively on that target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of Camerupt's revenge. Until its target has fallen Camerupt will be extremely emotional and responsive but more vulnerable to confusion. Camerupt will also be winded for a few moments after its berserker rage has ended, with longer periods of rage meaning more downtime. A trainer may write a note in their bio stating that their Camerupt has been trained not to enter in to the enraged state in this way.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Bio: Susan is the latest in a long line of ASB Camerupt with generic female names. Why this is such a successful format is a mystery, but it is, so let's leave it at that. Typical to her species, Susan focuses mostly on tectonic-based moves, Lava Plume being one of her favourite moves along with Magnitude and Eruption for desperation. This obsession with geology caused her to use these moves more and more, until one training session where she tried using Lava Plume and Magnitude at the same time. The results... were not pretty.
The Ground energy, instead of going into the earth, accidentally went into her humps, causing it to interfere with the buildup of Fire energy. This resulted in chain-reaction, culminating in a thick cloud of flame and ash bursting out of Susan's hump before rushing toward Sally, who was training with her. After the dust settled, the Quagsire had taken a bit of damage, but was covered with some nasty burns. Wincing, a quick Recover set her right, and I turned my attention back to Susan, realising that this could be developed further.

Special Attack - Pyroclastic Flow (FI/GD):
Using major energy, Susan releases a wall of hot ash at her opponent, which moves deceptively fast, washing over the target and subsiding after a couple of seconds as it rushes past. While it only deals moderate Fire damage, the heat of the cloud has a very high chance of leaving severe lasting burns, similar to Inferno. Out of self-restraint, Susan can't bring herself to use this attack on the same opponent more than once.
Hidden Power: Electric
Attached Token: Cameruptite

Brimstone: Male Magcargo
Magcargo (Fire/Rock): Magcargo can survive in molten lava indefinitely. They can use Acid Armour in lava they way water Pokémon can use Acid Armour in water (i.e. turn invisible). Their rocky shell provides little defence, unless they have had a good amount of time to cool. Any Pokémon that comes into contact with a Slugma or Magcargo has a 20% chance of being burned and their bodies can provide illumination. Because of the intense heat radiated by Magcargo, Water based attacks deal only half damage as they evaporate before they can affect it. They do not take extra Water damage for having an 'exposed flame'. They can see in the dark and are inorganic.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Bio: Under Construction
No Signature Move

Hidden Power: Water

Slim: Male Dusknoir
Dusknoir (Ghost): Dusknoir are relatively solid and prefer that state, but can go ethereal or invisible with little problem. Unlike Duskull and Dusclops, they can levitate with decent speed and agility. Their defence and special defence are slightly higher than those of other Ghosts.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: Having benefited from recent revamps to his specialist attack, Slim has left his manipulation of illusions behind, now focused on the generic Dusknoir role of big fat tanky Ghost. Noticing that one of the key drawbacks of his species is its lack of recovery, he resolved to focus on restoring his health in order to last longer in battle, drawing inspiration from the various Water-types on the team with their access to a passive healing move.

Special Technique - Evil Deeds (GH):
Slim summons several rings of dark, shadowy energy which interlock and surround his body, using heavy energy. At the end of each round, one ring will return to his body to restore mild health, which lasts for five rounds. Essentially a variant on Aqua Ring and as such counts as a healing move.
Hidden Power: Bug

Brick: Male Lampent
Lampent (Ghost/Fire): Lampent's flame is made from a ghostly fire which only sheds light when it desires. Though this light can be used to illuminate dark spaces for long periods of time, it can also be turned off so that, despite still burning, they do not illuminate anything. Lampent can levitate. Their arms, despite seeming solid, are actually relatively moveable and prehensile. Lampent are solid at all times, with the exception of their flames which count as ethereal. Because their flames are ethereal, they are not dealt extra damage if struck with water based moves.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Bio: Brick is... odd. Really odd. Like, 'might not be all quite there mentally' odd. He commonly spouts non-sequiturs, and rarely seems to grasp the danger of a specific situation. However, once in battle, his idiocy belies a killer instinct, which may be something to do with him being a Ghost-type. Another quirk is that he refuses to evolve, loudly proclaiming "I LOVE LAMPENT!" on more than one occasion.

Special Attack - Yeah, There Were Horses, and a Man on Fire, and I Killed a Guy With a Trident (FT):
Curling one of his arms, Brick forms a construct of significant Fighting energy in the form of a trident. This then solidifies before being launched at the target, impacting to deal significant damage, while also having a 20% chance of lowering their defences by 10% for five rounds. In realistic, this can also deal piercing damage to opponents. Brick has the Fighting energy to use this attack four times per match, but he is unable to evolve into Chandelure at all.
Hidden Power: Water
Attached Token: Brawler's Token

Huorn: Male Trevenant
Trevenant (Ghost/Grass): Trevenant have a strange ability to control trees and other plants. Using a move, they can pump good Grass energy into the ground, using it to cause any trees or plants around to spontaneously grow to snag or tie up a foe similar to Grass Knot. Their bodies are entirely solid. Their Ingrain technique heals more health than usual.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Bio: Originally part of an ancient forest, Huorn is untold aeons old, possibly rivalling Enigma or Ra in age. The mighty Trevenant had not intended to be captured by a mere human, but during a rare foray to his forest's edge he was spotted and captured, his great power no match for Harbinger in a quick battle. The Houndoom overwhelmed him with Fire and Dark attacks, and while he got a good hit in reply with Focus Blast it simply wasn't enough. Now part of the team, he keeps himself to himself, lurking in the forests near the training camp, rarely seeing another soul. However, on the few occasions he does show up for sparring, he demonstrates that he's put his ancient and magical origins to use.

Special Attack - Magic Forest (FA):
Channelling a heavy amount of magical energy, Huorn delivers it into the ground to travel toward the opponent, a la Earth Power. A few seconds later, huge branches of thorns erupt from beneath the target, similar to Frenzy Plant, raking against the target's body and binding them, dealing considerable Fairy-type damage. These branches can remain for up to two rounds, but can be cut or burned away to free the trapped Pokémon sooner, even by Huorn's own attacks. Huorn has the Fairy energy to use this attack twice per battle.
Hidden Power: Ice

Clive: Male Sceptile
Sceptile (Grass): Thanks to the small hooks on their feet, Sceptile are able to scale most vertical surfaces. Sceptile cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. Their slashing attacks are 1.2x more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Bio: Clive was raised as a Treecko in a large tree in the Indonesian Rainforest, very secluded from the rest of the world. While he was growing up his Clan would, every few years, use their Leaf Blade and Night Slash attacks to clear competing trees from the area around their tree, ensuring their home's survival. Upon evolving into a Grovyle, he too joined in with this responsibility, honing his swiping attacks in the process. In fact, even when it wasn't time to clear trees, Clive would often swipe at rocks deep in the forest, increasing the strength and sharpness of his blades.
One year, while the Clearing was taking place, the Clan were interrupted by a group of the Bulbasaur line, the rival starters mistaking their clearing of trees for hostile actions against nature. Most of the older, battle-hardened Sceptile were wounded in the opening volley of Sludge Bombs, leaving them unable to fight. Clive managed to evade the strike, before leaping at one of the larger Venusaur with a Leaf Blade, but the Poison-type was able to easily shrug off the blow thanks to his hefty resistance, before retuning the favour with a Sludge Bomb at point-blank range, knocking the Grovyle to the ground. Determined to protect his home, the lizard lunged in with an X-Scissor, dealing a better hit, but still found himself knocked away with another attack. Focusing all his remaining energy to defend his home and family, Clive started to glow harshly, evolving to his Sceptile stage there and then, increasing his speed and strength to take on this foe. But that wasn't all - as he charged for a third attack, his scythes took on a light pink hue, as Psychic energy was focused into them. With a swing, the Psycho Cut found its mark, and the Venusaur roared with pain before turning and fleeing into the forest, its cohorts in close pursuit.
After the battle, Clive decided that now that he was fully evolved, he should leave the Clan and journey alone, making his way through the rainforest and eventually finding the sea. After some time honing his skills, he came across my band and I, where I realised his burning desire to get stronger. After a quick battle, he was added to the team, where I kept my promise to train him.

Special Training - Reaper Man:
Due to Clive's incessant practice, the blades on his arms are sharper than the average Sceptile's. As a result, any attacks performed with them (Leaf Blade, Fury Cutter, Dragon Claw, Night Slash, X-Scissor, Brick Break) deal 1.25x the normal damage for no extra energy. He has also managed to learn and perfect Psycho Cut and Slash, which gain this boost. However, all Physical attacks performed with his fists only deal 0.8x normal damage, while costing normal energy, and he's not so great at throwing his weight around, giving up Double-Edge, Body Slam and Giga Impact.
Hidden Power: Fire
Attached Token: Sceptilite

Neanderthal: Male Tangrowth
Tangrowth (Grass): The thick mass of vines surrounding Tangrowth cushion them from blows somewhat, so physical attacks do slightly less damage than normal. Their Vine Whip, Power Whip, Bind and Constrict attacks all deal 1.2x damage and can be used with a mass of vines. Their arms can be extended ten feet to reach or to attack.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Bio: Under Construction
No Signature Move

Hidden Power: Fire

Diddy Kong: Male Simisage
Simisage (Grass): As monkeys, Simisage are quite nimble and deft, able to navigate trees and branches with ease. The foliage on Simisage’s head, though somewhat bitter, is invigorating. Once a battle, Simisage can eat it or offer it to an ally, restoring a good amount of energy and refreshing them, causing them to feel less tired. Simisage are also somewhat temperamental and can be somewhat easily provoked. They have two vines hidden in their head foliage that they can extend to use to manipulate objects and Pokémon and attack. Despite not being starter Pokémon, their Grass-type attacks are slightly more powerful when they go below 1/4 health.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Bio: Under Construction
No Signature Move

Hidden Power: Ground

Hanasakana: Female Jumpluff
Jumpluff (Grass/Flying): While not much of a real flier in the flapping-wings sense, Jumpluff can use its spores like balloons, inflating and deflating them to maintain whatever height desired. This means they can easily take off and do not require a breeze, though having one greatly increases their speed and agility. They benefit from bright sun more than most Grass-types. Additionally, they are immune being afflicted with a status effect while bright sun is in effect.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: The latest in a long line, Hanasakana is the newest addition to the Hana family. Providing one of those lovable 4x weaknesses and several bouts of Jumpluff Syndroming, she's a much-needed team member for when times are looking up. Much like her older brother, Hanako, of established veteran Hana's team, she desires more powerful Flying attacks, though her attempts to rip off his own signature move led to him taking her headband away. Nevertheless, she decided to press on, instead ripping off something with far greater proficiency with Flying attacks... Lugia!

