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Old 12-24-2015, 03:16 PM   #76
Jerichi
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Hey guys, it's the holiday season, so Merry Christmas from all the LOs! We've got lots of nice treats and giveaways for you this year as a big thanks for being part of our community! Without further ado, here's what's on offer this year:

Firstly, until 11:59PM New Years Day (GMT), the following token may be purchased, great for boosting your Bug-type Pokémon:

Bugcatcher's Token (10 SP): 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.

You can also purchase the Sculptor's and Candymaker's Tokens during the same period.

What's more, for the next two weeks, there's 50% off the cost of all Legend Matches (any type) and squad slots. You can purchase one Legend Match and/or one pack of slots at a discounted price.

We're also giving you an amnesty on switching out the Mega Stones you get free at different Trainer Levels, so if you picked up a free Mega Stone but now you want to change it, you've got a week to do so free of charge. This does not apply to Mega Stones you won elsewhere or purchased with SP.

Finally, and this one is only for people who are TL1 and TL2 at the time this post goes up, we are offering a completely free type-enhancing token such as Charcoal or Soft Sand. All you have to do to claim your prize is post your favourite Christmas joke in the Trainer Points/Services thread (or the equivalent on Serebii). One per trainer!

Happy Holidays!
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Old 02-09-2016, 10:06 PM   #77
Miror
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As many of you are probably aware, we've been working for a while on getting quite a few of both type and individual SCs rehashed. Well finally, after large amounts of great community input in addition to some general mulling over of things, we are ready to implement them! This post makes them official, and so they are to be used in any battle starting after this post is made. So although they may not come as a surprise as they've been public for months, the new SCs are listed below!

Spoiler: show
Type SCs

Spoiler: show
[Bug]: Bug-types can see in the dark, and they have largely enhanced sight, granting them a small boost to the accuracy of their moves. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have an extra 10% chance of inflicting statuses and the resulting statuses are slightly more potent than usual. Bug types are in general more nimble than other Pokémon, though not necessarily faster, and will quickly out manoeuvre opponents when using unconventional movement.

[Dark]: 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. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. 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, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.

[Dragon]: 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 radiate warmth from their core, and are slightly more resistant to chilling effects than other Pokemon. They are naturally very powerful Pokemon and their Dragon type attacks will have a stronger knockback than normal, but will deal no extra damage because of this.

[Electric]: Electric types 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. They have a high degree of control over their Electric type attacks, and as such they will suffer less from attempts to redirect them.

[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by 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.

[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, giving them greater endurance and readiness than other Pokémon and allowing them to push themselves harder for longer. They are more accurate with their physical blows and more adept at blocking and countering physical attacks, able to do this against most physical assaults. Being physically powerful, they can lift much more than normal Pokémon, though this does not grant them an attack boost. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.

[Fire]: 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. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.

[Flying]: 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. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. 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.

[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. 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 reduce damage from physical moves (see Ghost Pokémon information for details).
Immune to Poison: Banette, Litwick, Shedinja, Spiritomb, Rotom, Honedge, Yamask, Golurk, Drifloon

[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They 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 very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount 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. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.

[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, and will take neutral damage from Electric when wet. 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. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.

[Ice]: Ice-type Pokémon are highly resistant to cold and fight more enthusuastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. If their STAB attacks have a secondary effect, they are slightly more likely to have their effects triggered. Their Ice type moves are significantly colder than those used by any other Pokemon, giving them a much greater ability to numb and slow the foe. In addition, any areas frozen by an Ice type will become sore even after the ice has been knocked loose, creating a painful area like Crush Claw does. Their chilled bodies allow them to create ice more readily than other Pokemon, significantly speeding up their Ice type attacks. Ice-types are generally sure footed and difficult to knock over, moving with ease across slippery surfaces and through strong winds and storms.

[Normal]: Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.

[Poison]: Poison-type Pokémon are immune 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 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.

[Psychic]: 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, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. 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 extends to GMs, where they will have a slightly better impression of Pokemon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.

[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are also resistant to XX attacks. This defensive ability extends to their moves, making defensive attacks like Protect and Harden cost less energy. 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.

[Steel]: Steel-type Pokémon generally have tempered bodies, meaning they take slightly reduced damage from physical attacks. Their Steel type attacks are more proficient at cutting through energy, allowing them to reduce damage while breaking through them, unlike other Pokemon. 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 are resistant to XX and 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.

[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, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.

Kanto

Spoiler: show
Bulbasaur (Grass/Poison): Bulbasaur are the most agile, though not fastest, of their line. They have two vines hidden beneath their bulb that they can extend to use to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Ivysaur (Grass/Poison): Ivysaur are less agile than their previous form but are faster. They have two vines hidden beneath their bulb that they can extend to use to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

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 1/3 health. In its Mega Forme it gains a thick layer of cellulose in their skin similar to Hariyama's fat. Due to this it takes 30% less damage from Ice and Fire type attacks.

Charmander (Fire): Charmander are the most agile of their family on the ground. They have flaming tails, which can be used for illumination and may burn foes if there is prolonged contact. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Charmeleon (Fire): Charmeleon are the fastest of their line on the ground, though not as agile as their previous stage. They are harder to scare, but are more easily angered or confused. They have flaming tails, which can be used for illumination and may burn foes if there is prolonged contact. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

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 1/3 health. Charizard is unique in having two Mega Formes. In its X Forme, it becomes Fire/Dragon typed whilst still retaining the flight abilities it possessed as a Charizard. Against any Pokémon that would reasonably be afraid of Charizard X, its fear-inducing attacks are more effective, and it becomes much more physical, giving attacks used with it's claws a 20% boost. Its Y Forme is slightly smaller and lighter than the X Forme, and is a nearly unparalleled fast and agile flier, able to fly with the speed and agility of a Pidgeot. Its powerful wings also grant it a 20% boost to wind moves. It also benefits greatly from the sun, the heat from its body causing sun to last two turns longer than normal.

Squirtle (Water): Squirtle are the most agile of their family on land and decent swimmers, but are not as fast as other Pokémon. They are vulnerable if knocked on their backs and have a hard time getting up, though attacks that strike their back suffer from a slight drop in power. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Wartortle (Water): The most militant of their family, Wartortle are the middle of the line in speed and agility. They are vulnerable if knocked on their backs and have a hard time getting up though attacks that strike their back suffer from a slight drop in power. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Blastoise (Water): The largest of their evolutionary line, Blastoise are the least agile of the three. However, they are much tougher. Their shell is harder and heavier, and they are the fastest of the line in the water and on land. They are vulnerable if knocked on their backs and have a hard time getting up, though Blastoise are harder to knock down and attacks that strike their back suffer from a slight drop in power. Their Water Gun, Hydro Pump and Hydro Cannon attacks are slightly more powerful than those of other Pokémon and are launched from their cannons. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme Blastoise's back cannons fuse into one giant cannon and it gains wrist cannons. Blastoise is capable of firing from all three cannons, and when ordered to do so, will gain a 20% boost to any attacks fired from its cannons. It is also capable of using only the central cannon or its wrist cannons at the standard damage level but for the standard energy level. Firing from its main cannon will allow the attack to travel faster and farther, but firing them from its wrist cannons will allow Blastoise to aim more precisely or split its attack to hit multiple targets. While any attack that can be reasonably fired from a Pokemon's mouth may be fired from either Blastoise's back or wrist cannons, only Water and Pulse (Aura Sphere, Dragon Pulse, Dark Pulse, Water Pulse) moves can be fired from all three cannons at once to gain the power boost.

Butterfree (Bug/Flying): Butterfree have potent spore based attacks which are more effective than normal and produce denser clouds, travelling further as a result. They are familiar with the Psychic type. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

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. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage. 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. Their attacks also become more coordinated, making it harder for the foe to dodge combination attacks. In its Mega Forme, Beedrill becomes a fierce and extremely fast attacker. Its needle and spear-based attacks are 10% more effective. It is also an extremely fast flier.

Pichu (Electric): Pichu have loose control of their electric energy, meaning that their Electric attacks will cause minor recoil damage. However, they can stabilise this for the next 5 rounds by using Charge. If they are surprised or startled, they will let out a burst of electricity which does damage equal to Thundershock at a radius of three feet. Pichu have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Pikachu (Electric): Pikachu are the most agile of their evolutionary line, though not the fastest. Being able to naturally store electricity within their pouches, their Charge attack is more potent than usual. They have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use Fly or Pain Split (as Notch-Eared Pichu cannot evolve into Pikachu). In addition to normal Pikachu, there is a special type of Pikachu bred specifically for contests called Cosplay Pikachu. This Pikachu may wear one one of five outfits corresponding to the five contest types, each of which grant Cosplay Pikachu a move it would not normally have (Cool: Rock Star, Meteor Mash; Beauty: Belle, Icicle Crash, Cute: Pop Star, Draining Kiss, Smart: Ph. D, Electric Terrain, Tough: Libre, Flying Press). These costumes are basically indestructible in battle but cannot be taken off at any time either. In contests, they will grant a boost to the Pikachu’s corresponding contest appeal type equivalent to that of a Contest Scarf (the effects do not stack, however). Cosplay Pikachu cannot evolve into Raichu but does not have to evolve from Pichu and can be added directly at the same level as Pikachu. Costumes can be changed like Formes and carry the same restrictions.

Raichu (Electric): Raichu are the fastest of their evolutionary line, if not as agile as their previous stage. Being able to naturally store electricity within their pouches, their Charge attack is more potent than usual. They are able to use their tail to channel Electric attacks. Direct contact with the foe using its tail will give a slight boost in the chance of paralysis for the attack and will make paralysis in the contact area far more likely. Raichu have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use Fly or Pain Split.

Nidoran F (Poison): Nidoran have sensitive hearing, at the expense of being more vulnerable to sound based status attacks. Pokémon who make contact with Nidoran using a physical move have a 10% chance of being poisoned.

Cleffa (Fairy): Cleffa lack the shyness of their higher evolutions. They can see in the dark. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Clefairy (Fairy): Clefairy are less shy than Clefable but are still unnerved by large crowds of people and are easy to intimidate. Clefairy can jump high and far and can levitate, though not with much speed or agility. They can see in the dark.

Clefable (Fairy): Clefable are a bit reclusive and naturally shy, so they don’t fight enthusiastically around large amounts of people and are easily intimidated. Clefable can jump high and far and can levitate, though not with much speed or agility. They can see in the dark. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Vulpix (Fire): As foxes, Vulpix are more inclined to combat by deception, their deception based attacks being slightly more potent. Their Confuse Ray is more effective and their Double Team produces one additional copy. They have sensitive hearing, at the expense of greater vulnerability to sound based status attacks. Owing to their physical beauty, attacks like Attract are more effective than normal.

Ninetales (Fire): As foxes, Ninetales are more inclined to combat by deception, their deception based attacks being significantly more potent. Their Confuse Ray is more effective and their Double Team produces one additional copy. They have sensitive hearing, at the expense of greater vulnerability to sound based status attacks. Owing to their physical beauty, attacks like Attract are more effective than normal.

Igglybuff (Normal/Fairy): Igglybuff are somewhat bouncy, taking slightly less damage from falls and blunt impacts, instead bouncing which could potentially be disrupting. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Jigglypuff (Normal/Fairy): Jigglypuff can inflate themselves as a move to intimidate opponents, making them more hesitant to attack. While inflated, they have a harder time moving, but a moderately higher defense. Despite their lack of agility in this inflated state, they can float in to the air at a steady pace. Their Sing attack is more effective, requiring less be sung to put an opponent to sleep.

Wigglytuff (Normal/Fairy): Wigglytuff can inflate themselves as a move to intimidate opponents, making them more hesitant to attack. While inflated, they have a harder time moving, but a moderately higher defense. Despite their lack of agility in this inflated state, they can float in to the air at a steady pace. Their Sing attack is more effective, requiring less be sung to put an opponent to sleep. Wigglytuff have more sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic.

Crobat (Poison/Flying): Crobat are silent fliers and only Pokémon with excellent hearing will be able to hear them. Unlike Zubat, they can see, though they can use sonar if needed. Their individually controlled wings allow them incredible agility in the air, as well as impressive speed. 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 Crobat drain faster than those used by other Pokémon if they are administered via a bite. They fight more enthusiastically at night.

Paras (Bug/Grass): If there are trees in the arena, Paras may Dig underground and gain a moderate amount of health from the tree roots by sucking nutrients from them. During this, Paras may not attack, though it is underground. They are naturally moist, meaning that they take slightly less damage from Fire attacks. Due to the potent mushrooms affixed to it's back, Paras' spore based attacks will be slightly more dense than usual.

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. Due to the potent mushrooms affixed to it's back, Parasect’s spore based attacks will be significantly more dense than usual.

Venonat (Bug/Poison): Venonat have a sort of radar vision, which allows them to see almost completely around themselves. This will also allow them an uncanny ability to determine the location of their opponent, regardless of how well hidden they are. This keen eyesight also improves their accuracy with attacks slightly.