Special Training - Dude, where's my Flying movepool?:
Hanasakana can now use Air Slash and Aeroblast, the latter only twice per battle.
Hidden Power: Rock

Apache: Male Tropius
Tropius (Grass/Flying): Tropius, while not the most agile or fastest fliers, have some of the largest wingspans, meaning that their wind based attacks are 1.2x more powerful. Any Pokémon, including Tropius, may use a move to eat a fruit from Tropius' neck, restoring a good amount of health. They gain greater benefits from strong sunlight than other Grass-types.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Under Construction
No Signature Move

Hidden Power: Rock

A'Tuin: Male Torterra
Torterra (Grass/Ground): Due to the tree growing out of them, Torterra are impossible to knock completely on their back. They are also able to blend into their surroundings on certain terrain, making them difficult to spot in forest areas. They are slow and ungainly. They are experts at manipulating natural surroundings and attacks like Earthquake and Frenzy Plant will take a little less energy to use. Attacks on their shell do slightly less damage. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Bio: My first ever Pokémon, hatched from an egg my parents' friends gave to me. A'Tuin was already a Grotle by the time we set out from Southampton, and helped me gather the first few members of my team. He's usually lazy, preferring to snooze in the sunshine, but will get riled up if myself or his teammates are picked on. He's a solid attacker, relying more on defence, but more than capable of dealing out powerful hits himself. Since evolving into his final stage, his defensive mindset has taken over his battling style, and he prefers attacking from a distance while using his supportive moveset to his advantage.

Special Technique - Embed:
In any non-artificial surface, A'Tuin can rear up, use his weight and strength to slam back down, and bury his forelegs into the ground, followed by his rear legs doing the same. After a few moments, his entire lower body becomes submerged to the 'horizon' of his shell with his head protruding. This takes moderate energy to perform, but once buried A'Tuin can receive up to a mild amount of health and a moderate amount of energy per round, depending on the fertility of the soil (a lawn healing more and sandy soil healing less, ref's discretion). This restoration will only last for five rounds at maximum, A'Tuin can no longer use Synthesis or Rest, and in this state he can't move to use physical attacks (although Biting moves can be used if the foe is in reach of his mouth). A'Tuin can free himself at any time at the cost of a move, but if he does so before all five rounds of restoration are completed he won't be able to Embed himself again. Embed counts as a healing move, and as such is only usable once a battle.
Hidden Power: Fire
Attached Token: Harvester's Token

Albert: Male Abomasnow
Abomasnow (Grass/Ice): Abomasnow are able to disguise themselves well in blizzards and snowy areas. Their Hail attack is far more effective than normal, starting faster and dealing mild damage to any non Ice-types on the field for each round it is in effect. Like a Tyranitar uses sand, Abomasnow can generate a hailstorm from its own body and can thus use the technique indoors. Their Blizzard attack takes slightly less energy than normal.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Bio: Despite his appearance hinting at Himalayan origin, Albert is actually German, the original home of Christmas Trees. Having previously lived in the Bavarian Alps, he is accustomed to mountainous and snowy terrain, which often leaves him at a disadvantage in battle when he finds himself in areas not sporting such features. Taking a leaf out of Susan's book, he's sought to transform wherever he ends up fighting, though obviously in methods less volcanic than those of the Camerupt, more suited to his own strengths.

Special Attack - Lawine (IC):
Using major energy, Albert releases a blast of Ice power from his body in every direction, washing over the entire arena. The wave hits the opponent for moderate damage, but its primary goal is coating the entire arena in a layer of snow a few inches thick. This also chills the air, providing an alpine climate. The cold and snow can hinder opposing Pokémon's mobility, while the moisture and the increased light thanks to glare from the snow grants Albert the Grass-type benefits of Rain Dance and Sunny Day, though no other Grass-types will gain this due to the cold affecting them. Lawine lasts for five rounds before the snow melts, and is usable once per battle.
Hidden Power: Flying

Raffle: Female Venusaur
Venusaur (Grass/Poison): Venusaur are the fastest of their line but are not particularly agile. They have eight vines, which means they can hit and grab multiple things at once and that attacks made using their vines are slightly more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Bio: Encountered deep within a tropical forest, I was lead to Raffle's location by Harbinger, his sharp nose once again coming in handy. Having long been fascinated by the Bulbasaur line, I was keen to capture the impressive creature, but the Venusaur mounted a strong defence. Despite her size, she was able to swiftly blend into the undergrowth, attacking unseen by manipulating the vegetation. However, her tactics proved no match for a Houndoom's sense of smell, and a Flamethrower soon found its mark. Roaring in pain, the mighty creature responded with a very strange attack, slamming into the ground and causing what looked like branches of rock to burst out of the ground, striking my Fire-type for a nasty return blow. This just made me even more determined to catch her, and after a few more attacks from each side the battle was won, Raffle joining my team. After she warmed up to being on the squad, she demonstrated the attack she'd created. Being so in-tune with nature, she'd managed to control it even after it was long-fossilised.

Special Attack - Petrivines (RK):
Slamming her forelegs to the ground, Raffle channels energy into it, similar to Frenzy Plant. Instead, this attack calls forth petrified plantlife, which strike the opponent for heavy damage, possibly inflicting piercing/scratching injuries in realistic, before shattering from the stress. This costs Raffle heavy energy, her Rock reserves fuel two uses per battle, and she can no longer use Frenzy Plant.
Hidden Power: Ghost
Attached Token: Venusaurite

Triffid: Female Victreebel
Victreebel (Grass/Poison): Victreebel generally moves by hopping and is not particularly fast or agile. It can exhale air out of its pitcher to keep hovering a few feet from the ground, but it is not very mobile. Their Ingrain technique is much more effective than normal and their Acid based attacks deal 1.2x the normal damage. They have two vines hidden beneath their leaves that they can extend to use to manipulate objects and Pokémon and attack and they can use the vine on their head for the same effect. Victreebel, despite their size, are mostly hollow, with most of their body dedicated to their pitcher. They can attempt to grab and swallow anything smaller than them in their pitcher. This counts as a two-move combo and they can attempt no other moves that round. However, they are considered to use Giga Drain on anything inside of them automatically each round, draining health and energy from the opponent and giving it to Victreebel (this does not count as a move). Due to the digestive fluids contained within, victims are essentially bathed in Acid and will suffer the effects of that move as well as passive damage over time. This lasts until the Pokémon escapes or Victreebel or the Pokémon inside are KOd, in which case they will eject the Pokémon. Pokémon inside Victreebel may still be ordered, though their first priority will be to escape. Their pitchers have slippery walls and are half-filled with digestive fluids.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Bio: No-one knew what Triffids were capable of... the world just saw them as vegetables, producers of a special oil that was leading the march toward a greener Earth, ending fossil fuels and the threat of Global Warming. No-one anticipated the Solar Storm... the Great Blinding... the release of Triffids upon mankind... but that's another story.
Triffids are a severely genetically-modified - and highly aggressive - form of Victreebel. Highly cultivated, they are usually kept dormant and immobile while they are harvested for their oil. However, wherever there is a living thing being captivated, there are idiots-- I mean, activists, who will try to free them. But Triffids are not grateful. One was set free from a plant, and before its 'rescuer' could move on to its fellows, it blinded and consumed him, before making its way out of the complex and into the wild. After ravaging the local wildlife for several months, a team of researchers ventured out to see what causing a decline in the nearby Pokémon. Only one made it back.
After a while, I stumbled upon the creature myself. I say 'stumbled', I mean 'it tried to eat me'. Fortunately, I had a Pokémon who had a similar obsession with eating - Pelly, the Pelipper. A few Air Slashes later, and the beast was subdued, and soon captured. Trying to use her in battle, I realised that her genetic modifications had contributed to both its mood and its attack style, tending to go for the eyes.

Special Attack - Triffid Sting (PO):
Triffid whips her rear vine forward, imbuing the tip with Poison energy, aiming for her foe's eyes. Upon contact, the attack deals Poison damage equal to Vine Whip, but has a 50% chance of inflicting temporary blindness upon the target. Depending on the severity of the strike (ref's discretion), this can range anywhere from blurry vision to full-on loss of sight. However, this can only last for a maximum one round, after which the victim's body overcomes the venom and restores its sight. Any Pokémon with eyes may be afflicted, though the success rate drops against those with tough skin around the eyes, as it is harder to inject the venom. Triffid Sting can only blind a specific Pokémon once, and may only be used twice per battle, taking Poison energy equal to a Leaf Blade to perform. Triffid may not use Toxic.
Hidden Power: Rock

The Stig: Male Marowak
Marowak (Ground): A Marowak's face is covered by a skull, which it will not remove willingly. If the helmet is shattered, it will cost 1 SP or 1 battle for Marowak to go and find another. Marowak may not use its respective bone attacks if it is not holding its bone. Its Skull Bash attack takes slightly less energy than normal to use. Marowak can see in the dark.
Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.is in the air, they take 75% the normal damage from electric attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Bio: Aside from the fact that he's a Marowak, little is known of the Stig. His skull-helmet is naturally shielded with a visor, so that not even his eyes can be seen, and he's almost completely mute. This means that there are many rumours about him going around, all of which could be true. Some say that he is illegal in 17 U.S. states, and that he is confused by stairs. Some say that he has two sets of knees and that he naturally faces magnetic North. Some even say that he appears on Japanese banknotes, and that he forages for wolves at night. All we know is... he's called the Stig.

Special Training - Some Say...:
Because there are so many facts about the Stig, he could have any number of traits. As such, when the Stig is sent into battle and before being given orders, the referee will roll an RNG, posting the results, showing which of the following traits he has for the battle in question, all of which boost one type pool for the sacrifice of another and have an equal chance of activating. Once activated, that type pool can't be boosted in any way (e.g. via Mozz Badge).
...That if Set Alight, He'd Burn for a Thousand Days: The Stig's Fire pool is doubled for the battle in question, but he loses access to his Ice energy.
...That He Can Swim Seven Lengths Underwater: The Stig's Water energy is doubled for this battle, but he has no Rock energy.
...That there's an Airport in Russia Named After Him: The Stig gains double Ice energy at the cost of his Water energy.
...That His Sweat Can be Used to Clean Precious Metals: Grants the Stig double Rock energy, but eliminates his Fire energy.

Hidden Power: Grass

Namibia: Female Hippowdon
Hippowdon (Ground): Hippowdon are full of sand and are able to use the sand in their body to produce Sandstorms, instead of relying on the sand in the arena. Their Sandstorm attack is more persistent than those used by other Pokémon and will last longer and deal more damage. Their biting attacks will deal 1.2x damage. Unlike real life hippos, Hippowdon prefers dry, arid environments and will fight more enthusiastically in such conditions.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Bio: Under Construction
No Signature Move

Hidden Power: Flying

Myrmeleo: Male Flygon
Flygon (Ground/Dragon): Flygon are not as proficient at digging as their basic form but can still conceal themselves well within sandy environments and fight more enthusiastically in them. Flygon’s shielded eyes are adapted to seeing in a sandstorm and such are not hindered in heavy sand or fog. Flygon can see in the dark and are resistant to light based attacks targeted at the eyes such as Flash. They are agile fliers, though not exceptionally fast, and are familiar with the Bug type. Because they flap their wings so quickly and produce a near ultrasonic but distracting noise, attacks which use their wings to strike have a 10% flinch chance against its targets.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.
Bio: One of the original members of my Squad, Myrmeleo has spent most of his life under the influence of a corrective and possibly broken typechange sig, making the change that Gamefreak couldn't and realising his insect heritage. However, with maturity has come a desire to shake off the stigma of typechanges, and as such he has reverted to his natural Ground-typing, despite the glaring weakness to Ice attacks this opens up. Re-embracing his true nature has also awakened pure Flygon traits within him, allowing him to ascend to near-mythical status.

Special Training - Spirit of the Desert:
Myrmeleo is naturally covered in sand, the grains so fine that they are impossible to notice unless he sheds them. In battle, he reflexively relaxes his scales, allowing them to continually shed this fine sand around him, which soon builds into an enveloping cloud of sand as he beats his wings. After three rounds in-battle, this sand will have built to a level that Myrmeleo is impossible to see at a distance greater than eight feet, meaning that attacks launched from further away have a higher chance to miss, as the Pokémon cannot be sure where in the cloud he truly is. Myrmeleo can tighten his scales if desired, but does not count as an order, stopping the sand from escaping and allowing his cover to blow away, but restarting the flow of sand will be considered an order. Due to it's fineness, this sand does no damage to Pokémon caught by it. This ability costs Myrmeleo light energy for every round it is active.
Hidden Power: Ice

Hank: Male Gliscor
Gliscor (Ground/Flying): Gliscor are not true fliers. Instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Upon evolving, their claws became much stronger and attacks that use them are 1.2x stronger then normal. They are also able to use a form of echolocation, allowing them to see through illusions, reveal hidden Pokémon and have a better sense of their surroundings in low-visibility situations. Gliscor can see in the dark and fight more enthusiastically at night. They remain immune to Electric moves when in flight, though are affected as normal in wet conditions.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Much as many of my Pokémon are complete nerds when it comes to certain things, we turn to Hank - the resident Simpsons aficionado of the squad. He's spent hours of his life watching the animated yellow people, and is a die-hard fan, shunning others such as South Park and Family Guy. Though he he refuses to admit that The Simpsons went past season 14 and was cancelled there and then rather than go on to become the utter bilge that it has now.
Anyway, it was this very show that named him and gave him his catchphrase. Like many others, he fell in love with the character of international supervillian Hank Scorpio, and seeing an affiliation with his last name, took on his first name. Meanwhile, a side-gag gives him his motto of 'You can run, but you can't GLIDE!', to which end he uses his superior aviation skills to track down and strike opponents attempting to flee.

Special Attack - Hang Glider (GD/FL):
Charging himself with either Ground or Flying energy (specified upon ordering), Hank launches himself at the opponent, tracking their movements and adjusting his flight path to ensure a hit. Upon impact, he manoeuvres and grapples them into a sleeper hold position. Hang Glider deals considerable damage for heavy energy and has a 20% chance of Body Slam style paralysis. This attack is quite difficult to dodge and can be used twice per battle.
Hidden Power: Grass

M.E.G.A.S. (Mechanised Earth Guard Attack System): Genderless Golurk
Golurk (Ground/Ghost): Golurk are inorganic. Though slow and robotic, they are quite heavy and bulky for their size, allowing them to deal slightly more damage from physical attacks. Despite being very large and extremely heavy, Golurk have the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly. They are permanently solid and cannot change in to the other states.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: The story of M.E.G.A.S. is a curious one. Unlike most of the other Golurk wandering about, it isn't ancient, but actually from the far future. A new breed of battle force enslaved by a tyrannical alien race, the then-unnamed robot was under orders to target Earth ships along with its less-advanced brethren. However, this new prototype was captured in a special mission, wiping its programming and bringing it back to the Earth forces base on the Moon. There, it was rewired and given a new purpose - to go back in time and stop the alien menace from wiping out the human population. The resistance renamed it as the Mechanised Earth Guard Attack System, but in the crucial mission to send it into the past, a surprise attack launched the golem too far, and it was lost into the mists of the time vortex.
This is why I found it in the ruins of an ancient castle near the training site. Despite the rubble, Harbinger smelled an active Pokémon within. Using many of my terrakinetic Pokémon, we managed to unearth the Golurk, who immediately began to set about its mission before realising that it was too early. About to go into an inactive state, I managed to persuade it to join the team to give it some purpose, to which it agreed. Starting to train it, I realised that its order interface was a little different to more normal Golurk, and one of these lead to an entirely new move.

Special Attack - Five Minutes Until End of Episode (Various):
When pushed into its final quarter of health, M.E.G.A.S. can be ordered this move. Analysing its target, it randomly selects an energy type that would be most effective and fires a beam of that type energy at its opponent, striking for major damage while using that much energy. MEGAS has no control over which type it uses, so if it has already used all of its energy for one type it still has a chance to select that type. For instance, if facing a Sceptile and having already used Ice Beam and Fire Punch, FMUEoE could still select Ice or Fire at reduced power rather than Bug, but if facing a Quagsire it could only be Grass as that is the most effective type. Only type pools with damaging attacks can be selected.
Hidden Power: Flying
Attached Token: Reaper's Token

Enigma: Genderless Claydol
Claydol (Ground/Psychic): As they have eyes all around their heads, Claydol are almost impossible to surprise or sneak up on. They have spherical arms that are capable of firing beam attacks. These arms are not attached to Claydol's body and can be separated out a foot or so, allowing them to attack from unexpected angles. As living draydols, techniques which focus on spinning will be quicker to use and more effective than normal when used by Claydol. They levitate by default and are inorganic.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Bio: This is a case of something doing what it says on the tin. Enigma is just that - an enigma. Aside from finding it laying dormant near the ancient temple where I first encountered Ra, there's almost no obvious backstory for it. It's not talkative in the least, going out of its way to lay about the training site, completely inactive until it decides to exert some power. In its stead, Ra relayed to me that Enigma was once one of his heralds, the Claydol standing guard to his temple in days gone past. The Solrock treated the Claydol like a slave, which it technically was, which Enigma repaid with blind faith and devotion. This explained the odd move that it had developed, which was based around the sun that its master represents. After millennia of blind servitude, Enigma's faith in the sun has increased exponentially.

Special Attack - Solar Prayer (FI):
An amplification of its Sunny Day technique, Enigma uses high energy to fire a beam skyward. This has the standard effect of Sunny Day, while also storing most of the energy high in the sky, where it lingers between the battlefield and the sun. After anywhere between two and five rounds, this energy returns as a beam of Fire energy from above, which deals considerable damage. Enigma's Fire energy fuels two uses of this move, but its regular Sunny Day and Rain Dance techniques are unusable, and no more than one Solar Prayer can be in play at once.
Hidden Power: Flying