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. This will also allow them an uncanny ability to determine the location of their opponent, regardless of how well hidden they are. This keen eyesight also improves their accuracy with attacks slightly.

Growlithe (Fire): Growlithe are extremely loyal and brave. They are more likely to follow orders of their trainers, even if they consider such orders questionable. They are also more resistant to fear-inducing effects. As dogs they are quite good diggers and deal 1.1x damage with their biting attacks. 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. Their Roar attack is slightly more effective than normal.

Arcanine (Fire): Arcanine are extremely loyal and brave. They are more likely to follow orders of their trainers, even if they consider such orders questionable. They are also more resistant to fear-inducing effects. As dogs they are quite good diggers and deal 1.2x damage with their biting attacks. 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. Their Roar attack is significantly more effective than normal.

Abra (Psychic): Abra sleep most of their life. Therefore, they are more resistant (but not completely immune) to sleep-inducing attacks and are able to aim their attacks instinctively when using Sleep Talk. Abra can see in the dark. Teleporting also requires slightly less energy.

Slowpoke (Water/Psychic): Slowpoke have a slow reaction time and will experience a short delay when affected by pain or interrupting moves. They will generally take longer than usual to implement its orders and moves around quite slowly. However, this does not make them unintelligent. They have a high resistance to moves which affect their mental state such as Supersonic or Attract.

Seel (Water): Seel can move on land but, being slow and awkward, they prefer to swim if they can. If the floor is slippery like an Ice field, Seel can manoeuvre easily using its flippers and tail. They also are very agile swimmers. They are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They can easily conceal themselves in snowy and icy environments. They can see in the dark. The horn atop their head will cause ramming attacks to deal slightly more damage.

Dewgong (Water/Ice): Dewgong can move on land but, being slow and awkward, they prefer to swim if they can. If the floor is slippery like an Ice field, Dewgong can manoeuvre easily using its flippers and tail. They are also very agile swimmers. Dewgong are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They can easily conceal itself in snowy and icy environments. They can see in the dark. The horn atop their head will cause ramming attacks to deal slightly more damage.

Grimer (Poison): Grimer 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. Grimer can see in the dark. 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 80% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.

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 80% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.

Gengar (Ghost/Poison): Unlike its preevolutions, Gengar are primarily solid, though they are able to freely achieve all of the other states. A Gengar's Lick attack has a 50% chance to paralyze, instead of the usual 30%. Gengar can levitate and are fast and agile in the air. In its Mega Forme, Gengar becomes a being of pure malicious energy, greatly enhancing its abilities. Although it loses its ability to levitate, it becomes extremely fast and agile over the ground, floating just above the surface and able to move at high speeds. It is also gains an extra turn of invisibility and can change effortlessly between states. In its Mega Forme, Gengar tends to prefer ethereal, though it can easily change states.

Krabby (Water): Krabby can swim, but prefer to walk along the bottom of the water instead of swim in it. Krabby are proficient at using their claws to manipulate objects, and their intense grip gives them a x1.1 boost to claw attacks. They can easily move side to side, but have difficulty walking forwards and backwards. They can see in the dark.

Cubone (Ground): A Cubone's face is covered by a skull, which it will not remove willingly. Cubone may not use its respective bone attacks if it is not holding its bone, but to compensate attacks using their bone will deal x1.1 damage due to the hardness of the weapon. Its Skull Bash attack takes slightly less energy than normal to use. Cubone can see in the dark.

Marowak (Ground): A Marowak's face is covered by a skull, which it will not remove willingly. Marowak may not use its respective bone attacks if it is not holding its bone but to compensate attack using their bone will deal x1.2 damage due to the hardness of the weapon. Marowak are skilled and aggressive combatants, and will tire slightly slower than other Pokemon as a consequence. Its Skull Bash attack takes slightly less energy than normal to use. Marowak can see in the dark.

Lickitung (Normal): Lickitung have long tongues, which can extend out to eight feet to hit enemies. Any attack a Lickitung does with its tongue deals x1.1 damage, with a 10% chance of paralysis.

Lickilicky (Normal): Lickilicky have long tongues, which can extend out to ten feet to hit enemies. Any attack a Lickilicky does with its tongue deals x1.2 damage, with a 10% chance of paralysis. Lickilicky's rotund bodies allow them to gain momentum through Rollout easier. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

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. Being prehistoric, their Ancient Power attack will boost slightly more often.

Kangaskhan (Normal): Kangaskhan come in both genders, though females are much more likely to have babies with them than males are. Along with battling, a Kangaskhan is most concerned about its child. If an opponent injures the child, Kangaskhan will go into a blind rage against them, which will last until either the offending Pokémon or Kangaskhan is unconscious. During this time, Kangaskhan's offensive stats are significantly enhanced, making them a good deal more aggressive, though they will continue to perform defensive techniques to help protect their baby, unlike states like Taunt. Kangaskhan without joeys are slightly less concerned about defending themselves, and as a consequence, will act slightly more aggressive and be slightly more agile, due to not having to worry about the safety of their child. Kangaskhan’s Comet Punch will always deal maximum number of hits. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy. In its Mega Forme, the child quickly matures. The joey will mimic all its parent’s actions, performing the same moves that the parent does at a quarter of the power, effectively giving all its attacks a 25% boost in power, provided both hits connect. The joey is also capable of performing attacks independently of its parent, though only at 25% of their original power, though it will still cost a move. They may also stagger their attacks if using the same move without using an extra move. Kangaskhan will do anything to protect the joey from harm, so if the joey is attacked directly or in danger, she will forgo her orders to intercept any damage or prevent it from additional harm (preventing additional damage from moves like Earthquake). All energy used by the joey is pulled directly from the parent, who feeds the joey with energy to maintain its temporary matured state. Kangaskhan without a joey cannot Mega Evolve.

Horsea (Water): A Horsea is much more at home in the water than on land. They are good swimmers, though more agile than fast. On land, they can only hop, and are easily knocked over. They can see in the dark. They are natural sharpshooters, possessing much better accuracy than other Pokemon.

Seadra (Water): Seadra are very fast and agile in the water. Like Horsea, they can only hop on land and they easily knocked over. They can see in the dark. They are natural sharpshooters, possessing much better accuracy than other Pokemon. Contact with their spiny fins will hold a 10% chance to cause the attacker to become poisoned.

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. They are natural sharpshooters, possessing much better accuracy than other Pokemon. Their Whirlpool attack has a much stronger pull than normal, and will linger for a round more than usual. In addition, their vast power allows them to summon much stronger rain, making their Rain Dance more potent and harder to dispel. Contact with their spines will hold a 10% chance to cause the attacker to become poisoned.

Scyther (Bug/Flying): Scyther are very fast and agile in the air and can use slashing attacks with daunting speed, granting them a 10% boost to such attacks. They are skilled at using weaker, faster blows, making all moves of Good or lower damage slightly more powerful.

Scizor (Bug/Steel): Scizor are not as fast or agile as Scyther and are not true fliers. Instead, they glide and hover. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Their powerful claws also give them a 20% boost to any attack involving them. They have slightly higher defences than other Bug-types. In its Mega Forme, its saw-like claws give any claw attacks greater cutting power, giving them a chance to inflict sore, weakened spots. Its lighter frame and fuller wings allow it to travel with the speed and agility of a Scyther, as well as giving it equivalent flight abilities.

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. Their rhythmic swaying is distracting to the opponent, causing them to be somewhat slower to react than they normally would be. Jynx come in both sexes. They can see in the dark.

Pinsir (Bug): Pinsir's 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. They are familiar with the Fighting type. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage. In its Mega Forme, Pinsir gains the Flying type as well as wings and reasonable flight abilities. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Flying energy, causing them to become Flying typed.

Gyarados (Water/Flying): Gyarados are terrifying and their fear based attacks are much more effective than normal. Gyarados are equally at home on land or in the water. They are not particularly agile in either medium despite their Flying typing, however. They can see in the dark. Their incredible jaw strength gives them a 20% boost to their biting attacks. In its Mega Forme, Gyarados becomes Water/Dark typed. Its appearance gives off an extremely intimidating aura, causing smaller and more timid Pokémon to cower, reducing the willingness of its foes to attack, as well as giving it the ability to intimidate Pokemon who would normally hold a resistance.

Glaceon (Ice): 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. Glaceon's light colouring and ice-like body patterns allow them to hide better among ice and in blizzards. Glaceon deals slightly more damage with Ice typed attacks than usual, and their frigid bodily temperatures cause physical contact to chill opponents more than normal. Their Hail attack is more potent than normal and, using a move, they may create hardened ice crystals over their body, reducing incoming physical damage by 10%. These crystals fade naturally after sustaining a few blows.

Sylveon (Fairy): 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. Using a move, Sylveon can exude a calming aura from their ribbons, calming all Pokémon on the field and resetting their mental states. Any techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective when used by Sylveon. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Fairy energy, causing them to become Fairy typed.

Porygon (Normal): Porygon are created entirely of programming code. They levitate by default, but are not particularly fast or agile and cannot reach as high as other levitating Pokémon. They are inorganic and fight most enthusiastically in manmade environments. They are familiar with the Electric type.

Porygon2 (Normal): Porygon2 are created entirely of programming code. They levitate by default, their sleek design making them faster and more agile than Porygon. They are inorganic and fight most enthusiastically in manmade environments. They are familiar with the Electric type.

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. They are familiar with the Electric type.

Omanyte (Rock/Water): Omanyte move much more quickly than their evolved brethren, because their shells are lighter. Their shells are hard, taking a bit less damage from attacks. Omanyte move relatively quickly in the water, but somewhat slowly on land. Being fossils, their Ancient Power attack will boost slightly more often.

Omastar (Rock/Water): Omastar’s shells are heavier, and provide 1.2x defense wherever they cover. The sharp spines covering their shell may also cause attacking Pokemon to suffer small amounts of recoil on physical contact. Omastar move relatively quickly in the water, but somewhat slowly on land. However, they are slower than their unevolved brethren. Their grip is very strong and attacks which involve squeezing the foe with their tentacles will be more effective. Being fossils, their Ancient Power attack will boost slightly more often.

Kabuto (Rock/Water): Kabuto have a protected top, where their top eyes are located, and will take a bit less damage from attacks which hit there. However, their underside is weak and unprotected, taking a bit more damage. They have a hard time righting themselves if knocked over. They are not very agile but can move reasonably fast on land and in the water. Being fossils, their Ancient Power attack will boost slightly more often.

Kabutops (Rock/Water): Kabutops are sleeker than their previous form and thus much faster both in and out of water. Their slashing attacks deal 1.2x more damage than usual. Being fossils, their Ancient Power attack will boost slightly more often.

Aerodactyl (Rock/Flying): Aerodactyl are a terrifying sight and its fear-inducing attacks are more effective. Aerodactyl's biting moves are 1.2x more powerful than those of other Pokémon. Though not particularly agile, Aerodactyl are powerful fliers. They use less energy when carrying other Pokémon and can lift 1.5x the weight that most other Flying-type Pokémon could. Being fossils, their Ancient Power attack will boost slightly more often. In its Mega Forme Aerodactyl gains a number of sharp spikes, making physical contact and grabbing/wrap attacks painful for the Pokémon wrapping it. These spikes also increase the power of its physical contact attacks, increasing them by 10%, as well as giving them the potential to pierce or slash.

Snorlax (Normal): Snorlax have huge guts. Any attacks to their guts do less damage because of all the extra padding they have there. Despite their size, they are good swimmers, as they float on the surface of the water. Snorlax are quite slow. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

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. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Johto

Spoiler: show
Chikorita (Grass): A sweet smell emanates from Chikorita and all Pokémon within a foot of them have their attack and defense lowered slightly by it for as long as they can smell it. Inorganic Pokémon are unaffected as are members of the Chikorita line. Chikorita have two vines that extend from the seeds on their neck, allowing them to mainpulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Bayleef (Grass): Bayleef have a spicy smell to them, which makes Pokemon much less likely to obey defensive commands, affecting all Pokemon within 3 feet of Bayleef. Inorganic Pokémon are unaffected as are members of the Chikorita line. However, using a move, they may intensify this spicy fragrance, which will give all Pokemon within 5 feet of Bayleef a boost to their offensive stats. Members of the Chikorita line, including the user, are not immune to this and will be affected. This intensified scent will automatically stop secreting a round after being initially produced. They have two vines that extend from the leaves on their neck, allowing them to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Meganium (Grass): Meganium emanate a calming smell. Any Pokémon within five feet of them will experience a significant drop in their offensive stats. Also, there is a 25% chance that they will lose any attack increases from moves (Swords Dance, Curse, etc.). Inorganic Pokémon are unaffected as are members of the Chikorita line. They have two vines that extend from the petals on their neck, allowing them to mainpulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Cyndaquil (Fire): Cyndaquil are the most agile of their evolutionary family but are not the fastest. They can control whether their dorsal flames are ignited at any one time. When not ignited, they take only x1.5 damage from Water attack. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water and allows them to provide illumination and burn foes if there is prolonged contact. It also allows them to use fire attacks. 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. They will automatically de-ignite if they fall asleep. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Quilava (Fire): Quilava are the middle of the road speed and agility wise in the evolutionary family. They can control whether their dorsal flames are ignited at any one time. When not ignited, they take only x1.5 damage from Water attack. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water and allows them to provide illumination and burn foes if there is prolonged contact. It also allows them to use fire attacks. 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. They will automatically de-ignite if they fall asleep. They have a x1.1 boost to lava based moves. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Typhlosion (Fire): Typhlosion are the fastest of their evolutionary family, but the least agile. They can control whether their dorsal flames are ignited at any one time. When not ignited, they take only x1.5 damage from Water attack. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water and allows them to provide illumination and burn foes if there is prolonged contact. It also allows them to use fire attacks. 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. They will automatically de-ignite if they fall asleep. They have a x1.2 boost to lava based moves. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Totodile (Water): Totodile are the slowest of the Totodile family, but the most agile. As alligator Pokémon, their biting attacks are 1.1x 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 1/3 health.