Sir Killalot: Male Rhyperior
Rhyperior (Ground/Steel): Rhyperior can create rocks from their hands for any rock based attack requiring some from the arena. Their charging based attacks do slightly more damage then normal as well. However, they are not great at changing direction or slowing down once up to speed. Their highly thick and resistant hide means that super effective attacks against it deal slightly less damage. They are extremely heat-resistant and can survive in hot liquids (such as lava) for extended periods of time. Electric attacks which are deliberately targeted at its horn have a 5% chance of dealing neutral damage. They can see in the dark.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Spoiler: show
Bio: The tale of Sir Killalot is long and complex. The important part is that he was the leader of the House Pokémon in their glory days, comrades in arms with Dead Metal, Sgt. Bash, Matilda and Shunt, but his backstory... is so much more.
Killalot was hatched a simple Rhyhorn, living in a herd with his extended family, including his mother Rhydon, ruled over by a large male Rhyperior. The old bull had held onto his herd for some time, defending against interloping males or protecting his family against predators, but even his great age and skill were no match for the herd's fate. Poachers, wielding powerful Water-, Grass- and Steel-type Pokémon, overwhelmed the family in the dead of night, disabling the mature Rhyperior before doing the same to the younger Rhyhorn and Rhydon. Most of the adults were butchered for the precious metal of their horns, while the calves were taken alive for the black market.
Such a sight traumatised the young Rhyhorn, and he barely noticed as he was shipped about, retreating into himself until he was purchased. Fortunately, his barter was part of a sting operation, the thugs holding him were arrested and himself and two other surviving calves were relocated to a Pokémon sanctuary. The rangers were kind, and his mental scars began to heal, however slowly. There were others of his kind in the park, allowing him to make new friends, along with various other species of Pokémon who had undergone similar abuse at the hands of humans, of course, he could never bond with any of the types that had been used by the poachers, running in terror whenever a Quagsire or Scizor attempted to befriend him.
Over time, after he'd adjusted a lot more, the rangers moved him into an adjacent Safari Zone, thinking that it would do him good to bond with a human. After roaming the park for months, and eluding various trainers, he was eventually caught by a lucky young boy, not too far into his Pokémon journey. The Rhyhorn proved to be a strong member of the trainer's team, though never at ease around his Starmie or Tropius, which his new owner attributed to his crippling weaknesses to their types. After many long battles, he'd helped his trainer reach the final few stages of the local Pokémon League Conference, when disaster struck. The final Pokémon on hand, the Ground-type was sent out against his opponent's own final choice, a battered Parasect. Seeing the Grass Pokémon triggered his memories once more, and he locked up. His trainer urged him on, ordering a Fire Blast that would have finished the fungal insect, but he was helpless inside his own body from terror, unable to act as a volley of Seed Bombs crashed into him. The Rhyhorn was sent reeling, tumbling to the ground, only to look up. Mushroom glowing, the Parasect had finished charging, releasing a huge Solarbeam at the prone Rhyhorn, knocking him out and losing his trainer the battle.
His body healed quickly, but his mind didn't. He felt his fear had let his trainer down, and he went into another catatonic state. By the time he came back to his senses, several months had passed. His trainer had stayed at his side for the first few weeks, but he tired of the traumatised Ground-type, leaving him at his local Pokémon depository so that he could go on another journey. This did not improve the Rhyhorn's mood, which gradually shifted from depression to full-on rage, culminating in him snapping and charging many of the other Pokémon, dealing hefty damage to Pokémon, human and property alike. The Professor owning the area created a shelter especially for him, but even the thickest concrete can only hold a rock-plated rhino for so long. After much hard work, Rhyhorn busted his way back out, going on another rampage. The Professor saw no other choice, dispatching a Forretress and a Tangrowth to stop him, but the rage fuelling Rhyhorn overpowered his fear of their types. A Fire Blast and a Blizzard blew forth, crippling both Pokémon easily. Eye blazing, the Rhyhorn let out a furious roar of triumph before being engulfed in a bright light, rearing up into his hind legs as he evolved. As the harsh glow faded, the new Rhydon continued his roar, before settling down. His mind clear for the first time in years, he went back to the Professor, making his apology clear as he offered to help rebuild the centre.
After a few more months, the trainer returned, and was excited to see that his troubled Rhyhorn had grown into a strong, confident Rhydon, apologising for going on without him. Rhydon's new mental peace allowed him to forgive the trainer, and the two were soon back to the battling circuit, where hew newfound strength allowed him to tangle with even the toughest Grass- or Water-types, often coming out on top. Never again did he let his trainer down like he had before, winning several key battles for him and getting him to the semi-finals of his next big tournament. This continued over several journeys, trainer and Pokémon getting stronger together, and while Rhydon occasionally sat a trip out on the ranch he went out on far more.
Ironically, it was Rhydon and his trainer's quest to get stronger that lead to their downfall. Deep in an uncharted cave they were making their way through, Rhydon's hackles went up. Powering up his Horn Drill, he turned to a nearby rock face, making an incision into the wall. Confused, his trainer watched on, until with a few more strokes a heavy, brown object fell out. Rhydon immediately picked it up, feeling ecstatic to have found the item, while his trainer scanned it with its PokéDex, revealing that it was called a Protector, and if a Rhydon held it while being transferred it would evolve into Rhyperior. Sensing that this would be invaluable, he packed it into his magical bag, next to some other items he'd picked up along the way, and they made their way out of the cave. A few days later, once they'd settled at a Pokémon Centre, the Rhydon made his intentions clear, that he wished to evolve. His trainer was only too happy to help, contacting his Professor to do a quick transfer, fishing the Protector out of the bag. The Rhydon was so keen to get started, that he grabbed the item from his trainer as it was halfway out of the bag, unintentionally snagging a Metal Coat that had been resting alongside, which was tucked inside the larger item. Not seeing this, Rhydon clutched the Protector like his life depended on it, his trainer recalling him into the Pokéball and sending him to the Professor, who traded him back instantly. Excited, the lad rushed outside, sending out his longtime friend.
Then things when wrong. Rhydon became bathed in the familiar glow of an evolving Pokémon, but as his form bulked out with extra armour and weaponry a few arcs of silver lightning jumped along his frame. Under the Protector, the Metal Coat had been forced into the evolution process as the item encasing it pressed against the Rhydon's body, merging within. A roar of pain burst out from the light show, the unnatural act of this causing immense pain to the creature, and just as his trainer was about to run to fetch help, the process stopped. The transformed Pokémon was hunched over in pain, the Steel energy inherent to the Metal Coat having caused him several mutations that his body was not adapted to experience. His trainer swiftly recalled him, returning to the Pokémon Centre to be looked after. The staff did what they could, but with the evolution process having already finished, there was no reversal possible.
The extra armour he had grown courtesy of the Protector, instead of being a rusty-brown, was a metallic silver. Following scans from the Nurses at the Centre, it was revealed that the Steel energy had bonded with his genetic makeup, resulting in the Steel element overriding his natural Rock-typing.
Once again, his problem was too much for his trainer to handle, seeing his Pokémon become a total aberration of nature, he abandoned him. Handing his PokéBall over to the Nurses, he took off, leaving his old friend behind, this time for good. The Rhyperior did not become aware of this fact for some time, his body needing time to recover from the suffered mutations. After several weeks, his was able to move about as normal, used to how his body felt different, but becoming a type of Pokémon that he'd once hated needed a little longer to get over. Fortunately, the Pokémon Centre had a large area that he could use to get used to things, populated by various other Pokémon that had either been left for training, or flat-out abandoned. During this time, he befriended a Metang who had been left behind as a Beldum, his trainer deeming it too weak. The Psychic-type helped the Rhyperior to get used to his new Steely abilities, improving his mental state in the process as he felt more and more natural despite the changes wrought on his body, while also teaching his species' signature attack.
The strange, silver Rhyperior was of great interest to many passing trainers, but his trust of most humans was now tainted thanks to being abandoned yet again, so he hid himself away whenever they tried to approach. Occasionally, some managed to engage him in battle, where he showed no mercy - Grass attacks were now laughed off and punished by a goring Megahorn. He was almost captured once by one enterprising trainer with a Typhlosion, having read up on him. The rhino braced himself for an incoming Flamethrower, having shrugged off many in his time, but this time it dealt incredible damage. Rhyperior responded with an Earth Power, his great strength putting down the opponent, but he realised that he'd gained a new weakness, swearing off Fire attacks forever lest he damage himself.
Eventually, one human did befriend him, one who'd been looking for Pokémon of great and unusual strength. This was the man behind Pokémon Wars, who could promise the strange creature battles and friends. After mulling it over, Rhyperior accepted, and relocated to the area that he would inhabit for the run of the show, befriending his fellow House Pokémon and becoming their de facto leader by merit of his strength and experience. It was at this point that he was finally named, the showrunners likening his sparkly armour to that of a knight. From that point onward, the nameless, traumatised and abandoned Rhyperior was no more - he became Sir Killalot.
Sadly, all good things have to end. When the show was ended after several successful series, the group were left homeless. Hearing of their plight, and having been a huge fan of the show, I offered them a place on my team. While the other four readily accepted, Killalot was unwilling to turn himself over to another potentially abusive trainer, especially given his differences, going off by himself to think. While he was doing so, Myrmeleo came across him in the nearby mountains. The Flygon managed to reason with him, explaining that he himself was different to the rest of his kind, but had found a place with me. This seemed to win him over, and a couple of days later he came down from the hills, accepting a place in the training camp.
Having assessed his unique skills, he's proving to be quite the battler, and while he's undergone some rather extreme changes, I'm still proud to have him on the squad.

Special Training - Shining Armour (GD/ST):
Sir Killalot is now a Ground/Steel-type, with all the weaknesses and resistances associated with it, bar not resisting Dark, Dragon, Psychic and Steel attacks due to not naturally being a Steel-type. He also picks up Meteor Mash, but loses Rock Wrecker, Rock Blast and Ancient Power, and has the usual amount of Rock energy for a Ground-type. He also loses access to all damaging Fire attacks, for fear of melting his armour plating, Thunder, Blizzard, Focus Punch, Fissure, Giga Impact and he no longer benefits from his Solid Rock trait, nor can he fire Rock attacks from his hands as stated in his SC.
Hidden Power: Flying

Puck: Male Glalie
Glalie (Ice): Glalie levitate by default. Their appearance makes them intimidating and their fear based attacks are more effective than normal. They can see in the dark. Due to their massive jaw, biting attacks are 1.2x more powerful than normal. They are adept at hiding in blizzards and can see through them easily. If there is ice or snow in the arena, Glalie may eat the ice or snow using a move, restoring good health and energy once a battle. If the snow is tainted or poisoned, it will harm them instead. Their icy bodies are extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind.
Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Bio: A natural prankster, Puck takes his name from both the Shakespearean character and his association with Ice Hockey. He takes more cues from the former, though, playing up to his fairy heritage to confuse and disrupt other Pokémon for his own amusement. While he lacks the ghostly skills of his female counterpart species, he doesn't let that get in the way of his fun, using his own techniques to wreak havoc on the lesser minds of others.

Special Attack - Trickster (PS):
Puck releases a pink stream of Psychic energy at the opponent, dealing considerable damage while also having a 50% chance of landing confusion. Trickster costs significant energy to use, and Puck has the Psychic energy to use it twice per match.
Hidden Power: Fighting
Attached Token: Glalitite

Maverick: Male Avalugg
Avalugg (Ice): Avalugg's large, hefty body is hard as steel, but also causes them to be relatively slow. Their thick carapace of ice mean that take 80% damage from physical attacks. Their icy body is extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind.
Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Bio: Maverick was always fascinated by the air, possibly due to resembling an aircraft carrier made of ice. Either way, though he'll never actually fly he'd like to think he can, his favourite movie being Top Gun, from which he took his name along with the inspiration for his own attack.

Special Attack - Highway to the Danger Zone (IC):
Maverick rears up and stomps the ground, sending out a stream of thin ice in front of him to create a straight, flat surface between it and the opponent. If the opponent is on the ground, the ice will freeze its feet in place. At the same time, Maverick coats himself in Ice energy and skates toward the target, picking up speed quickly before smashing into it, the ice travelling much faster than he does. If used against airborne targets this attack deals considerable damage, but if the target is frozen to the strip of ice it will take major damage. This attack uses heavy energy, the ice melts after use, and Maverick can build up speed quickly regardless of any negative speed modifiers, though it will melt before Maverick can get a good run-up in permanently hot arenas.
Hidden Power: Flying
Attached Token: Sculptor's Token

Matilda: Female Mamoswine
Mamoswine (Ice/Ground): Mamoswine are large and sturdy, making them difficult to knock over. When they starts charging, they are difficult to stop, and their ramming attacks are more effective than usual. Mamoswine have a large amount of fur, which keeps them warm in otherwise unbearably cold temperatures and slightly reduces damage from Fire and Ice attacks. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Despite their size, they are adept at hiding in blizzards and can see through them easily.
Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Bio: The only female member of the House Pokémon, Matilda is well known for her violent temper and extreme mood swings, as well as using her tusks to hoist enemies aloft and dumping them elsewhere. However, she's also known to use specialised traits, developed during her time as a battling-machine, and while she can't swap to her old chainsaw-esque tail attachment, she can definitely use her later one.

Special Attack - Flywheel (Various):
Matilda creates an energy construct about her rear end in the shape of a spinning disc, before turning and hitting the opponent with it. Flywheel can be made of Ground, Flying or Electric energy, which must be specified when ordered. The disc spins upward and produces a lot of knockback, using considerable energy and dealing that much damage to the opponent and sending them skyward similar to Sky Uppercut. Matilda gains the Flying and Electric energy to use that variant of the attack twice per battle. Flywheel can only be used a maximum of three times per battle, and only twice the same type.
Hidden Power: Fire

Kesha: Female Jynx
Jynx (Ice/Psychic): Jynx's kiss attacks are more effective than normal and any Pokémon they feel with their lips has a 10% chance of paralysis or confusion. They communicate using dancing and are more effective at using moves like Attract. Jynx come in both sexes. They can see in the dark.
Ice Pokémon are highly resistant to cold, and love fighting in it. However, they hate hot Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type., and will not fight as well.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Bio: Another victim of a pop act that-Dave-really-shouldn't-like-but-somehow-does, Lizzie the Jynx became a bit obsessed with Kesha, taking on the persona of the singer, becoming yet another Jynx in the League to become a flamboyant female pop singer. The Ice-type followed her idol's theories of partying hard and applying ice based glitter, often waking up with some harsh hangovers, but she's not let that dampen her spirits. In fact, all this partying has given her inspiration for a new attack.