Croconaw (Water): Croconaw are the average in terms of speed and agility for their family. As alligator Pokémon, their biting attacks are 1.1x more powerful than normal. 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 1/3 health.

Feraligatr (Water): While not as agile as their previous stages 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 1/3 health.

Sentret (Normal): Sentret, when not moving, will stand on their tails if possible, which gives them a better view of their surroundings. This also reduces the damage they take from Earthquake and similar moves, as well as reducing the damage they take from electric attacks a bit (as the electricity goes through their tail to the ground). They are also excellent at digging, able to burrow faster than most Pokemon. 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.

Furret (Normal): A Furret’s body is long and extremely flexible. While neither the fastest nor the most agile, they are able to bend their bodies adequately to avoid attacks or get into areas that other Pokémon cannot. They are adept at escaping from holds and traps. They are also excellent at digging, able to burrow faster than most Pokemon. 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.

Ledyba (Bug/Flying): Ledyba are agile fliers and will be able to out-fly most flying Bug-types. Their punching moves deal 1.1x 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. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

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. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Spinarak (Bug/Poison): Spinarak may shoot strands of webbing out of both their fronts and rears. While not powerful enough to damage Pokémon and too weak to entangle most, they can use it to pull themselves from place to place more quickly without it counting as a move. Spinarak can climb walls and other objects with ease. Their web attacks will be more effective than usual and cost less energy. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

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. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Togetic (Fairy/Flying): Despite their appearance, they are agile but not particularly fast fliers. Togetic are also capable of minimal levitation, allowing them greater stability. Togetic can be trained only by trainers that make them happy, so Return is more powerful when used by one. They are incredibly chirpy and enthusiastic Pokemon, and will entrance opponents more readily when using attacks like Charm and Sweet Kiss being slightly more potent. These moves will also function better in Contests when used by Togetic.

Togekiss (Fairy/Flying): Despite their appearance, they are fast and agile fliers. Togekiss are also capable of minimal levitation, allowing them greater stability. Togekiss can be trained only by trainers that make them happy, so Return is more powerful when used by one. They are incredibly chirpy and enthusiastic Pokemon, and will entrance opponents more readily when using attacks like Charm and Sweet Kiss, being significantly more potent. These moves will also function better in Contests when used by Togekiss.

Mareep (Electric): A Mareep's wool is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 10% chance of flinching, subject to diminishing returns. Mareep 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 to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas.

Flaaffy (Electric): A Flaaffy's wool is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 20% chance of flinching, subject to diminishing returns. Flaaffy 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 Flaaffy to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas.

Ampharos (Electric): An Ampharos's pelt is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 20% chance of flinching, subject to diminishing returns. 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 Ampharos to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas. In addition, their Charge Beam attack is much more potent, guaranteeing the boost when it is used. In its Mega Forme, 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.

Azurill (Normal/Fairy): An Azurill's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound-based status moves. Azurill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Despite lacking the Water-type of their evolutions, Azurill's aquatic lifestyle makes it a decent swimmer and grants it familiarity with Water-type moves, as well as increased Water energy. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Marill (Water/Fairy): A Marill's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound-based status moves. Marill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Their fur actively repels water, meaning they can swim in even the strongest of currents almost effortlessly, easily escaping traps like Whirlpool. Their tail is flexible and can be extended to improve the reach for moves, and they can use it to aid their Bounce attack, clearing slightly more distance than normal.

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. Their fur actively repels water, meaning they can swim in even the strongest of currents almost effortlessly, easily escaping traps like Whirlpool. Their tail is flexible and can be extended to improve the reach for moves, and they can use it to aid their Bounce attack, clearing significantly more distance than normal.

Sudowoodo (Rock): Sudowoodo are capable of holding perfectly still, which makes them almost impossible to detect if it's hiding in forested or woody areas. Like Grass types, they fight more enthusiastically in the day time, though they are not put off by fighting at night. Their deception based moves will be much more potent and effective, able to trick foes with greater ease. They are very good at using Mimic, and can Mimic attacks with less energy and flexibility in terms of the type energy for the attacks Mimicked. They will also use slightly less energy when using Copycat.

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. They can also use their tails to chain physical attacks with much greater ease than other Pokemon.

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 maneuver in the air in nearly any direction when moving slowly, as well as being capable of reaching high speeds. Being prehistoric, their Ancient Power attack will boost slightly more often.

Murkrow (Dark/Flying): Murkrow are symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. Murkrow are quiet fliers and can easily evade detection, and are quicker and more agile than their evolutions.

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, though they are slower and less agile than Murkrow. However, they are also outstandingly confident, and this will only empower them further, granting them a boost similar to Work Up whenever they KO an opposing Pokemon.

Misdreavus (Ghost): Misdreavus will usually stay in the ethereal state but can switch to solid or invisible if required. Misdreavus levitate by default but have a lower flight ceiling than most levitating Pokémon and are not particularly fast. They can be poisoned.

Mismagius (Ghost): Mismagius will usually stay in the ethereal state but can switch to solid if required. Mismagius levitate by default. Mismagius use chants and spells to augment its abilities. At the cost of slightly more energy and more charge time, Mismagius can increase the strength and potency of their mind-altering attacks (e.g. Confuse Ray). They can be poisoned.

Forretress (Bug/Steel): Forretress are almost completely covered by a hard, steely shell, reducing the damage from all attacks. The most vulnerable spot of a Forretress is its fleshy interior in the gap between its shell halves, where it will take a little more damage than usual. However, they are slowed by their bulk and move mostly by rolling. They can levitate as well, but are slow, not particularly agile and possess a lower flight ceiling than most levitating Pokémon.

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. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage. In its Mega Forme Heracross is slower, but much tougher. Although Heracross loses its flight ability and becomes somewhat less mobile, it gains a slight resistance against all attacks. Its body is specialized to shoot physical projectiles, gaining a boost in power and accuracy, allowing it to easily hit its targets from a distance. In addition, it becomes much more physically capable, able to grapple and hold opponents with much greater ease.

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. Being prehistoric, their Ancient Power attack will boost slightly more often.

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. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Delibird (Ice/Flying): Delibird are used to frigid temperatures and have a warm down similar to penguins, meaning that they are very skilled at flying through Blizzards and high wind. They can also swim reasonably well and hold their breath as long as a Water type. They can see in the dark. Delibird may carry items in their sacks, as long as the items are reasonable (i.e. no halberds), but a Delibird may not bring an item in its sack into battle unless the item is part of its sig move. They have control over the effect level of their Present attack and can choose the damage (from light to heavy) as well as choosing to have it heal up to a significant amount of health. Delibird may heal a team mate in this way, and it will not count as a healing move, but this may only be done once. They are highly resistant to sleep inducing moves and will regenerate energy twice as quickly when using Rest.

Smeargle (Normal): Smeargle may use the move Sketch to permanently learn new moves. Smeargle may learn up to ten Sketched moves as a TL1 Pokémon. For each level that a Smeargle gains, it can learn an additional three moves, up to a maximum of 31 total Sketched moves (other moves which Smeargle can learn naturally do not count towards this limit). Moves which Smeargle has learned must be noted in the Miscellaneous Squad Submissions thread and recorded in the Pokémon’s biography. Moves can also be deleted freely using this thread. Smeargle may not Sketch the same move more than once without deleting it first and cannot Sketch signature moves or moves learned via signatures. The amount of off-type energy that Smeargle receives is proportional to the types of moves that it copies. Smeargle may also may use their tails to paint their surroundings or their foes. This counts as a move and can serve a variety of purposes, from marking gathering points to writing taunts that will enrage the opponent. Smeargle have sensitive hearing, at the expense of being more vulnerable to sound based status attacks. They fight more enthusiastically in urban environments.

Hoenn

Spoiler: show
Treecko (Grass): Thanks to the small hooks on their feet, Treecko are able to scale most vertical surfaces. Treecko cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Grovyle (Grass): Thanks to the small hooks on their feet, Grovyle are able to scale most vertical surfaces. Grovyle cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. Their slashing attacks are 1.1x more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

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 1/3 health. In its Mega Forme, 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 Leaf Storm. 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.

Torchic (Fire): Torchic constantly radiate heat. While not particularly intense, the heat can make Pokémon who dislike fire unenthusiasable in close quarters and makes them resistant to freezing. They are also familiar with the Flying type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Combusken (Fire/Fighting): Combusken have very powerful legs. They can jump over twice their head height and their kicking attacks are slightly more powerful than normal. They are also familiar with the Flying type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

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 1/3 health. In its Mega Forme, 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. Their fast striking speed allows them to more easily combo physical moves.

Mudkip (Water): Being a wet and slimy Pokémon, attacks involving grabs or holds are difficult to execute. They may also use its fin to detect things happening in the arena, allowing a better idea of where foes are even when disguised. Though not truly a Ground-type, Mudkip have more Ground energy and are considered familiar with the type. Their mud based attacks are slightly more effective than normal. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Marshtomp (Water/Ground): Being a wet and slimy Pokémon, attacks involving grabs or holds are difficult to execute and prevents them from being affected by Electric attacks when wet. They may also use their fin to detect things happening in the arena, allowing a better idea of where foes are even when disguised. Their mud based attacks are more effective than normal. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Swampert (Water/Ground): Being a wet and slimy Pokémon, attacks involving grabs or holds are difficult to execute and prevents them from being affected by Electric attacks when wet. They may also use their fins to detect things happening in the arena, allowing a better idea of where foes are even when disguised. Their mud based attacks are more effective than normal. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme, Swampert has turned into a very powerful, muscular brawler. Its increased upper body strength allows fro more powerful grapples and punches, increasing the power of melee moves by x1.2. They have also become extremely powerful swimmers, able to outspeed and outmaneuver the average bipedal swimmer in the water.

Poochyena (Dark): Poochyena have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They also have excellent smell and are able to track their opponent and see which one is the real Double Team clone. They are very agile and adept at dodging and are particularly good at escaping from tight corners. They are quite good diggers and swimmers and deal 1.1x damage with their biting attacks. Their Howl attack is more potent than normal.

Mightyena (Dark): Mightyena's fear attacks are more effective than those of other Pokémon. Mightyena have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They also have excellent smell and are able to track their opponent and see which one is the real Double Team clone. They are quite good diggers and swimmers and deal 1.2x damage with their biting attacks. Their Howl attack is more potent than normal.

Zigzagoon (Normal): Zigzagoon aren't terribly fast, but they are very agile. When they run, they typically zigzag, lending them their name, and as such, can turn very easily and quickly. 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 are also skilled at digging.

Linoone (Normal): Linoone are faster then average, and are a bit quicker on the move and when attacking, however, they are not especially agile, and do not handle turning very well. Due to their incredible speed, their tackling and ramming attacks deal x1.2 more damage than normal. They are able to bend their bodies adequately to avoid attacks or get into areas that other Pokémon cannot. 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 are also skilled at digging.

Beautifly (Bug/Flying): Beautifly are rather aggressive, making them more vulnerable to rage-inducing moves, but they will have a greater attack boost as a result. Draining attacks used by Beautifly drain faster and are more potent than those used by other Pokémon if they are administered via their proboscis. Their Silver Wind attack is more potent, offering them the boost slightly more often. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Dustox (Bug/Poison): The scales of Dustox' wings are littered with toxic powders. As a result, any Pokemon which comes within a reasonable distance of Dustox will be inflicted with Poison should they breathe these powders in. They are familiar with the Psychic type. Being nocturnal, they fight more enthusiastically at night. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Gardevoir (Psychic): Gardevoir's empathic abilities make them very in touch with them opponent. Attacks that deal with the opponents mental state are more effective. They also have a very good sense of balance and are hard to knock down. Teleporting also requires slightly less energy. In its Mega Forme, its empathic abilities are enhanced to the extent that it is largely impossible to fool through deceptive tactics such as Fake Tears and Feint Attack. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Fairy energy, causing them to become Fairy typed.

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 Gallade very in touch with their opponent. Attacks that deal with the opponent’s mental state are more effective. They also has a very good sense of balance and are hard to knock down. Teleporting also requires slightly less energy. Due to having a wide variety of energy available, they are less proficient at maximising their use, resulting in suffering from slightly less type energy. 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.

Masquerain (Bug/Flying): 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.

Breloom (Grass/Fighting): Breloom's arms are extremely stretchy, allowing them to hit their foe from a distance with punches. Their punches are also incredibly quick, and will deal x1.2 extra damage. Breloom's spores and powders are somewhat more effective and spread in denser clouds than usual. They are resistant to being afflicted with status moves.

Slaking (Normal): Slaking are quite lazy and unmotivated. They are unlikely to react to attacks unless directly ordered to do so. In a dire situation where it seems unlikely Slaking can win, they might lose motivation and do what they want. Slaking are very strong, however, and store up energy. Physical attacks deal slightly more damage in any round immediately after a round in which they use less than significant energy. When using Slack Off and Rest, they gain more energy than usual. They are excellent climbers. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Ninjask (Bug/Flying): Ninjask are exceptionally fast Pokémon, able to outspeed practically everything. They have the most effective Double Team of any Pokemon, and their sound based attacks will be slightly more potent.

Shedinja (Bug/Ghost): Shedinja are largely solid, but can achieve ethereal for short periods of time. 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. They are immune to being poisoned.

Whismur (Normal): Whismur have sensitive hearing but are unaffected by sound-based status techniques like Supersonic. They still take damage from such moves where applicable. Their sound moves are slightly more potent, and can be used at standard potency even when spread. They can see in the dark.

Loudred (Normal): Loudred have sensitive hearing but are unaffected by sound-based status techniques like Supersonic. They still take damage from such moves where applicable. Their sound moves are slightly more potent, and can be used at standard potency even when spread. They can see in the dark.

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. Their sound moves are significantly more potent, and can be used at standard potency even when spread. They can see in the dark. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Makuhita (Fighting): Makuhita are slow and lack agility but are sturdy and difficult to knock over. Makuhita have powerful hands and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 1.1x more damage. This does not apply to fist attacks, such as Mega Punch or Dynamic Punch. Thanks to the thick layer of fat in their skin, Makuhita take 10% less damage from Ice and Fire-type attacks and are resistant to extreme temperatures. They can see in the dark.

Hariyama (Fighting): Hariyama are slow and lack agility but are sturdy and difficult to knock over. Hariyama have large, powerful hands and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 1.2x more damage. This does not apply to fist attacks, such as Mega Punch or Dynamic Punch. Thanks to the thick layer of fat in their skin, Hariyama take 20% less damage from Ice and Fire-type attacks and are resistant to extreme temperatures. They can see in the dark.

Probopass (Rock/Steel): Probopass levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile. The mini-noses can be controlled freely, allowing Probopass to use punching attacks from a reasonable distance. Their nose acts as a magnetic compass and can track the general direction of a Pokémon by homing in on the electric currents in their body, aiding them in situations where they cannot see the Pokémon in question. This allows them to more easily locate foes and discover the real Pokémon in a Double Team set. This of course works most effectively against Electric-types. Probopass can see in the dark and are familiar with the Electric type. They are inorganic.

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. Sableye can also go ethereal for a few seconds to lessen damage from physical attacks. 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. In its Mega Form, Sableye dons a giant red ruby, using it to block attacks. The gem is rather large and heavy, and can be used to defend against attacks. Using a move, it use it to absorb energy from an attack, but due to its connection to the gem, it still takes 50% damage. It also has reflective properties, reflecting light from light-based attacks.

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. In its Mega Forme 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.

Plusle (Electric): Plusle and Minun share a symbiotic relationship when fighting together. They fight much more enthusiastically and effectively when together. Their Helping Hand attack and all switching moves are faster and more effective than normal. Plusle and Minun are also natural cheerleaders, causing any allied Pokémon to fight enthusiastically no matter the situation as long as they are on the field. Plusle has slightly greater offences than Minun.

Minun (Electric): Plusle and Minun share a symbiotic relationship when fighting together. They fight much more enthusiastically and effectively when together. Their Helping Hand attack and all switching moves are faster and more effective than normal. Plusle and Minun are also natural cheerleaders, causing any allied Pokémon to fight enthusiastically no matter the situation as long as they are on the field. Minun has slightly greater defences than Plusle.

Budew (Grass/Poison): As a rose bud, Budew emanate a soothing scent constantly that acts much the same way as Sweet Scent. Its effects are more potent in close quarters, but quickly lose strength and are less powerful than other members of their line. Inorganic Pokémon and members of the Budew line are unaffected but Pokémon with sensitive smell will be more heavily affected. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

Roselia (Grass/Poison): As a rose plant, Roselia emanate a soothing scent constantly that acts much the same way as Sweet Scent. Its effects are more potent in close quarters, but quickly lose strength. Inorganic Pokémon and members of the Budew line are unaffected but Pokémon with sensitive smell will be more heavily affected. Their petal-based attacks are slightly more forceful, able to break through resistance with greater ease, but will deal no extra damage.

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 more potent in close quarters, but quickly lose strength. 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. Their petal-based attacks are significantly more forceful, able to break through resistance with greater ease, but will deal no extra damage.

Spoink (Psychic): Spoink are constantly bouncing on their springy tails and are therefore excellent at using Bounce. They will use the attack much quicker then normal and can Bounce much higher then normal. They are also very agile. Spoink's pearl boosts their Psychic abilities and allows them much greater proficiency with telekinesis as well as a slightly higher offensive power with Psychic moves. However, they will be weakened when away from it, but due to their reliance on their pearl, they are very difficult to separate from it.

Gulpin (Poison): Gulpin are stretchy and elastic, allowing them to easily change shape and size. They can inflate to raise their defense. They can swallow almost anything and can do so as a move, while their Stockpiled energy grows at a quicker rate than normal.

Swalot (Poison): Swalot are stretchy and elastic, allowing them to easily change shape and size. They can inflate to raise their defense. They can swallow almost anything and can do so as a move, while their Stockpiled energy grows at a quicker rate than normal.

Altaria (Dragon/Flying): Altaria's song-based attacks are slightly more effective than normal. On a cloudy day, Altaria can be sightly difficult to see in the air. They are strong fliers and surprisingly fast. In its Mega Forme, Altaria becomes a beautiful fairy, now Dragon/Fairy type. Despite losing its Flying type, they are still strong fliers, but may now also float in addition to their flight capabilities, able to both levitate and fly. The large fluffy clouds surrounding its body give it a slight boost to its defenses. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Fairy energy, causing them to become Fairy typed.

Lileep (Rock/Grass): Lileep can stick to the ground to absorb nutrients. Lifting or trying to move this Pokémon will count as it having double weight. Lileep's Ingrain is more effective than normal. While they are capable of movement when not rooted down, they are quite slow, as they must hop around to get around. As a sea lily, their natural habitat is the ocean, allowing them to stay underwater indefinitely. They also take slightly less damage from Water-type attacks. They are capable of seeing in the dark. Being fossils, their Ancient Power attack will boost slightly more often.

Cradily (Rock/Grass): Cradily can stick to the ground to absorb nutrients. Lifting or trying to move this Pokémon will count as it having double weight. Cradily's Ingrain is more effective than normal. While they are capable of movement when not rooted down, they are quite slow, as they must hop around to get around. As a sea lily, their natural habitat is the ocean, allowing them to stay underwater indefinitely. They also take slightly less damage from Water-type attacks. They are capable of seeing in the dark. Being fossils, their Ancient Power attack will boost slightly more often.

Anorith (Rock/Bug): Anorith are adept swimmers. Despite their weakness to water, they can swim without taking damage. As deep sea Pokémon, they can hold their breath for a long time, about as long as the average Water-type. Though still weak to Water attacks, they are somewhat less vulnerable than other Rock-types and take somewhat less damage. Their claw based moves deal 1.1x damage. They are familiar with the Water type. Being fossils, their Ancient Power attack will boost slightly more often.

Armaldo (Rock/Bug): Armaldo are adequate swimmers, though not as maneuverable as Anorith. They have no problem with watery environments. As a deep sea Pokémon, they can hold their breath for a long time, about as long as the average Water-type. Though still weak to Water attacks, they are somewhat less vulnerable than other Rock-types and take somewhat less damage. Their claw based moves deal 1.2x damage. They are familiar with the Water-type. Being fossils, their Ancient Power attack will boost slightly more often.

Kecleon (Normal): Kecleon can disguise themselves like a chameleon quickly and without using energy, at the cost of a move. However, their stripe remains visible, so they can still be tracked, although it is much harder. Attacks based upon trickery are slightly more effective when used by Kecleon. Their tongue can be used to attack with physical moves quickly from a reasonable distance.

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. They are immune to being poisoned.

Banette (Ghost): Banette 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 Banette had sacrificed half of their health. Banette's Curse does not fade away at all if Banette is KOed or far from its 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. They are immune to being poisoned. In its Mega Forme, Banette transforms into a spiteful trickster spirit, capable of manipulating its foe without them even noticing. Any non-offensive move executed by Banette will be more potent, but this will not have an effect on Curse.

Duskull (Ghost): Though they can become solid or invisible, Duskull are nearly always ethereal. They levitate by default but have a lower flight ceiling than most levitating Pokémon. Though rather slow, they make up for this with a fantastic ability to hide, able to reside in walls and other solid objects for a little longer than other ghosts and able to pass through thicker walls. Their defense and special defense are slightly higher than those of other Ghosts. They can be poisoned.

Dusclops (Ghost): Dusclops are relatively solid and prefer that state, but can go ethereal or invisible with little problem. Though they typically stay on the ground, they are able to levitate, but are not particularly fast or agile and possess a low flight ceiling. Their defense and special defense are slightly higher than those of other Ghosts. They can be poisoned.

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 defense and special defense are slightly higher than those of other Ghosts. They can be poisoned.

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. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy. In its Mega Forme Absol's reaction time increases greatly, allowing it to more easily evade attacks, especially those that are high powered or particularly threatening or dangerous. The horn atop their head also becomes more defined, giving them a slight boost to attacks using it.

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. In its Mega Forme, 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. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Ice energy, causing them to become Ice typed.

Froslass (Ice/Ghost): Froslass are primarily solid, though they can go ethereal or invisible for decent periods of time. Froslass's invisibility is imperfect, always leaving an icy glimmer behind, but it allows them to still hide in dark areas and ice, snow and other white or lightly colored areas. They are adept at hiding in blizzards and can see through them easily. They can also levitate. Their Double Team functions better in Hail and will not be revealed by the hailstones passing through them. They can be poisoned.

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 sizable body of water. They are generally slow swimmers, but can move quickly in short bursts for ramming attacks, giving them a small boost. Their rocky heads give them an immunity to recoil from their attacks.

Salamence (Dragon/Flying): Though large and slow on land, Salamence are very fast in the air and prefer to fly rather than walk using their large wings. They are very intimidating Pokémon and their fear based attacks are more effective. Salamence can see in the dark. In its Mega Forme, Salamence becomes an extremely powerful flier, able to reach extremely high speeds. Its body is highly streamlined, allowing it to reach high speeds with little effort. Its wings have a blade-like property, making its wing moves x1.2 more effective. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Flying energy, causing them to become Flying typed.

Beldum (Steel/Psychic): Beldum levitate by default but have a lower flight ceiling than most Pokémon and are not particularly agile. They are inorganic. Their tackling attacks are slightly more powerful.

Sinnoh

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Turtwig (Grass): Turtwig are vulnerable if knocked on their backs as they have a hard time getting up. However, in exchange, attacks on their shell do slightly less damage. Despite being turtles, Turtwig are actually quite fast and have a strong jaw that can be difficult to prise off. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Grotle (Grass): Grotle are vulnerable if knocked on their backs as they have a hard time getting up. However, in exchange, attacks on their shell do slightly less damage. They are quite slow and ungainly are familiar with the Ground type. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

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 1/3 health.

Chimchar (Fire): Chimchar have flames on their back. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. They will increase and decrease in size depending on the intensity of the battle, with the flames growing as the situation goes dire. Chimchar are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Monferno (Fire/Fighting): Monferno have flames on their tail. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. When threatened, Monferno increase the size of their flame to appear larger than they really are in order to intimidate their opponent. If a Pokémon would reasonably be afraid of Monferno, said Pokémon will be slightly less effective in battle. Monferno are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Infernape (Fire/Fighting): Infernape have flames on their head. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. They will increase and decrease in size depending on how intense the battle is, with a larger plume as the situation goes dire. Infernape are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. Additionally, their dexterity makes any moves with their hands 1.1x powerful and makes their grip more difficult to escape. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Piplup (Water): Piplup 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. They are also familiar with the Flying type. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Prinplup (Water): Prinplup 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. They are also familiar with the Flying type. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

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 1/3 health.