Special Attack - Flaming Shots (FI):
Kesha quickly launches five small flaming balls of vapour, which streak across the arena and hit the opponent. Each fireball deals light damage, adding up to heavy overall, and each carries a stackable 10% confusion chance (so if just one hits the opponent, there is a 10% chance of confusion, but if all five hit there is a 50% chance). Flaming Shots costs major energy to use, and Kesha's Fire energy fuels one use of this move, but her lack of serious concentration leaves her unable to use Psywave.
Hidden Power: Ground

Darktan: Male Raticate
Raticate (Normal): A Raticate's whiskers give it better balance than most Pokémon. However, if they are cut off, it will slow their speed and agility. Raticate's biting attacks are 1.2x more powerful than usual. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They can also see in the dark.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Bio: One of a numerous clan of highly-intelligent Raticate, Darktan is an especially bright individual. Having grown up around a magical rubbish dump, he, like all other members of the clan, named himself from the words on one of the cans scattered about, fitting in with others such as Dangerous Beans, Peaches and Hamnpork, clan leader. Having gained sentience and the ability to speak, the clan went on numerous journeys with a similarly-affected Persian by name of Maurice, and a stupid-looking kid to pull various pied piper-esque scams on numerous towns. On the last of these, escaping from a hostile Arcanine lead him into the jaws of a rat-trap, but the archaic device was unable to finish him, instead leaving a nasty scar in his belly.
Using his specialist knowledge of mechanisms like this, Darktan was able to identify the weak-spot in the trap's design, putting his incisors to work and chipping through the tough metal, freeing himself. After finishing the scam, the clan parted ways, Darktan going off by himself to see if he could apply his skills elsewhere. After a while, he stumbled across the training area, where he was reunited with Maurice and joined the group. Using his previous actions, he was able to better prepare his teeth for biting through hard substances, and following training with various of my Rock and Steel-types, he was able to show that being tough wasn't always guaranteed protection from a rat's bite.

Special Training - Toolmaster:
Darktan's Hyper Fang and Super Fang attacks now deal 1.5x the regular damage to Rock and Steel-type Pokémon, but always cost 1.25x the normal energy, even if against softer opponents.
Hidden Power: Ground

Maurice: Male Persian
Persian (Normal): Meowth and Persian can see in the dark, and are well adapted to moving silently so that no one can hear them move. They are able climbers and have excellent poise and balance. As a cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. A Persian's Pay Day attack produces more coins and does more damage than normal. Persian is a proud Pokémon and thus more susceptible to moves that induce anger.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Bio: Having gained the same sentience that Darktan and his clan had, Maurice naturally took charge of the following scams, using his innate feline cunning to orchestrate how the rodents should act and taking control of the ensuing funds. Following the breakup of their little band, Maurice took to going from town to town in order to scam others, using his unexpected ability to speak along with his wit to get what he wanted. That is, until he crossed paths with me. I've seen much stranger things than a talking Persian, and quickly managed to capture him.
Maurice is also a bit old-school, which makes him quite the verbal sparring partner when combined with his naturally sarcastic tone. In particular, he remembers the olden days when a Persian's Slash almost-always landed a critical hit. Taking up training at the camp, he's sought to improve his luck with his claws, sometimes able to deal more damage, but sometimes not. It's all up to chance.

Special Training - Nostalgia Crits:
Maurice's claw-based moves have a 50% chance to deal 1.5x the normal amount of damage, but always cost 1.25x normal energy.
Hidden Power: Psychic

Bos: Male Tauros
Tauros (Normal): Tauros are only know to appear in male varieties. Tauros are powerful chargers. Any tackling or ramming attacks do extra damage, as Tauros continues over the opponent, trampling them. Any attack a Tauros executes with its hooves is 1.2x as powerful. Tauros are easily angered and confused. Miltank and Tauros are speculated to have a common ancestor, so the Attracts of both species are considered to work as if both Miltank and Tauros were the same species of Pokémon.
Normal-types can use the greatest variety of attacks in the league: they pay for this, however, by Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.less type energy. They are resistant to nothing, and are weak to Fighting, taking double damage.
Bio: Having burned off the excess energy and terribadness of his previous sig, Bos was back to being a normal Tauros, as rambunctious and eager to charge things down as ever. After a while, it was clear that ramming was his preferred form of attack, and while he could use ranged moves to strike opponents he'd much rather smash into them instead, but his physical movepool left him with limited options. To remedy this, he began training to use energy types in close quarters that he wouldn't normally be able to.

Special Attack - Stampede (Various):
Bos starts up a Skull Bash attack, but charges the 'energy cap' with a good amount of any type energy he has access to before ramming the opponent. The attack uses and deals considerable amount of energy and damage overall, a good amount being the energy involved and a light amount for physical damage. The only energy pools Bos cannot use for this attack are Ghost and Poison, since he has no damaging attacks of those types.
Hidden Power: Ghost

ss Aku: Genderless Ditto
Ditto (Normal): Ditto are very malleable and flexible, able to Transform with great ease and speed. They can also squeeze through gaps that other Pokémon would find impossible when in their natural form. Their flexibility extends to energy and they start battle with one hyper beam's worth of type energy from every Pokémon type. The first time which a Ditto transforms in to a Pokémon, it gains an additional hyper beam's worth of energy for each of the target’s natural types. Subsequent transformations will have the same effect, but will only provide half as much energy as the previous transformation. The first transformation Ditto carries out does not count as a move, though it still takes the usual amount of time to execute. A Ditto may disguise itself as an inanimate object in the arena with its Transform attack. This requires less energy than a normal Transform and a Ditto is almost impossible to tell apart from the object it's copying. Ditto, however, cannot copy complicated mechanisms or things with complicated moving parts accurately (thus, if it were to copy a Pokéball, it wouldn't be able to use a PokéBall's buffer scan/recall beam).
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Bio: "Long ago in a distant land, I, Aku, the shapeshifting Master of Darkness, unleashed an unspeakable evil! But a foolish samurai warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in time and flung him into the future, where my evil is law! Now, the fool seeks to return to the past, and undo the future that is Aku..."
Aku is part of an ancient evil, having splintered off from a huge mass of pure chaos long ago when it was defeated by three major deities. One fragment crashed to earth, where it merged with a hapless Ditto, taking on the Pokémon's shapeshifting capabilities and using them to dominate the surrounding area for years, terrorising people and Pokémon alike. His best match was a noble Gallade, who had been blessed with a magical weapon by the aforementioned deities, but before the abomination could be defeated he managed to use some strange powers to send the Fighter through time, far into the future.
That future is now. The Gallade reappeared, taking the name of Jack, and resumed his campaign against Aku, who had maintained his power for years. The samurai happened across my group and I, and enlisted my help. Making our way to the demon's lair, my squad and I attacked it from all sides, distracting it and leaving it confused thanks to the natural Ditto compulsion to transform into an opponent. Aku countered this by simply growing in size, but this left it vulnerable to more attacks, and allowed Jack to land his special attack seamlessly. Vanquished, I set about restraining the evil creature for good, capturing it. That done, Jack decided to hang about too, joining the squad so that he could keep an eye on Aku, but the Ditto has seemed fine with remaining in captivity. In fact, his evil nature seems to give him an edge in battle.

Special Training - Master of Darkness:
Whenever Aku Transforms into an opposing Pokémon, he doesn't look identical to them. Instead, he retains his black colouration, green eyes and lips, and flaming eyebrows, turning into a much more intimidating version of the target. At all times, Aku exudes an evil aura that permeates the minds of most Pokémon, causing them to be more intimidated by Aku and less able to intimidate him themselves, especially when he has Transformed into them, possibly manifesting as their attacks being weaker or less chance of dodging, ref's discretion. Pokémon that are already intimidating themselves (Gyarados, Hydreigon) and Pokémon that are hard to subjugate (Sceptile) will be more resistant to this effect, though they might still suffer some effect. Also thanks to his association with fire, Aku can use Flamethrower in any form, but only once per battle if his current transformation lacks Fire energy.
Hidden Power: Various

Davesparce: Male Dunsparce
Dunsparce (Normal): Dunsparce can see in the dark. When using attacks like Drill Run or Dig, they will travel backwards and use their tail to attack. Dunsparce are adept diggers and can stay underground as long as any Ground-type. A Dunsparce can also fly and levitate with its wings, though neither fast nor well.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Bio: Despite the obvious, Davesparce isn't named after me. Instead, his namesake is former Nirvana drummer, Foo Fighters frontman, and all-round nice guy Dave Grohl. Various iterations of his music can be found blasting from loudspeakers all over the training ground, and this affected my newly-acquired Dunsparce more than most, not even taking on an original name before adopting the rocker's moniker as his own. The Normal-type has taken some of the band's lyrics to heart, striving to improve himself as much as he can, including heading skyward. With much practice and training with the more aerial members of the squad, he's been able to improve his flight capabilities, embracing his wings and the power they grant.

Special Training - Learn to Fly:
Davesparce's wings have grown, improving his flight by a fair amount, though not to the extent of more natural flying Pokémon. This has lead to an increase in his Flying energy levels, now putting them at the level of the average Water-type's Ice energy, and he gains Aerial Ace and Air Cutter. However, embracing this flight has caused him to cast off Thunder, Blizzard and Rock Slide.
Hidden Power: Fighting

Brian: Male Exploud
Exploud (Normal): Exploud have sensitive hearing but are unaffected by sound-based status techniques like Supersonic. They still take damage from such moves where applicable. They can amplify sound moves to be at their full potency even when spread. They can see in the dark.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Bio: With the advent of Boomburst, Brian's previous dimension-splitting signature attack was made superfluous. Fortunately, this meant he could do something else. Drawing on his hobbies of hiking and mountaineering, dealing with low-oxygen conditions, he trained all he could to increase his physical endurance for use in battle.