Staraptor (Normal/Flying): Staraptor are very intimidating Pokémon. Their intimidation attacks are more effective than normal. They are more effective in numbers. When battling alongside another Flying Pokémon, they gain a boost in confidence that gives them a boost in attack. They have exceptional eyesight and enhanced accuracy which is very difficult to lower. They are adept at remaining aloft while performing complicated attacks and movements and so are able to use Close Combat with great ease and without lowering their defences.

Kricketot (Bug): Kricketot can produce sounds and patterns that only those of the species can understand in order to communicate. Their sound based attacks are more potent and have greater range, retaining full power even when spread. They are very agile and adept at dodging and are particularly good at escaping from tight corners. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Kricketune (Bug): Kricketune can produce sounds and patterns that only those of their species can understand in order to communicate. Kricketune's sound based attacks are more potent and have greater range, retaining full power even when spread. They are very agile and adept at dodging and are particularly good at escaping from tight corners. Their slashing attacks are 1.2x more powerful than usual. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Cranidos (Rock): Cranidos' extremely hard and somewhat pointed skull gives them a 1.1x boost in head-based attacks. However, Cranidos are neither fast nor agile. Being fossils, their Ancient Power attack will boost slightly more often.

Rampardos (Rock): Rampardos' extremely hard and somewhat pointed skull gives them a 1.2x boost in head-based attacks. However, Rampardos are not very agile. Being fossils, their Ancient Power attack will boost slightly more often.

Shieldon (Rock/Steel): Shieldon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage. Charging attacks and headbutts are 10% more effective. Being fossils, their Ancient Power attack will boost slightly more often.

Bastiodon (Rock/Steel): Bastiodon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage. Charging attacks and headbutts are 20% more effective. Being fossils, their Ancient Power attack will boost slightly more often.

Mothim (Bug/Flying): Mothim have a heightened sense of smell which allows them to track opponents and tell the real clone in a Double Team. Mothim fights more enthusiastically at night. They are adept at concealing themselves in dark environments and are very quiet fliers, making them difficult to track. Mothim's Camouflage is much more effective, allowing it to hide in pretty much any forested environment. Their powerful wings also lend them a 10% boost to Wind moves.

Combee (Bug/Flying): Only female Combee can evolve. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. 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. Their attacks also become more coordinated, making it harder for the foe to dodge combination attacks.

Vespiquen (Bug/Flying): Vespiquen are capable of controlling Combee in the area. They can use their "Order" attacks with nearby Combee, requiring much less energy to do so. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team and have slightly higher Defense and Special Defense compared to most Bug-types. Vespiquen 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. Their attacks also become more coordinated, making it harder for the foe to dodge combination attacks.

Drifloon (Ghost/Flying): Drifloon can inflate themselves to either provide a slight defense against physical attacks or for propulsion. Drifloon are almost always solid, but able to turn ethereal for short periods of time. They are very nimble in the air but light much like Hoppip and can be blown about easily by winds, but in ethereal, they are not influenced by winds or other similar forces. They cannot be poisoned.

Drifblim (Ghost/Flying): Drifblim can inflate themselves to either provide a slight defense against physical attacks or for propulsion. Drifblim are almost always solid, but able to turn ethereal for short periods of time. They are very nimble in the air but light much like Hoppip and can be blown about easily by winds, but in ethereal, they are not influenced by winds or other similar forces. They cannot be poisoned.

Bronzor (Steel/Psychic): Brnzor levitate by default and are inorganic. They take 10% less damage from Fire moves than other Steel-types.

Bronzong (Steel/Psychic): Bronzong may levitate a short distance above the ground, though they move rather slowly, and are inorganic. They take 20% less damage from Fire moves than other Steel-types.

Spiritomb (Ghost/Dark): Spiritomb can never become completely solid and their body are always ethereal. Despite being locked out of the physical state, they take only 10% extra damage from special moves instead of the usual amounts. The keystone which they are bound to is always solid, and they can use this defensively to guard against special moves, taking standard damage when they strike their keystone. As a move, Spiritomb may retreat into their keystone for defense or to hide, taking only 50% damage from all attacks when hiding like this. When KO'd or asleep, Spiritomb will go into their Keystone automatically. Spiritomb are still able to pass through walls, but cannot extend their body more than 5 feet away from the Keystone and, due to the stone's pull, can only pass through walls for a limited amount of time. They can levitate. Despite being weighed down by the Keystone, they are actually very nimble and fast in the air, but will expend minor energy per round energy to maintain levitation. Spiritomb are resistant to Curses and cannot be poisoned.

Lucario (Fighting/Steel): Lucario are very sensitive the aura of Pokémon. Using a move, Lucario can close their eyes and sense the location of a Pokémon. This can be sustained indefinitely as long as Lucario's eyes are closed. In its Mega Forme, their aura-based capabilities become extremely potent, giving it full aura-vision, allowing it to see and track a foe anywhere and in any state, seeing through illusions or invisibility. This does not require a move to activate. They also become a much more adept physical fighter, able to attack with more speed and combo attacks more successfully.

Croagunk (Poison/Fighting): Croagunk have sacs in their mouths that store toxins. Utilizing these stored poisons, Poison attacks from the mouth take slightly less energy. Being frogs, their powerful legs allow them to move quicker than most Pokemon in shorts bursts.

Toxicroak (Poison/Fighting): Toxicroak have sacs in their mouths that store toxins. Being frogs, their powerful legs allow them to move quicker than most Pokemon in shorts bursts. 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. In addition, they are constantly covered in poisonous fluid, and prolonged contact can leave the foe poisoned.

Rotom (Electric/Ghost): Rotom are considered permanently in 'plasma' state, which counts as the ethereal state, and cannot achieve the solid, ethereal or invisible states. However, they can pass through walls in this 'plasma' state and are able to occupy objects for a much longer time than other Ghosts. While occupying an object on the battlefield, they will take full damage from attacks if that object is hit with attacks. Despite these abilities, Rotom cannot stay in walls, floors, or other significant surfaces for any longer than the typical ghost. Despite being locked out of the physical state, they take only 10% extra damage from special moves. Rotom are very fast and able to turn corners sharply and instantly. Rotom levitate by default in their natural forme. Rotom may change 'formes' and bond itself more permanently with an object, thus changing its moves, abilities, typing and appearance (see Ghost Information for more details). While in these formes, Rotom loses its Ghost typing but is considered familiar with the type. Regardless of forme, Rotom are inorganic and fight most enthusiastically in urban environments.

Rotom [Cut Forme] (Electric/Grass): In this Forme, Rotom has possessed a lawnmower, having bonded with its electric motor. This Forme is just slightly slower than Fan Rotom, but can equal or overcome its speeds on the ground. While it can levitate, it prefers to travel along the ground, where it can use its wheels to build high speeds. Like the Fan Forme, it has a wide turning radius, even at low speeds, but it can accelerate to high speeds in a very short time. When levitating, it is unable to build or maintain this speed and cannot levitate higher than five feet. In this Forme, it charges its attacks from the hopper in the back, releasing them from its toothy mouth. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Leaf Storm. Regardless of Forme, Rotom are inorganic and fight most enthusiastically in urban environments. They are familiar with the Ghost type.

Rotom [Fan Forme] (Electric/Flying): In this Forme, Rotom has possessed an electric table fan, having bonded with its electric motor. This Forme is only slightly larger than Heat Rotom, and is the fastest, rivaling the unbonded Rotom in speed. Its levitation is more akin to flight, using a combination of its natural levitation and propulsion generated by its fan to move very fast through the air with a high flight ceiling of nearly twenty feet. However, due to the limited turning ability of the fan, it is unable to turn sharply at even moderate speeds. While unlike its other Formes, it has no protected charging site, it is able to charge in front of its fan and use a burst of air to propel the attack forward. This gives it a higher speed, making it more difficult to evade and easier to surprise with. In this Forme alone, Rotom is capable of using Air Slash. Regardless of Forme, Rotom are inorganic and fight most enthusiastically in urban environments. They are familiar with the Ghost type.

Rotom [Frost Forme] (Electric/Ice): In this Forme, Rotom has possessed a refrigerator, having bonded with its electric motor. This is the largest Forme, being fairly bulky. While it can levitate, it has a low flight ceiling of only two feet and moves primarily through erratic hopping and short bursts. This Forme is neither fast nor agile, but its large and well-insulated frame give it a slight resistance against all attacks. In this Forme, Rotom fires its attacks from behind the refrigerator doors. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Blizzard. Regardless of Forme, Rotom are inorganic and fight most enthusiastically in urban environments. They are familiar with the Ghost type.

Rotom [Heat Forme] (Electric/Fire): In this Forme, Rotom has possessed an electric oven, having bonded with its electric motor. This is the smallest of all the formes, and is somewhat slower than the Fan Forme and Cut Forme and the most agile, only somewhat slower and less agile than the untransformed Rotom. Its tendrils are shaped like mitts and are semi-solid, which give it a limited ability to manipulate objects but it has a poor grasping ability. The oven door is its primary energy release point where it unleashes its attacks. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Overheat. Regardless of Forme, Rotom are inorganic and fight most enthusiastically in urban environments. They are familiar with the Ghost type.

Rotom [Wash Forme] (Electric/Water): In this Forme, Rotom has possessed a washing machine, having bonded with its electric motor. This is the second largest Forme, being rather bulky. While it can levitate, it has a low flight ceiling of only three feet and moves primarily through erratic hopping and short bursts. While fairly slow, it is relatively agile, allowing it to make short, quick evasive movements. In this Forme, Rotom has two firing points. The first and primary is the pipe at its side, from which it fires its Hydro Pump. Attacks fired from the pipe allow for faster firing and better aim. The second is from its door. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Hydro Pump. Regardless of Forme, Rotom are inorganic and fight most enthusiastically in urban environments. They are familiar with the Ghost type.

Unova

Spoiler: show
Snivy (Grass): Snivy, as a young snake, are fairly swift and agile Pokémon and the most agile of their line. Their body and coloring allow them to easily hide amongst trees and grass and their Leaf Tornado attack is faster and more disorientating to its targets. They have two vines that stem from their neck. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Servine (Grass): Servine, as a young snake, are fairly swift and agile Pokémon. Their body and coloring allow them to easily hide amongst trees and grass and their Leaf Tornado attack is faster and more disorientating to its targets. They have two vines that stem from their neck. Since their hands are much less prehensile than their preevolution’s, they utilize the vine-like extensions around their neck to manipulate items and foes, which can extend and retract to attack or grasp. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Serperior (Grass): Serperior are very royal and intimidating Pokémon and are difficult to discourage or scare. If their stats would normally be lowered for any reason, they experience only half the drop. Their long, sinuous bodies, while not allowing for the speed and agility of their lower forms, allow them to bind foes with ease. Their body and coloring allow them to easily hide amongst trees and grass and their Leaf Tornado attack is faster and more disorientating to its targets. Like Servine, the two vines near their neck can be used for attack or manipulation of objects. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Tepig (Fire): Tepig have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They can release a large amount of smoke or smog from their nose in a short time to hide almost in an instant. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Pignite (Fire/Fighting): Pignite are somewhat temperamental Pokémon and are somewhat easily angered. Attacks fueled by anger are more effective against Pignite. Pignite have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They can release a large amount of smoke or smog from their nose in a short time to hide almost in an instant. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

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 1/3 health.

Oshawott (Water): Oshawott constantly wield a shell which they use as a weapon, performing slashing attacks with it, and their Razor Shell attack is 1.1x more powerful than usual. The shell is fairly solid and can be used to defend against many physical attacks or to counter some attacks. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Dewott (Water): Dewott wield two sharp shells, much like their preevolution, generally only wielding one at a time Oshawott constantly wield a shell which they use as a weapon, performing slashing attacks with it, and their Razor Shell attack is 1.1x more powerful than usual. The shells are fairly solid and can be used to defend against many physical attacks or to counter some attacks. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Samurott (Water): Samurott are extremely adept with the many sharp shell blades they wield on their body, able to use their long horn, tail and two sword shaped shell plates on their forefeet to attack. Due to their more developed armor and weapons, they takes slightly less damage from attacks that strike their shells and will deal x1.2 damage with slashing and piercing attacks. Despite typically standing on all fours, they can easily fight on two legs, especially when wielding their swords. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Pansage (Grass): As monkeys, Pansage are quite nimble and deft, able to navigate trees and branches with ease. The foliage on Pansage’s head, though somewhat bitter, is invigorating. Once a battle, Pansage can eat it or offer it to an ally, restoring a good amount of energy and refreshing them, causing them to feel less tired. They have two vines hidden in their head foilage 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 1/3 health.