Special Training - Everest:
Accustomed to high altitudes, Brian takes slightly longer to feel fatigue in battle, and suffers no ill-effects from using sound-based moves, though he can't use more than one offensively in a round.
Hidden Power: Flying

Lanky Kong: Male Ambipom
Ambipom (Normal): Ambipom are nimble, particularly with their tails, and are excellent climbers. They can anchor themselves to something with their tails, leaving their limbs free to do other things, though they prefer to use their tails for attacks traditionally used with the arms. They are also more likely to stop from falling if there’s something within grabbing distance of their tail.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Bio: Under Construction
No Signature Move

Hidden Power: Psychic

Matt: Male Lickilicky
Lickilicky: (Normal) - Lickilicky has a long tongue, which it can extend out to 30 feet to hit enemies. Any attack a Lickilicky does with its tongue does additional damage equal to Lick, with a 10% chance of paralysis. Lickilicky's rotund body allows it to gain momentum through Rollout easier.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Bio: Matt's a tricky bugger. Always up for a laugh and ready to kick back with a pint, he's as jolly as you'd expect for a creature of his rotund form to be, while he always tries to impress the ladies. This doesn't mean that he's a slouch in battle, and he's prepared for anything with that ridiculous Normal movepool of his. Except Psychic-types. He's not a fan of the way they primarily use ranged attacks while staying out of range of his deadly tongue-lashings. Seeking some advice from the various Dark-types of the squad, Matt managed to manipulate his pool of that type of energy into an attack that would bring them down to his playing field.

Special Attack - Mortal Coil (DK):
Matt spools out his tongue, laying it around the opponent's feet. Once in position, he coats his tongue in Dark energy and tenses it, causing it to spring up and grip the opponent, binding them and holding them for a few seconds while dealing major damage, before withdrawing his tongue and letting them go. Due to the uncomfortable sensation of being gripped by Matt's tongue, along with the innate evil nature of the Dark energy, this attack causes the opponent to lose motivation and makes their special attacking power decrease to about 80% of normal, which lasts for about two rounds. Mortal Coil uses major energy, and Matt's Dark energy fuels one use per match.
Hidden Power: Flying

Cyberduck: Genderless Porygon-Z
Porygon-Z (Normal): Porygon-Z are created entirely of programming code. Due to data corruption, they have slightly higher offences than other Pokémon at the cost of lower defences. Porygon-Z are also capable of separating their heads and moving independently of their body (including full 360-degree rotation without having to turn), but the head cannot go beyond or be forced more than half a foot away from its body.They levitate by default, their sleek design and advanced technology making them faster and more agile most levitating Pokémon. They are inorganic and fight most enthusiastically in man-made environments.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Bio: With Porygon's evolved forms now allowed in the PASBL, everyone was keen to hop on the bandwagon of adding Porygon2s. I didn't even mean to - upon reading Muyo's post, a Porygon phased out of the computer screen in front of me, having been liberated from cyberspace by the LOs decree. Seizing the opportunity, I caught the little digital critter, adding him to the team.
Fitted with an Up-Grade, he soon evolved into his middle form, but he still maintained his love for Cyberspace, spending a lot of time in the computer which has lead to some... embarrassing instances. Once, I checked the comp to get him for a battle, but couldn't find him. Turning up to the battle without him in tow, I was deliberating my first selection before a compter-esque window opened in mid-air. A zapping noise later, and Cyberduck emerged, looking a bit exhausted but ready for battle.
Within the battle, his opponent, a Ninetales, used Double Team, producing several clones. Unsure of which was the real deal, the Porygon2 opened another window, vanishing from view. Moments later, with a burst of data, he reappeared behind the group, firing a bolt of energy at the Ninetales that proved to be the next one. Having won the battle, I checked his learnset, and discovered that spending so much time in Cyberspace had taken a strange effect on him.

Special Attack - Cyber Force (NO):
Cyberduck can use a weaker version of Shadow Force. However, instead of the Spiritual plane that Giratina enters, he enters Cyberspace. In the digital world, he relies on pure data and facts, and thus can identify the target under the same conditions Shadow Force would. Instead of Ghost energy, it deals typeless damage comprised of data from Cyberspace. Cyber Force deals heavy damage while costing major energy to use, Cyberduck may use Cyber Force once per battle due to the strain it puts on his circuits, and cannot use Teleport at all.
Hidden Power: Fighting

Kazooie: Female Fearow
Fearow (Normal/Flying): While not as agile as its previous evolution, the large wings of a Fearow make it faster and able to fly for longer. Attacks made using their beaks are 1.2x more powerful. They also uses less energy when carrying other Pokémon and can lift 1.5x the weight that most bird Pokémon can.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: One half of a legendary action duo, Kazooie has put aside her old partner of Banjo (partly because I'm not keen on Ursaring), and been drafted into my ASB squad. Seeing how she hasn't been involved in games for the last decade because there wasn't a Banjo-Kazooie game on the 360, honest there wasn't, she mostly battles out of boredom. Brash, sarcastic, Kazooie isn't one to let her emotions get in the way, mocking her opponents before treating them to a Drill Peck to the face. With most of her special moves already covered in the Pokémon world, she's had to focus on some that are a bit more specialist.

Special Attack - Eggshells (Various):
When ordered, Kazooie fires an egg of energy from her beak at the opponent. Owing to her past training, she has several variations of this move, which are as follows:
Blue: The standard, Kazooie forms a blue egg of Flying energy which hits the opponent for no extra effect.
Fire: This red egg is made of Fire energy, hitting the opponent for a 50% local burn chance.
Ice: A sliver egg of Ice energy, this hits the opponent with a 50% local freeze chance.
Grenade: Much different, a green egg made from typeless energy which explodes on contact, dealing a concussive shock that may disorient the opponent, break barriers and soforth.
All Eggshells deal considerable damage for the same energy, though the Grenade variant costs heavy energy, and must be specified upon ordering. Kazooie's Fire and Ice energies fuel two uses of their respective Eggshells per battle.

Hidden Power: Fighting

Duckpool: Male Farfetch'd
Farfetch'd (Normal/Flying): Farfetch’d use their leek like a weapon. If they lose it, they will be unable to use Cut, Slash, or similar moves, but they are more skilled at using these moves than other Pokémon and will have a small boost in power and accuracy when using their leek. As duck Pokémon, Farfetch’d can float on top of the water and have a limited diving ability. They have exceptional eyesight and enhanced accuracy which is very difficult to lower.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Only one word really does Duckpool justice: Insane. Once on the brink of death from a terminal illness, the Farfetch'd was taken in by some scientists trying to see if they could reappropriate the various powers intrinsic to certain Pokémon. Injected with a formula based on the natural healing powers of a Blissey, the Farfetch'd underwent a rapid metamorphosis, leaving him healed, but the constant regeneration of his brain tissues left him completely mental. This leaves him aware that he's just an imaginary Pokémon taking part in a text-based battle, but the healing factor also helps in said battles.

Special Training - Weapon X:
Having his healing factor forced upon him, Duckpool now recovers a light amount of health at the end of each round in exchange for a light amount of energy. He can only recover up to 1/3 of his maximum health this way, and he loses access to Roost. Also, this helps to heal injuries sustained in realistic matches, lessening the need for Pokémon Centre stays.
Hidden Power: Ground

Kaepora Gaebora: Male Noctowl
Noctowl (Normal/Flying): As owls, Hoothoot and Noctowl are the quietest fliers amongst Pokémon, and are almost inaudible as they fly. Noctowl can see in the dark and fight more enthusiastically at night. Their Hypnosis and Foresight attacks are more effective than normal and take less energy to perform. They are resistant to sleep inducing moves. Noctowl are familiar with the Psychic type.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Once a major irritation for players of one of the best games of all time, this all-knowing owl randomly swapped universes, materialising in this one as a Noctowl, that being the form most suited to him. With not many people playing Ocarina of Time these days, he happened across me and started to talk. And talk. And talk. He just would not shut up. In order to make him stop, I captured him, which was easy enough, but this didn't curb his talkative nature. He now spends his days flitting around the training site, engaging the rest of the squad in banter, albeit without them getting a word in edgeways. In fact, his ability to talk the arse off a Rapidash has carried over to his battling abilities.

Special Defence - Textwall (FL/PS):
Speaking fast, Kaepora Gaebora uses his mild Psychic powers and Flying energy form his words into the air, which appear swiftly before the opponent. The opponent is compelled to read this, interrupting their current move and possibly enraging them, having a 50% chance to put them into a Taunt-like state. Textwall costs considerable energy, half of each element, and can only be used twice per battle.
Hidden Power: Ground

Apophis: Male Arbok
Arbok (Poison): Arbok are fairly intimidating Pokémon and their fear-inducing attacks are more effective, as are their poisons. They can see in the dark and are good swimmers that can hold their breath longer than most Pokémon. They are also fairly effective burrowers, digging at a greater speed than the average non-Ground-type.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Bio: Once a normal serpent with potently paralysing venom, Apophis is another of my Pokémon who has grown into his name - that of the dark God of Egyptian folklore. In doing so, he has developed a great enmity and rivalry with Ra, the manipulative Solrock, both sides frequently sparring together, only Apophis' knowledge of the Pursuit technique and Ra's inorganic nature preventing this 'sparring' from progressing to more damaging levels. As an antithesis to Ra's light, Apophis has developed a technique to embrace his nature of the Serpent of the Nile, and Darkness.

Special Technique - Nile Flood (PO/WA):
Creating an energy package in his maw, Apophis flings it toward the enemy. Upon impact, the energy detonates to coat the immediate area in sticky mud and slime, giving it a swamp-like quality and preventing Pokémon from traversing it smoothly unless they slither or are exceptionally light. Nile Flood covers an circular area with a 10-foot diameter and costs moderate energy in a mix of Poison and Water.
Hidden Power: Bug

Sludgella: Female Shiny Muk
Muk (Poison): Muk are made up of poisonous substances made of liquid slime. Thus, toxic or polluted chemicals heal them instead of harm them. The same is true for poison attacks. Muk can see in the dark. Muk also leave poison in their path, poisoning the ground and leaving a substance that can cause minor poisoning to Pokémon if they come in contact with it. They are also very flexible, and can fit through gaps that most Pokémon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 85% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Bio: Having left her radioactive phase long behind and now bored of being cold as well, Sludgella has taken to copying other Pokémon, using her amorphous body to take on their forms. At first she would simply collapse back into her usual state after a few seconds, but after some mysterious training with Aku she has built on this ability. While not as competent as her Ditto master, she's still capable of some mysterious attributes in battle.

Special Technique - Transmorph:
Sludgella can use a variant on Transform, reshaping her body to take on the appearance of her opponent. However, she can't take on colour schemes, and as such remains as a disgusting, green slime-based mockery of the target. Her moveset does not alter to match the opponent's, instead retaining her natural moves, but she does take on physical characteristics of the target to enable flight, digging proficiency, and greater strength, but not traits like levitation based on electromagnetism or psychic power. Transmorphing takes heavy energy to perform and costs a move, while reverting to her usual form takes decent energy but does not count as an order. Sludgella can no longer use Minimise, Harden or Double Team, nor can she concentrate long enough on her physical form to use Focus Punch. She is unable to fly anywhere near as well as a copied opponent.
Hidden Power: Water

Sargasso: Male Dragalge
Dragalge (Poison/Dragon): Though not a Water-type, Dragalge are adept and graceful swimmers, able to stay underwater indefinitely. They are considered familiar with the Water type. Although they are far better swimmers than their prevolution, they are also able to camouflage themselves as rotting kelp if needed.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.
Bio: Under Construction
No Signature Move

Hidden Power: Fire

Bradley: Male Nidoking
Nidoking (Poison/Ground): Of the Nido monarchy, Nidoking have the higher offensive power and any attacks they use with the tail or horn are 1.2x as powerful. Nidoking have sensitive hearing, at the expense of being more vulnerable to sound based status attacks.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Bio: A strong, resilient member of my squad, Bradley has played his part in a few battles of mine, where his ridiculous movepool really shines. He's also a capable singer, always first up whenever karaoke night rolls around, and a hopeless romantic, holding a torch for Kush's Nidoqueen, Jo. Like most such males, however, his affections aren't exactly reciprocated, leaving him feeling perpetually frustrated. When this happens to a Pokémon that has a large horn and is weak to Water and Ground attacks, there can only be one outcome.

Special Training - Horny Bugger:
Bradley can now use Horn Leech, with his Grass energy fuelling two uses per battle.
Hidden Power: Flying

Rob: Male Hypno
Hypno (Psychic): Hypno focus on sleep-related attacks. Their Hypnosis, Dream Eater, and Nightmare attacks are more powerful than normal and will take effect more quickly. Hypno releases its Hypnosis through its pendulum. If a foe looks too intently at the pendulum, its movement may make them dizzy and a bit disoriented, though not confused.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Bio: Another musical reference on the squad, Rob has named himself after the frontman of his favourite band - Pendulum. Pretty apt considering his method of attacking. Listening to the band's music all the time has caused him to try to build new moves around their songs, but after failing to come up with a good way to adapt propane-based Nightmare attacks, he decided to try something a bit less complex.

Special Attack - Granite (RK):
Brandishing his pendulum, Rob imbues it with Rock energy before blasting it outward, forming a large ring of Rock energy that increases with distance, similar to Aurora Beam. When it hits, the target has a good (15%) chance to flinch out of their next move. This attack deals considerable damage for the same amount of energy, and Rob's Rock energy allows two uses per match.
Hidden Power: Flying

Investigator: Genderless Unown-I
Unown (Psychic): Unown’s Hidden Power costs less energy than normal. They levitate by default, are inorganic and can see in the dark. Unown come in varying shapes, each shape roughly corresponding to a character from an ancient and superior alphabet. They share a hive mind with all Unown in the area automatically, regardless of allegiance, and can come together to form messages.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Bio: This Unown is a prize for ranking first or second in the Winter 2014-2015 Grand Melee. It does not count toward squad limits.

Special Training - All-Seeing I:
Through watching major combatants of the Grand Melee, Unown has learned a single move from each combatant that managed to last a fair length of time. Those moves are as follows: Double Team (Sceptile), Teleport (Kadabra), Focus Blast (Riolu), Acupressure (Shuckle), Rock Tomb (Dugtrio), Ice Beam (Zangoose), Discharge (Joltik), Air Slash (Skarmory), Sleep Powder (Venomoth), Extremespeed (Togekiss), Belch (Arbok), Twister (Pelipper), Bulldoze (Milotic), Trick Room (Baltoy), Stealth Rock (Claydol), Earth Power (Claydol), Pain Split (Garbodor), Aqua Ring (Azumarill), Hydro Pump (Psyduck), Swift (Sentret).
Hidden Power: Ghost

Jack: Male Shiny Gallade
Gallade (Psychic/Fighting): Gallade are able to extend their arms and elbows. Their arms are also very sharp, and cutting attacks do slightly more damage. Their empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective. They also has a very good sense of balance and is hard to knock down. Teleporting also requires slightly less energy.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: When the demon known as Aku arrived in the world and began to extend his influence across the land, there were many pockets of resistance. Spearheading this campaign was the Gallade chieftain of the neighbouring land, who received guidance from the three deities who defeated the original ancient evil that was the origin of Aku. Through strategy and cunning, the chieftain was able to defeat the demon, sealing him away and leading to a time of peace, restoring the land to its former glory and allowing the battle-weary army to settle down and raise their families.
However, after a few years of peace, Aku was freed from his defeat, allowing him to rampage across the land once more, capturing the chief who had defeated him. The noble was able to send his young son, a rare blue Ralts, away with his wife into hiding. The Gardevoir was able to guard her child well, sending him across the globe to receive training that would allow him to return and vanquish Aku once again. After many years studying with many different martial arts masters, the Ralts, now a proud blue Gallade, returned to his mother, who had hidden in a temple. There, the monks were able to pray to the gods who had helped before, who bestowed their power upon the young Gallade, infusing their energy into his armblades, power usually held by Pokémon of Legend.
With his training complete and his new weapon in hand, the warrior set off to avenge his father, engaging Aku in mortal combat. The shapeshifter held his own, but in the end was outmatched by the righteous young samurai, who was about to deliver the final strike with his new attack. However, the demon was able to trick his adversary one more time, sending him through a timewarp into the future, so that he could deal with him later. Emerging in the present, the Gallade adopted the moniker 'Jack' from some slang used by local youths before happening upon my squad. Seeking our help, we assisted him in defeating Aku, capturing the demonic Ditto while also acquiring Jack voluntarily, the Gallade wishing to stick around to keep an eye on Aku. Since then, he's seen plenty of battles of his own, using his unique attack to its fullest, notably helping me capture my Regice, Dorfl, during which battle he acquired a nasty superficial scar to the area around his right eye.

Special Training - Three Heavenly Kings:
Jack has gained access to Sacred Sword, and is able to use it twice per match.
Hidden Power: Water
Attached Token: Galladite

Doc: Male Xatu
Xatu (Psychic/Flying): Xatu are not the best of fliers but are more capable than Natu. They can also levitate, though they are not particularly fast or agile. Xatu can hold very still, making them harder to spot if they are hiding. They have limited precognition, allowing them to dodge attacks more easily like an Espeon. Their Future Sight attack takes slightly less energy than usual to use. Techniques that involve holding eye contact will be slightly more effective when used by Xatu.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Doc's a genius. Utilizing his Psychic abilities, he spends most of his time tinkering with gadgets, attempting to make various scientific breakthroughs, but his chief area of study is time manipulation. Being a Xatu, he's always been able to see into the future to predict upcoming events and attacks, and he loves using Future Sight in-battle. The only way he could take this further is by actually travelling through time himself.
Cue lots of study. Eventually, by trying to focus on using Future Sight while using Teleport, he found himself in the future for a short amount of time. Through rigorous training, he managed to stay in this state long enough to take advantage of it.

Special Technique - Timeport:
Doc uses Teleport, which takes him an indeterminate amount of time into the future, anywhere from two to five rounds. He only vanishes for about four or five seconds in the present, reappearing soon after in exactly the same place. When he appears later in the battle, again for about four or five seconds, he appears away from his current location and fires an attack before being sucked back in time. During this time, he is magically invulnerable to damage, as taking some would cause a paradox. Doc has to be ordered 'Timeport, [attack]', before Timeporting into the future, using his attack, and returning minus the attack's energy and considerable energy for the Timeport. Doc can no longer use his normal Teleport or Future Sight attacks, and Timeport can only be used twice per match, but he can't use the second one until the first has been fulfilled. Due to needing full concentration, Doc can't use this move in a hurry or under pressure, and thus can't use it to dodge attacks. Only ranged attacks can be used during Timeport, and only those that deal up to a heavy amount of damage.
Hidden Power: Fighting

Johnny Quid: Male Gigalith
Gigalith (Rock): Despite resembling eyes, the holes on Gigalith's face are actually ears, making them effectively blind. However, these ears are extremely sensitive to vibrations both in the earth and the air, allowing them to detect their foe despite any visual obstructions. The orange gems on their bodies are shiny and glow when energy-based attacks are used, which can possibly give away their position when using the attack or help allies see in dark spaces. Their damage dealing light based moves deal 1.2x damage. They are inorganic.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Bio: Born the son of a powerful crime lord in the London underworld, young Johnny became a bit of a wild child, rebelling against his father and becoming rather big in the punk rock scene. Years of music, alcoholism and drug abuse ensued, before one rather intense trip lead him into the Pokémon world, where he materialised as a small Rock Pokémon. Johnny had finally got his wish - he was a real Roggenrola. Eventually, he crossed paths with the squad and I, and his strength and tenacity impressed me. A swift battle later, and he was added to the team. Now a powerful Gigalith, Johnny seeks to use his past experience in conjunction with his new body to get an edge on his opponents in battle.

Special Training - Crystal Meth:
When battling outside under normal weather conditions, the crystals on Johnny's body naturally absorb a light (mild under intense sunlight) amount of photonic energy every round, which is stockpiled within his body as 'Light energy'. Whenever Johnny uses one of his light-based attacks (Power Gem, Flash Cannon and Solar Beam), the general energy cost comes directly from this Light energy pool, though usual type energy costs apply (e.g. with a moderate amount of Light energy stored, Flash Cannon would use that plus the remaining energy, but would still use a solid amount of Steel energy). Johnny can have no more than a heavy amount of Light energy stockpiled at any one time.
Hidden Power: Flying

Uther: Male Tyrantrum
Tyrantrum (Rock/Dragon): Tyrantrum have powerful jaws, giving a 20% boost to all biting attacks. They are also rather temperamental, making them more vulnerable to rage-inducing moves, but they will have a greater attack boost as a result.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.
Bio: Resurrected from times long past, Uther is determined to reclaim his title as King of Beasts that he held before his species' fossilisation. Though not the best at ranged combat, he excels at tracking and running down opponents before savaging them with his mighty jaws. A particular quirk of his gives him greater efficiency at doing so, though it's not been recorded among many others of his species.