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 foilage 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 1/3 health.

Pansear (Fire): As monkeys, Pansear are quite nimble and deft, able to navigate trees and branches with ease. The heat generated in Pansear’s body is often released through their head, and if worked up, angered or otherwise excited, attacks that utilize the head will deal more damage and have a slight additional chance of a burn. Despite not being starter Pokémon, their Fire-type attacks are slightly more powerful when they go below 1/3 health.

Simisear (Fire): As monkeys, Simisear are quite nimble and deft, able to navigate trees and branches with ease. The heat generated in Simisear’s body is often released through their head and tail, and if worked up, angered or otherwise excited, attacks that utilize the head or tail will deal more damage and have a slight additional chance of a burn. Despite not being starter Pokémon, their Fire-type attacks are slightly more powerful when they go below 1/3 health.

Panpour (Water): As monkeys, Panpour 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 1/3 health.

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 1/3 health.

Sewaddle (Bug/Grass): Sewaddle are dressed in a wrapping of leaves, allowing them to more easily hide amongst trees and bushes than other Grass-types. If their clothing is shed willingly (using a move) or destroyed, they will automatically craft a new one out of nearby foliage. Shedding can remove externally applied statuses like burns, toxic sludge or spore attacks. Their silk makes their String Shot and similar attacks stronger than usual. Like a Spinarak, they can use this to pull themselves from place to place more quickly without it counting as a move. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Swadloon (Bug/Grass): Despite seeming fairly immobile, Swadloon can move with decent speed along the ground or by using String Shot for propulsion. The wrappings of leaves around them are somewhat reinforced and can be used for protection against the elements or attacks. They also can hide more effectively in leafy environments than other Grass-types. If their clothing is shed willingly (using a move) or destroyed, they will automatically craft a new one out of nearby foliage. Shedding can remove externally applied statuses like burns, toxic sludge or spore attacks. Their silk makes their String Shot and similar attacks stronger than usual. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Leavanny (Bug/Grass): Leavanny are dressed in a wrapping of leaves, allowing them to more easily hide amongst trees and bushes than other Grass-types. If their clothing is shed willingly (using a move) or destroyed, they will automatically craft a new one out of nearby foliage. Shedding can remove externally applied statuses like burns, toxic sludge or spore attacks. Their silk makes their String Shot and similar attacks stronger than usual. Like a Spinarak, they can use this to pull themselves from place to place more quickly without it counting as a move. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Cottonee (Grass/Fairy): Cottonee are very light and fluffy and have a body which allows them to be picked up by the wind, allowing them to ride wind currents. When attacked, they release a light puff of cotton, which may cause light symptoms similar to the effects of Cotton Spore. Their Cotton Spore and Cotton Guard attacks are slightly more effective than normal.

Whimsicott (Grass/Fairy): Whimsicott use their cottony head to ride whirlwinds and currents. Although, like Jumpluff, they cannot explicitly fly, they can generate winds or ride currents allowing them to float with some level of control. When attacked, they release a light puff of cotton, which may cause light symptoms similar to the effects of Cotton Spore. Natural pranksters, they use non damaging moves that target the foe faster than usual. Their Cotton Spore and Cotton Guard attacks are significantly more effective than normal.

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. Their powerful forelimbs give a x1.2 boost to all attacks performed with them. When they reach half health, the trainer may order Darmatian 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, Darmatian levitate in this mode. 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.

Yamask (Ghost): Yamask carry around a mask resembling a human face. The mask is solid, but the rest of Yamask's body is ethereal. Though the mask appears to be a part of them, Yamask are actually only carrying it and it can use it to block small attacks using a move. They can also use the mask defensively against special moves, taking standard damage when they hit the mask rather than their bodies. Yamask may drop their mask in battle, but do not like to travel far from it and will always check to make sure that it is there after using a move. Yamask cannot change their state because of their bond with their mask. They levitate by default. Despite being locked out of the physical state, they take only 10% extra damage from special moves. They cannot be poisoned.

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. They cannot be poisoned.

Tirtouga (Water/Rock): Tirtouga's shell is rock hard. Physical attacks targeted at it will be quite reduced in strength and super effective attacks against it deal slightly less damage. Though a fairly good swimmer, they have some trouble on land, only able to shuffle about with their flippers. Being fossils, their Ancient Power attack will boost slightly more often.

Carracosta (Water/Rock): Carracosta’s shell is rock hard. Physical attacks targeted at it will be quite reduced in strength and super effective attacks against it deal slightly less damage. Although much more mobile than their preevolution on land, they are still somewhat sluggish and are a little bit slow in the water as well. Being fossils, their Ancient Power attack will boost slightly more often.

Archen (Rock/Flying): Archen are mediocre flyers, though they are able to hop quite a distance and glide somewhat. They are adept climbers. Being fossils, their Ancient Power attack will boost slightly more often.

Archeops (Rock/Flying): Archeops are much closer to a raptor than a bird and, despite being perfectly decent fliers, prefer to run. Their speed on the ground is relatively impressive, though they are not terribly agile. They are adept climbers. Being fossils, their Ancient Power attack will boost slightly more often.

Ducklett (Water/Flying): Ducklett are only decent swimmers, able to stay underwater for a time but are not very mobile while underwater. Their physical defence is slightly higher than other bird Pokémon and cannot be lowered. They have exceptional eyesight and enhanced accuracy which is very difficult to lower. Owing to their reputation for being distance fliers, they tire slower than other Pokemon. In addition, their powerful wings give them a x1.1 boost to all moves involving them.

Swanna (Water/Flying): Swanna are only decent swimmers, able to stay underwater for a time but are not very mobile while underwater. Their physical defence is slightly higher than other bird Pokémon and cannot be lowered. They have exceptional eyesight and enhanced accuracy which is very difficult to lower. Owing to their reputation for being distance fliers, they tire slower than other Pokemon. In addition, their powerful wings give them a x1.2 boost to all moves involving them.

Vanilluxe (Ice): Vanilluxe levitates by default, and can move more quickly through the air with bursts of mist. The Vanillite line, being made primarily of Ice, can easily manipulate ice and water, able to produce mists and fogs with great ease and summon up water or ice based attacks faster than others. 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 used. Their icy bodies are extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind. Their Blizzard attack is more powerful than usual, and won't tire them as much to use.

Emolga (Electric/Flying): Emolga cannot actually 'fly', much like the Gligar family, instead gliding over the ground. They are adept climbers and very agile on the ground. While gliding, they gently discharge electricity, and any Pokemon coming into contact with them will suffer slight recoil. Due to their tendency to store excess electricity within their cheek pouches, their Charge attack is more potent 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.

Karrablast (Bug): Karrablast can spit an acidic irritant to ward off foes. Moves using their horn deal 1.1x damage. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Escavalier (Bug/Steel): Escavalier are covered in a thick, steely armor developed from the shell of a Shelmet. This provides some level of defense against physical attacks. Escavalier can levitate and reach high speeds, but have trouble turning. Moves using their 'lance' deal x1.2 damage. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Frillish (Water/Ghost): Despite their resemblance to jellies, Frillish can actually survive outside of the water for long periods of time. However, they fight more enthusiastically when submerged and in a sizable body of water. They can levitate, though they are not particularly fast or agile in the air. They are usually solid, but can go ethereal for short periods of time. 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. They can be poisoned.

Jellicent (Water/Ghost): Despite their resemblance to jellies, Jellicent can actually survive outside of the water for long periods of time. However, they fight more enthusiastically when submerged and in a sizable body of water. They can levitate, though they are not particularly fast or agile in the air. They are usually solid, but can go ethereal for short periods of time. 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. They can be poisoned.

Elgyem (Psychic): Elgyem are extremely intelligent Pokémon with potent psychic capabilities. They levitate by default. They are telepathic, giving them all of the bonuses associated with Mind Reader without the usual drop in speed. Being a cosmic entity, their Cosmic Power is slightly more potent than usual.

Beheeyem (Psychic): Beheeyem are extremely intelligent Pokémon with potent psychic capabilities. They levitate by default. They are telepathic, giving them all of the bonuses associated with Mind Reader without the usual drop in speed. Being a cosmic entity, their Cosmic Power is significantly more potent than usual.

Litwick (Ghost/Fire): Litwick's flame is made from a ghostly fire which only sheds light when Litwick 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, it does not illuminate anything. Litwick move primarily by hopping, though, by melting some of their wax, they can ooze to move around the arena. They can levitate, but are not particularly fast or agile, packing a lower flight ceiling than most levitating Pokémon. Litwick are generally solid, with the exception of their flame which counts as ethereal. They can phase temporarily into the ethereal state to lessen damage from moves. They cannot be poisoned.

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 generally solid, with the exception of their flame which counts as ethereal. They can phase temporarily into the ethereal state to lessen damage from moves. They cannot be poisoned.

Chandelure (Ghost/Fire): Chandelure's flames are 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, it does not illuminate anything. Chandelure can levitate. Their arms, despite seeming solid, are actually relatively moveable and prehensile. Chandelure are generally solid, with the exception of their flame which counts as ethereal. They can phase temporarily into the ethereal state to lessen damage from moves. Chandelure's special attacks deal slightly more damage than those of other Pokémon. They cannot be poisoned.

Shelmet (Bug): A Shelmet's shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Shelmet is their face, where they will take a little more damage than usual. They move mostly by hopping but can shuffle with their small legs to move. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Accelgor (Bug): Accelgor are extremely speedy and nimble, able to move at almost lightning speed. They can levitate. Their body is very moist underneath the wrappings and they will feel unenthusiastic if in a dry environment. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Golett (Ground/Ghost): Golett 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. They are more or less permanently solid and cannot change into the other states for extended periods, though they can become ethereal for a few seconds to lessen damage from attacks. They cannot levitate or fly in any way. Their invisible state is not true invisibility, but they can use Ghost energy to make themselves less visible for a short period of time for light energy. They cannot be poisoned.

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 more or less permanently solid and cannot change into the other states for extended periods, though they can become ethereal for a few seconds to lessen damage from attacks. Their invisible state is not true invisibility, but they can use Ghost energy to make themselves less visible for a short period of time for light energy. They cannot be poisoned.

Pawniard (Dark/Steel): Pawniard's bodies have multiple sharp steel blades on them, which they can use for attack or defense. Pokémon directly attacking Pawniard risk lacerations and 25% recoil damage. Their bladed arms grant them a x1.1 boost to slashing moves, and their precise edge has a chance to leave a vulnerable spot on the stricken area.

Bisharp (Dark/Steel): Bisharp's bodies have multiple sharp steel blades on them, which it can use for attack or defense. Pokémon directly attacking Bisharp risk lacerations and 25% recoil damage. Their bladed arms grant them a x1.2 boost to slashing moves, and their precise edge has a chance to leave a vulnerable spot on the stricken area.

Bouffalant (Normal): Bouffalant's afro is soft and fabulous, acting as a buffer against attacks and recoil damage. Their whole head is actually quite heavy due to the large mass of hair and horns, giving it a x1.2 boost to attacks involving headbutting.

Vullaby (Dark/Flying): The bones around their waist act as a defensive buffer, giving them a slight boost in defense for all attacks that hit around that area. Vullaby's small wings make it a slower flier than most. Being vultures, they are resistant to poisoning.

Mandibuzz (Dark/Flying): The bones around their waist act as a defensive buffer, giving it a slight boost in defense for all attacks that hit around that area. Being vultures, they are resistant to poisoning. Due to the amount of bones decorating their body, their Bone Rush attack costs slightly less energy. Their frightening decorations cause their intimidation attacks to be more potent.