Special Training - Vision is Based on Movement:
When Uther approaches to use a physical attack, if the opponent would try to evade, he gains a sudden burst of speed to ensure that he hits, similar to Dragon Dance. Activating this ability costs light energy, and the speed boost lingers for two additional rounds, though it can activate later in the battle. This does not boost actual damage incurred.
Hidden Power: Fairy

Ra: Genderless Solrock
Solrock (Rock/Psychic): Solrock levitate by default and are considered to be inorganic. They are capable of generating vast amounts of heat by spinning, enough to vaporise moderate and weaker water attacks or dissipate fog, energy use equal to Fire Spin and the technique usable twice per battle. They are also familiar with the Fire-type. They fight more enthusiastically in the day time and radiate a constant faint glow that is likened to sunlight. Pokémon in close proximity to them can use moves which require sunlight, regardless of location, as can Solrock themselves.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Bio: Finding an ancient temple honouring mythological deities, a Solrock was the only remaining creature within. Thanks to Dendrobat, Sally and Myrmeleo, we were able to gain access to the building, but the Meteorite blocked our path. A co-ordinated strike managed to bring him down, and he recognised the power of our team. Since he had been sealed up for so long, the Solrock requested to go with us, so that he may see the outside world he had not seen for thousands of years. With his great age has come great wisdom, and his own power. I named him for the Egyptian Sun God, but it seems he shares a trait with his alien counterpart from Stargate.

Special Training - Eye of Ra:
Determined to put people under its influence, Ra has learned Hypnosis and Confuse Ray.
Hidden Power: Ice

Shunt: Male Bastiodon
Bastiodon (Rock/Steel): Bastiodon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Bio: Shunt is one of the House Pokémon, a battle-hardened group that came into my possession once the TV show they worked on - Pokémon Wars - was shut down. His primary attack pattern was as simple as his name - Shunting Pokémon around the arenas with brute strength. This was usually accomplished by scooping smaller targets into his wide mouth and dumping them elsewhere. However, this usually means he's unable to inflict damage on trapped opponents, which is where his customised weapon comes into play.

Special Attack - Diamond Axe (Various):
Shunt creates an energy construct atop his head in the shape of an axe, which then chops down onto the opponent, inflicting damage. Due to this attack being brute-force, it can only be made out of Rock, Steel or Fighting energy, which must be specified when ordered. This attack usually deals considerable damage while costing the same energy, but owing to the sharpness of the axe it will deal extra damage to harder targets, similar to Rock Smash or Brick Break, and may cause injuries when used in realistic. Shunt has the Fighting energy to use that variant of this move twice per battle, but may only use it four times per battle in any variant.
Hidden Power: Flying

Knifehead: Male Aggron
Aggron (Steel/Rock): Aggron can see in the dark. Due to their exceptional hardness, they will not take recoil damage from attacks they use and are highly resistant to physical moves, taking only 80% damage.
Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Bio: Almost as dangerous and feral as Ivezho, Knifehead's past is something of a mystery. He randomly appeared in the mountains near to the training camp one day, claiming the entire turf as his. Needless to say, several mountain-dwelling members of my team took exception to this, confronting the interloper. However, they were quickly surprised when the Aggron spontaneously Mega Evolved into an even more impervious form, quickly dominating with a wicked variety of offensive attacks, causing them to fall back. Recognising what had to be done, I sent out M.E.G.A.S. to battle the creature, the giant robot using its more durable body and Ground-type abilities to subdue the beast so that it could be captured. Since then, Knifehead has managed to make a place on the team, though he's still something of a loner, only tolerating Pokémon he stands to gain things from, like the Psychics who taught him how to deal with Fighting-type Pokémon.

Special Attack - Mind Matter (PS):
using considerable energy, Knifehead creates a pair of constructs in the form of breeze blocks within his hands. He then throws these, one after the other, each dealing moderate Psychic damage upon impact, though the force with which they hit means that if one hits, the other is sure to. This attack is entirely capable of stunning the target for a few seconds, leaving them open to attack, and Knifehead has the Psychic energy to use this attack twice per match.
Hidden Power: Fairy
Attached Token: Aggronite


Level 5:

Bryn: Male Charizard
Charizard (Fire/Flying): Charizard are slow and cumbersome when on land but are able fliers. They are hot-tempered and resistant to fear attacks. However, they are easily angered and confused. They have flaming tails, which can be used for illumination and may burn foes if there is prolonged contact. Charizard have slightly more Dragon energy than other Fire-types and, as starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Under Construction
No Signature Move

Hidden Power: Water
Attached Token: Charizardite Y

Ramses: Male Cofagrigus
Cofagrigus (Ghost): Cofagrigus are composed of minerals and gold in the shape of a coffin which they have possessed, residing within this solid form. Though unable to change forms like other ghosts due to being bound to the coffin, they can close themselves within the coffin, taking 50% damage from all attacks whilst in this state. Their four "hands" move wildly and erratically but have no real substance, staying in the ethereal state by default. They can make their arms solid for short periods of time. They levitate by default.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: Under Construction
No Signature Move

Hidden Power: Fighting

Chedd: Male Wobbuffet
Wobbuffet (Psychic): Wobbuffet are slow and clumsy at moving around, travelling via shuffle. They are better at using attacks like Mirror Coat and Counter than other Pokémon. They are also resistant to pain and difficult to interrupt. They can see in the dark.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Bio: Under Construction
No Signature Move


Lustre: Female Grumpig
Grumpig (Psychic): Grumpig are excellent at using Bounce. They will use the attack much quicker then normal and can Bounce much higher then normal. They are not as mobile as Spoink but will deal more damage than other Pokémon when landing with Bounce. Grumpig's pearls boost their Psychic abilities, granting them much greater proficiency with telekinesis as well as a slightly higher offensive power with Psychic moves, but the pearls are well integrated into their body and cannot be taken.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
Bio: Under Construction
No Signature Move

Hidden Power: Fairy

Coriolis: Female Aurorus
Aurorus (Rock/Ice): Aurorus' body is extremely frigid. Using a move, Aurorus can chill their body, making any physical attacks listed as XX Ice-typed for the duration of the battle. Using 10% more energy, they can also increase the chance of their Ice-typed moves freezing their target by 10%. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Bio: Under Construction
No Signature Move

Hidden Power: Fighting

Patton: Male Clawitzer
Clawitzer (Water): Clawitzer's large claws act much like a cannon, granting a 20% boost to any moves fired from it. Though only decent swimmers, they can also use the exhaust from their claw to propel themselves on land and in water. They prefer to walk along the bottom of the water. They fight more enthusiastically when submerged and in a sizable body of water.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Bio: Under Construction
No Signature Move

Hidden Power: Ground


Level 4:

Olenna: Female Roserade
Roserade (Grass/Poison): As a rose plant, Roserade emanates a soothing scent constantly that acts much the same way as Sweet Scent. Their effects are potent in close quarters, but quickly lose strength outside of a foot. Inorganic Pokémon and members of the Budew line are unaffected but Pokémon with sensitive smell will be more heavily affected. Roserade's special attacks deal slightly more damage than normal for no additional energy.
Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Bio: Under Construction
No Signature Move

Hidden Power: Rock

Chunky Kong: Male Vigoroth
Vigoroth (Normal): Vigoroth always want to be active and find it impossible to remain still. A Vigoroth has more energy than normal, but uses it at a quicker rate. Because of their active nature, Vigoroth are more resistant to effects that cause Sleep and will wake more quickly from the condition. They are also excellent climbers.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Bio: Under Construction
No Signature Move

Hidden Power: Psychic

Otto: Male Golbat
Golbat (Poison/Flying): Golbat, unlike Zubat, can see, though they can use sonar if needed. They can see in the dark and have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, though they are immune to confusion from Supersonic. Draining attacks used by Golbat drain faster than those used by other Pokémon if they are administered via a bite. They fight more enthusiastically at night.
Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Under Construction
No Signature Move

Hidden Power: Ground


Level 3:

Baby: Female Shuppet
Shuppet (Ghost): Shuppet are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts a quarter of their health as opposed to half, but the target will take the damage it would have taken if Shuppet had sacrificed half of their health. Shuppet's Curse does not fade away at all if Shuppet is KOed or far from their target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: Under Construction
No Signature Move

Hidden Power: Fighting
Attached Token: Banettite

Wellington: Male Braviary
Braviary (Normal/Flying): Braviary are extremely confident Pokémon and are difficult to intimidate or beguile. Attacks using fear or intimidating tactics are much less effective on Braviary. Their powerful wings and talons are designed to lift foes, allowing them to lift Pokémon 1.5x their weight, though lifting Pokémon that weigh more than Braviary will take much more energy. Attacks made using their talons deal 1.2x damage.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Under Construction
No Signature Move

Hidden Power: Ground


Level 1:

The Unexpected Scyther: Female Scyther
Scyther (Bug/Flying): Scyther are very fast and agile in the air and can use slashing attacks with daunting speed, granting them a 1.1x boost to such attacks. However, their defences are slightly weaker than those of other Bug-types.
Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status-inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Under Construction
No Signature Move

Hidden Power: Ground
Attached Token: New Life Token

Jerakeen: Male Phanpy
Phanpy (Ground): Their leathery skin acts as treads for when performing a Rollout, thus giving better traction (and accuracy) when using a Rollout attack. Like all elephants, Phanpy are sure-footed, even though they cannot see their own feet.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.
Bio: Under Construction
No Signature Move

Hidden Power: Bug

Boggy: Male Cubchoo
Cubchoo (Ice): Cubchoo constantly have a droplet of frozen water hanging from their nose, which they use to power their attacks. If submerged in water or otherwise added to, Cubchoo will gain a slight boost in their next Ice or Water attack. Techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective when used by Cubchoo. They are adept swimmers and can see in the dark
Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Bio: Under Construction
No Signature Move

Hidden Power: Fire

Wozza: Male Spehal
Spheal (Ice/Water): Spheal have rotund bodies which allow them to gain speed and momentum very quickly with Rollout. They move primarily by rolling when on land but prefer to swim if possible. If the floor is slippery like an Ice field, they can manoeuvre easily using their flippers and tail. They are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They are very agile swimmers, generally. They can easily conceal themselves in snowy and icy environments. They are able to hold objects on their nose, allowing them to manipulate objects and use them in attacks. They can see in the dark.
Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Bio: Under Construction
No Signature Move

Hidden Power: Flying

Banjo: Male Teddiursa
Teddiursa (Normal): Teddiursa's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. They are adept climbers and can see in the dark.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Bio: Under Construction
No Signature Move

Hidden Power: Psychic

Steve & Chris: Male Binacle
Binacle (Rock/Water): A single Binacle actually consists of two organisms bound to a rock. Although they appear sessile, they are able to move by crawl on their two heads using their stretchy necks. Since they are both separate organisms, each head is able to act independently to perform two moves simultaneously, but they will both be affected equally by mentally-affecting attacks. They are fairly resistant to Water-type moves despite their Rock-type and take slightly less damage from them. They can see in the dark.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Bio: Under Construction
No Signature Move

Hidden Power: Fairy

Last edited by DaveTheFishGuy; 01-11-2016 at 06:45 PM.
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