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. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Kalos

Spoiler: show
Chespin (Grass): Chespin's heads are covered in a firm but flexible layer of woody material, giving them a slight boost to defense for attacks that hit their head. They also can harden their head temporarily to give a slight boost to headbutting moves. They have two vines hidden on their heads that they can extend to use to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Quilladin (Grass): Quilladin's entire bodies are covered by a thick, woody coating, giving them a defensive boost against all physical attacks. Their kind and peaceful nature makes their anger-related attacks less effective but also makes anger-based attacks used on them less effective. They have two vines hidden on their heads that they can extend to use to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Chesnaught (Grass/Fighting): Chesnaught's bodies are covered by an extremely durable wooden carapace, allowing them to guard themselves from physical assaults. Any physical attack that hits their shield or arm guards will deal only 80% damage. Additionally, their shell grants them extra protection against concussive force and any move involving bursting or explosions that hits their shell will be greatly reduced in damage. They have two vines hidden on their heads that they can extend to use to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Fennekin (Fire): Fennekin are rather skilled in manipulating flames, able to redirect their Fire attacks slightly to move around obstacles or pursue moving targets for additional light energy. They are familiar with the Psychic type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Braixen (Fire): Braixen are amateur Psychics, slightly more adept than their previous forms at manipulating their Fire attacks. Using a move, Braixen can be ordered to draw the twig from their tail, lighting it. They can use this twig as a light source or to direct their Fire attacks, or possibly as a source for their moves (at the cost of light energy). However, if the twig is stolen or extinguished, they will be unable to direct their Fire attacks and will have to relight it using a Fire move or by lighting it with their tail again. They are familiar with the Psychic type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Delphox (Fire/Psychic): Delphox are adept pyrokinetics, allowing them to freely manipulate their Fire attacks. Using light energy for each action, they may redirect their Fire attacks to circumvent obstacles or chase down a moving target, but more than two actions per move will be counted as a move. Using a move, Delphox can be ordered to draw the twig from their tail, lighting it. They can use this twig as a light source or to direct their Fire attacks, or possibly as a source for their moves (at the cost of light energy). However, if the twig is stolen or extinguished, they will be unable to direct their Fire attacks and will have to relight it using a Fire move or by lighting it with their tail again. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Froakie (Water): Froakie are relatively agile and quick, moving with ninja-like skills. The bubbles around their neck give them slight protection against attacks and allow them to quickly produce bubble-related attacks. Using a move they can throw a clump of bubbles from their cape, which can stun a target or stick to them to hinder their movement using mild energy. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Frogadier (Water): Frogadier are quite agile and able to scale and cling to horizontal and vertical surfaces for a short period of time. They have an extremely keen sense of aim, and are able to reliably hit targets with projectiles even at a significant distance. The bubbles around their neck give them a slight protection against attacks and allow them to quickly produce bubble-related attacks. Using a move they can throw a clump of bubbles from their cape, which can stun a target or stick to them to hinder their movement using mild energy. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

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 1/3 health.

Diggersby (Normal/Ground): Diggersby's extremely powerful ears allow them to dig at a rapid pace and break through hard stone and tough ground as easily as if it were loamy soil. These powerful ears will also grant a slight boost in power to all attacks using them. All of their Digging-related moves will use much less energy than the average Pokémon. As a rabbit Pokémon, they are slightly more adept at bouncing than running, and can bridge large distances more easier with hops than dashing.

Vivillon (Bug/Flying): Vivillon's wings come in a number of patterns, depending on the environment in which the bug developed. Some patterns are bright and ostentatious while others are muted and more suited for camouflage. If their wings are an appropriate pattern for the environment of the battle, they can hide themselves, making them much more difficult to spot. Their wings are constantly covered in fine spores which are used in their powder attacks, making them significantly more potent. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.

Skiddo (Grass): Skiddo are placid domesticated Pokémon, raised by humans as mounts. They are able to charge in one direction at fairly high speed and can easily clear low ridges and jump small heights without any reduction in speed. Smaller Pokémon can mount Skiddo and use it as transport without it suffering any speed reductions. They can scale sheer surfaces with greater ease than most Pokémon. Being goats, their ramming attacks are slightly more powerful than normal. They have two vines that stem from their neck.

Gogoat (Grass): Gogoat are powerful and capable mounts, able to run at fairly high speeds and clear many ridges and potentially even relatively steep ledges. Pokémon of roughly equal height and up to twice the weight of Gogoat can ride them without any speed penalties, but Pokémon of bigger size may cause Gogoat to slow down or use more energy, or possibly be unable to ride Gogoat at all. They can scale sheer surfaces with greater ease than most Pokémon. Being goats, their ramming attacks are significantly more powerful than normal. They have two vines that stem from their neck.

Honedge (Steel/Ghost): Honedge are possessed swords, their body entirely made up of the blade and sheath, making them inorganic. All attacks involving slashing get a 10% boost in power. They levitate by default. They always grip their sheath with their cloth, somewhat weighted down by the heavy metal protector. Using a move, Honedge can sheath themselves, making them unable to use slashing attacks but meaning they take only 80% damage from attacks. As they are bound to a physical object, they are unable to achieve states other than solid.

Doublade (Steel/Ghost): Doublade are two possessed swords, their body entirely made up of the blades and aegis, making them inorganic. All attacks involving slashing get a 20% boost in power. They levitate by default. They always grip their aegis with one of their cloths, somewhat weighted down by the heavy metal protector. Their other cloth can be used to grip some objects but it is not very prehensile and its grip is easy to break. As Doublade is made up of two separate swords, they are able to perform two slashing attacks in quick succession without the normal restrictions of combos and without using additional energy. Using a move, Doublade can sheath themselves, making them unable to use slashing attacks but meaning they take only 80% damage from attacks. As they are bound to a physical object, they are unable to achieve states other than solid.

Aegislash (Steel/Ghost): Aegislash are a possessed swords and shield, their body made entirely of the blade, making them inorganic. All attacks involving slashing get a 20% boost in power. They levitate by default, but prefer to remain still when attacking and defending. When Aegislash are sent out, they will start in Shield Forme, giving taking 80% damage from all attacks. When ordered to use any attack, they will go into Blade Forme, losing this boost. They may enter Shield Forme using a move. Defensive moves that seek to reduce damage from a move, such as Iron Defense, King's Shield or Protect will cause Aegislash to automatically enter this forme. They cannot be poisoned.

Skrelp (Poison/Water): Despite being a Water-type, Skrelp are rather mediocre swimmers and cannot move with much speed or agility in the water. Instead, they prefer to hide, able to easily camouflage themselves as rotting kelp. The poisonous fluids secreted by Skrelp are tinged with acid, making all poison attacks have a slight corrosive effect, similar to but not as potent as Acid Spray.

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 preevolution, they are also able to camouflage themselves as rotting kelp if needed. The poisonous fluids secreted by Dragalge are tinged with acid, making all poison attacks have a slight corrosive effect, similar to but not as potent as Acid Spray.

Tyrunt (Rock/Dragon): Tyrunt have powerful jaws, giving a 10% 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. Being fossils, their Ancient Power attack will boost slightly more often.

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. Being fossils, their Ancient Power attack will boost slightly more often.

Amaura (Rock/Ice): Amaura's body is extremely frigid. When performing XX or NO moves, they may choose to cloak them in an aura of Ice energy, causing them to become Ice typed. Using 10% more energy, they can also increase the chance of their Ice-typed moves freezing their target by 5%. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind. Being fossils, their Ancient Power attack will boost slightly more often.

Aurorus (Rock/Ice): Aurorus' body is extremely frigid. When performing XX or NO moves, they may choose to cloak them in an aura of Ice energy, causing them to become Ice typed. 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. Being fossils, their Ancient Power attack will boost slightly more often.

Dedenne (Electric/Fairy): Dedenne are rather fast and agile, able to squeeze into small spaces and climb well. The antennae on their cheeks allow them to communicate with other Electric-types, allowing them to more easily coordinate attacks or to read the moves of other Electric Pokémon. 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. Their cute and cheery disposition will cause opposing Pokemon to reconsider attacking them, much like a passive Charm effect. In addition, their Nuzzle attack uses less energy than normal.

Phantump (Grass/Ghost): Phantump can levitate. Their body is considered to be ethereal, but the wooden stump is always solid. Being denizens of the forest, their Forest's Curse is slightly more potent. Their Ingrain technique heals more health than usual. In addition, the vines they create using Leech Seed are made of petrified wood, making them much more sturdy than normal, and they are able to control the roots of trees with Grass Knot. They can be poisoned.

Trevenant (Grass/Ghost): Trevanant 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. Being protectors of the forest, their Forest's Curse is significantly more potent. Their bodies are entirely solid. Their Ingrain technique heals more health than usual. In addition, the vines they create using Leech Seed are made of petrified wood, making them much more sturdy than normal, and they are able to control the roots of trees with Grass Knot. They can be poisoned.

Pumpkaboo (Grass/Ghost): Pumpkaboo come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Pumpkaboo's size will carry over when evolving. Pumpkaboo have the ability to create searchlights from their eyes. 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 Pumpkaboo to light searchlights. They are solid by default, but can become ethereal for a short time to evade attacks. As jack-o-lantern Pokémon, they are familiar with Fire-typed moves.
Gourgeist (Grass/Ghost): Gourgeist come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Gourgeist have the ability to create searchlights from their eyes. 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 them to light searchlights. They are solid by default, but can become ethereal for a short time to evade attacks. As jack-o-lantern Pokémon, they are familiar with Fire-typed moves.

Gourgeist (Grass/Ghost): Gourgeist come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Gourgeist have the ability to create searchlights from their eyes. 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 them to light searchlights. They are solid by default, but can become ethereal for a short time to evade attacks. As jack-o-lantern Pokémon, they are familiar with Fire-typed moves.

Noibat (Flying/Dragon): A Noibat's "ears" are actually sound amplifiers, allowing them to fire sound attacks at high volumes. Their ears make their sound moves slightly more potent, and allow them to be used at standard potency even when spread. 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. They fight more enthusiastically at night.

Noivern (Flying/Dragon): A Noivern's "ears" are actually sound amplifiers, allowing them to fire sound attacks at high volumes. Their ears make their sound moves significantly more potent, and allow them to be used at standard potency even when spread. They can see in the dark and have sensitive hearing, at the expense of increased vulnerability to sound based attacks, though they are immune to confusion from Supersonic. They fight more enthusiastically at night.


Now, with those out of the way, we have something else that we've been working on for a bit. As we've had SCs on the brain, we decided that some of the SCs of Legendary Pokemon could also use some reworking, which are listed in the spoiler here as well!

Spoiler: show
Articuno (Ice/Flying): Articuno is the legendary bird of ice. The air is significantly colder 10 feet around it, decreasing the power of grass and fire attacks in its vicinity. Its Hail attack is much more powerful than normal, starting almost instantly at full power, lasting twice as long as usual and being much harder to change against Articuno's wishes, and its Blizzard attack requires slightly less energy. Articuno also becomes almost invisible in a snow/hailstorm.

Zapdos (Electric/Flying): As the legendary bird of lightning, Zapdos crackles with electricity whenever it beats its wings. While this produces noise that makes it easier to locate, any Pokémon within 10 feet of Zapdos will receive electrical damage equal to a Spark once per round if they enter or remain within that distance. This does not occur within 3 feet of Zapdos, allowing people to ride it without being shocked. Its Rain Dance attack is much more powerful than normal, starting almost instantly at full power, lasting twice as long as usual and being much harder to change against Zapdos' wishes, and its Thunder attack requires slightly less energy.

Moltres (Fire/Flying): Moltres is the legendary bird of fire. The air is significantly hotter 10 feet around it, decreasing the accuracy and power of electric and ice attacks in its vicinity. Moltres gives off light up to 30 feet. Its Sunny Day attack is much more powerful than normal, starting almost instantly at full power, lasting twice as long as usual and being much harder to change against Moltres' wishes, and its Fire Blast attack requires slightly less energy. Moltres can enter lava for brief periods of time without sustaining burns, and once per match using a move, Moltres can dip into lava or fire in the arena to heal up to a significant amount of its health, counting as its one healing move per match.

Regirock (Rock): Regirock's body can be repaired with rocks, allowing up to a maximum of 10% of its health to be restored this way. Its repairing attempt counts as an attack and can be used multiple times until it reaches the 10% maximum. Being inorganic, Regirock cannot be affected by Poison in any way and due to not having a brain as a golem and its singularity of purpose, it also has a resistance to mental effects. Regirock is blind, but the gems on its surface provide it with a nearly perfect impression of its surroundings, allowing it to detect foes regardless of optical illusions or attempts to hide. Regirock's body is constructed of ancient stone, reducing the damage of super effective attacks that hit it somewhat.

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 and due to not having a brain as a golem and its singularity of purpose, it also has a resistance to mental effects. Regice is blind, but the gems on its surface provide it with a nearly perfect impression of its surroundings, allowing it to detect foes regardless of optical illusions or attempts to hide. Being made of pure ice, as special attacks come in, the translucency of its body refracts the energy and weakens the attacks, especially light based ones.

Registeel (Steel): Being inorganic, Registeel cannot be affected by Poison in any way and due to not having a brain as a golem and its singularity of purpose, it also has a resistance to mental effects. Registeel is blind, but the gems on its surface provide it with a nearly perfect impression of its surroundings, allowing it to detect foes regardless of optical illusions or attempts to hide. Its body is made of an incredibly hard steel alloy and is resistant to slashing or scratching attacks, as well as softening any physical blows that strike it by 50%.

Regigigas (Normal): Regigigas is the guardian of the Legendary Golems, summoned only by their presence. As a massive golem, it holds immense strength, but its time locked away has caused its strength to go dormant. At the beginning of battle, Regigigas's physical attacks will be 20% less powerful and its speed will be lowered. After 3 rounds, however, its power will be unleashed, giving it 20% more power than normal and allowing it to move with significant speed for its size. Regigigas is blind, but the many eye-like depressions on its surface provide it with a nearly perfect impression of its surroundings, allowing it to detect foes regardless of optical illusions or attempts to hide.


And finally, with legendaries on the brain...

A New Challenger Approaches!


Hoopa


Volcanion

That's right! As of right now, Hoopa and Volcanion are now available for capture! They will be placed into the TL6 Legend bracket, meaning if and when you're at that point, feel free to challenge them to battle!

And since we've released these two, it only makes sense that they get SCs and descriptions for their unique moves, and as such, here they are:

Spoiler: show
Hoopa (Psychic/Ghost): Hoopa can create large golden rings in the air and, using a move, can Teleport itself or its opponent to a position in the arena of Hoopa's choice. Hoopa-Confined is a natural prankster, and as such its non-damaging moves when used are almost instantaneous in their effect. In the Unbound forme, Hoopa's body changes drastically as it increases massively in size and adopts a Psychic/Dark typing. Hoopa-U is Hoopa at its most powerful, and as such deals 1.1x damage with all of its attacks. Hoopa-U's arms can move independently of it and can move with agility and decent speed.

Hyperspace Hole (PS) -- The user (always Hoopa) uses their rings to open a hyperspace portal next to the foe, allowing them to deal a quick strike for considerable damage and catch the foe off-guard. Since the user employs hyperspace portals to target the foe, the attack will always hit as long as the user has an idea of the target's position, and can circumvent any defensive techniques such as Protect or Reflect. Hyperspace Fury will fail if used by Pokémon other than Hoopa.

Hyperspace Fury (DK) -- The user (always Unbound Hoopa) uses its dimensional rings to open up a number of hyperspace portals surrounding the target, using them to launch a flurry of blows that deal heavy damage for equivalent energy. Since the user employs hyperspace portals to target the foe, the attack will always hit as long as the user has an idea of the target's position, and can circumvent any defensive techniques such as Protect or Reflect. However, due to the rather intensive process of opening these portals, the user will be vulnerable for a short time after using it. Hyperspace Fury will fail if used by Pokémon other than Hoopa-Unbound.

Volcanion (Fire/Water): Volcanion is constantly boiling water within its own body. This makes it incredibly hot to the touch and can cause mild burns upon contact. Due to the steam buildup within it, Volcanion's Water attacks jettison out with more power than usual and deal 1.1x as much damage and have a 10% chance to burn. Volcanion's Haze and Mist techniques are more effective than usual, and the legend is constantly surrounded by steam in a ten foot radius around his body, obscuring him from view.

Steam Eruption (WA) -- The user boils the water within its body using a mild amount of Fire energy, creating a vast amount of pressure before letting the water erupt forward in a blast of steam with incredible force, dealing high damage and pushing the foe back while using a total of high energy. This steam is so hot that it has a significant chance of burning the foe, about 30% chance of painful burns forming where the steam strikes.


The new SCs will all be able to be found in the SC errata following this post.
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Last edited by Miror; 02-09-2016 at 10:24 PM. Reason: Because Steam Eruption needed more clarification, clearly
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Old 02-10-2016, 06:26 PM   #78
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Staying on the topic of legends, we have also decided to change the TL restrictions a wee bit. You will now be able to obtain as many legends as you would like from the TL6 and TL7 categories, but with a catch: you will be restricted to only using one across all of your ongoing matches. For an example, say I have five matches ongoing, I can only use my TL6/TL7 legend in one of them and can only squad it or any others I own again once that match has completed. The current restrictions of them not being usable in tournament or gym matches, in addition to requiring your opponent's permission to use them in matches you can bring them to are still in place. Enjoy!
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Old 02-27-2016, 02:10 PM   #79
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We're a little bit late on this, but since there's been a lot of demand, we feel we should do at least one thing for the 20th anniversary!

So in celebration of this momentous occasion, for the next two weeks, you can buy one of any Holiday Token! Additionally, all legend matches and Mega Tokens will be half-off!

I know it's not a tournament or a special shiny one-off token but I figured you guys wouldn't complain too much.

EDIT: What the hell, take a 1.5 SP bonus on all matches finished within the next two weeks (stacks however it normally stacks).
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Old 03-09-2016, 09:44 PM   #80
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Clarification time!

In regards to legend challenges, trainers have the ability to spend the difference in SP in order to upgrade a Legend Challenge to a higher TL challenge, so if a trainer spent 40 SP on a TL4 Legend Challenge and before the match occurs has become TL5, they can spend an additional 10 SP to improve the grade of the challenge.

In addition, if a trainer has more than one legend challenge on the queue and they are two different TL challenges, the challenger is able to swap the order of these challenges in a time near to when the challenge will happen (but not as it is immediately about to occur, such as next in line) in order to have their preference be the one to occur first. Keep in mind that these will not be done on a whim, and swapping back and forth multiple times will not be something we'll do.
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Old 04-01-2016, 04:03 PM   #81
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Obligatory ASB April Fool's Joke

Calling all trainers! Many of you know that a project has been in the works for quite a while, and though there have been a few stumbling blocks, we've finally got to a position where we are happy enough with the end product to reveal it to you all. That's right folks, we're finally unveiling the Elite Four!

The line up, as many as you may well have guessed, will be comprised of Jerichi, DaveTheFishGuy, Sneaze and Charminions, with Mercutio offering his services should any of the Elite Four members wish to embark on the challenge themselves.

With regards to rules, they are really quite simple. In order to challenge the Elite Four, you must be in possession of at least 1 Gym Badge. You must also pay a small fee of 10 SP (which buys you all 4 battles) to have your challenge acknowledged, and upon doing so, you will be added to the challengers queue. There may be up to 2 trainers undergoing the challenge at any one time, and from there the challenge works the same as in the games - you must defeat the Elite Four, in any order, and losing to any of them sees your challenge end in failure, meaning you will have to pay your SP fee again and be added to the back of the queue. However, for each Elite Four member you defeat, you will reduce your SP fee by 2.5 SP for your next challenge, should you fail. In addition, if you possess 4 or more Gym Badges, your fee will be waived entirely.

Upon being added to the queue and initiating your challenge, you must PM Miror with your intended squad of 6 Pokémon for the challenge. You are allowed up to use Signatures and are allowed one Mega Stone, but any other attachable items are banned. This means while you can bring a Mega Stone, Badges and Tokens will not be allowed - this rule remains in place for the Elite Four members too. The Elite Four themselves will be limited to 6 Pokémon, which will be made publicly known within the next week or so.

Battles themselves will be conducted in a 3 vs. 3, hidden squad format. There will be a separate referee queue created for Elite Four battles to be placed in, and there will be restrictions on referees who are eligible to take these matches.

Last edited by Jerichi; 04-02-2016 at 12:58 PM.
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Old 04-06-2016, 08:22 PM   #82
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Omanyte Omanyte sez: It's official

It's been called to my attention that I'm still technically president of the league, and as much as I've enjoyed the position over the years, it's not really one that I deserve any longer. As a result, I'm officially passing over the mantle to Jerichi, who you all know has been the power behind the throne for quite some time now. I will stay on as an advisor, which has been my primary role the past few years, but I know that you all are in very good hands with Jeri.

It's been a joy and a privilege to be your president for these past years, and I won't say goodbye- I'll still pop up in unexpected places from time to time (I wonder if my Goodnews account is still active on Serebii?). In the meantime, all the best and happy battling to you all.

Nick.
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Old 04-07-2016, 09:05 PM   #83
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Hello everyone!

I wanted to take a little bit of time to address a few issues concerning how S&I and LO rulings work, as well as announce a bit of a change to how we will be approaching this.

As many of you are probably already aware, the intent of the current S&I thread is to be a place where you can get an official opinion a rule or something without precedent that has come up in a match. It is to be used primarily in cases in which no consensus on a discussion can be reached among the community or there is confusion or a lack of precedence on a particular rule or situation.

It is important to note that the only people allowed to answer questions in this thread are the LOs, as this is where we will be making rulings about the topics presented to us. These rulings are considered to be effectively final and will apply immediately. That said, this does not mean that they are concrete - LOs often make mistakes or the sands of the game shift, invalidating the rulings we make.

If you feel we have made a mistake our made a bad ruling, you are encouraged to appeal our decisions. However, to keep the process running smoothly and from distracting from the issues, we request that you submit any appeals directly to the ruling LO privately via PM. Though we don't require any particular format, we would prefer that you give us an outline of why you believe our ruling to be wrong with some concrete evidence supporting your claim ("I think this is bad because I don't like it" for instance, is not good evidence). Please do not debate rulings in the thread; if there is an issue and we feel it needs to be opened to debate, we will start a thread for it or reuse another, separate thread to keep the discussion in one place and allow the main thread to be used for other questions if needed.

In hopes of making this a little clearer, we'll be rebranding the S&I threads. Suggestions will be moved to a more general thread of their own and the current S&I thread will become the "Inquiries & Rulings" thread. We will also be changing how we handle the Move and SC suggestions threads, opening them on a monthly basis for inquiries, after which we will make necessary edits and then close them for a period until the next round. We are also discussing a little more restructuring in the near future, but for now, we're going to start with this.

Thanks for your attention and happy battling!
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Old 04-08-2016, 04:09 PM   #84
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Quote:
Originally Posted by Jerichi View Post
We've had some trouble over the past year or so with the conduct of members in pretty much every area involving the ASB. It's gotten to the point where we have had many members complain on more than one occasion, and as such, we feel compelled to introduce new policies to deal with these issues more effectively.

1) If there is something that comes to your attention, be it a rule violation, abuse or bullying, on or off the forums, please report it. If it's a forum post, please use the built-in report feature. If it happens in Skype Chat or via PMs or elsewhere, please bring it directly to the LOs via PM with a copy of the offending post or text. So many of the issues raised are let slide because we are not made aware of them. Please do not hesitate to bring anything to us that you see as potentially rule-breaking or abusive.

2) Any infractions, warnings or bans that are issued on Serebii (from ASB-related posts) will be reflected on UPN. If you receive a ban on Serebii (or the equivalent value of one) for ASB-related posts, you will ALSO be banned on UPN for an equal length of time. If there is misconduct on Serebii, you will be directly infracted for it. If there is misconduct on UPN, you will be infracted for it on Serebii as well. If there is misconduct in ASB Skype chats or otherwise off the forums, you will also be infracted on Serebii.

3) Heated debate is something that is going to happen from time to time in the ASB. If there is an issue in a thread that is not being resolved, please report it. If it is not resolved after LO intervention, we will begin infracting.

4) Disrespect of other members (especially refs and LOs) will not be tolerated. You will be warned first, but we will not hesitate to infract people who continue to act disrespectfully. While we encourage you to ask questions of your refs if you're unsure, unfairly pressuring them to change rounds or constantly defying their decisions will result in action by LOs. This applies equally to LO rulings, which should be treated as final. If you wish to contest an LO rulings, please do so privately or in appropriate threads. Battle threads are NOT the place for debates over rules, descriptions or policies.

5) Bullying and abusive language will not be tolerated, either on the forums or in chats/private. If you witness or are victim to this kind of treatment, please report it immediately, along with a link or copy of what it is if doing so via PM. Infractions will be dealt with on a case-by-case basis after claims have been investigated.

6) Although Skype chat and other ASB-related off-site rooms are not officially sanctioned by the League, we still reserve the right to infract people for misconduct within them. Please report misconduct to an LO via PMs and we will handle it with warnings or infractions for repeat offenders.

I cannot stress enough how important it is that the community actively engages in vigilance and self-regulation. We are a tighter knit group than many on other forums which often makes this kind of regulation difficult. The best way for you as a member to contribute to a better community is to lead by example and try your best to be a model member. LOs will always have an open door policy, and if something troubles you, even if you are not involved directly in it, do not hesitate to bring it to us.

Thanks.
So recently we've felt that these need to be particularly reiterated in addition to an apology that we as LOs haven't been as vigilant as we were intending to be in regards to this. We are aware of the complaints that arose when the community guidelines were originally posted, with the main one being that the LOs often never get back to people regarding these issues, settled or not. We intend on doing our best with making sure that these rules are something the community can depend on being in place, and we pledge to increase our activity regarding this and in general as well, and we promise better communication from here on out.

Now, for this all to work properly, LO activity is only half of it. We are almost entirely reliant on the community's help in this venture, as while we can see somethings occasionally within threads that we peruse, we are neither all-seeing or all-knowing. To reiterate point number one, please report any of the above problems that you may see, either here on UPN, on Serebii, or within the private channels we are unable to keep track of as easily. In regards to reports on UPN, it would be easier for us if you just send us PMs with links/short descriptions of what is going on as the report system on UPN isn't super well established or easily noticed.

We are grateful for your continued support.
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Old 04-19-2016, 07:40 PM   #85
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Thanks to Sneaze for putting together the new DQ/cancellation rules and leading the discussion. Please see below.

Matches Ending Early

Ideally, matches end when one of both battling parties have lost all of their eligible Pokémon, granting either a clear win or a tie. However, sometimes battles end prematurely. Perhaps one trainer has vanished. Maybe one just doesn't want to continue. Here is a guide for what happens in these scenarios.

Disqualification
Match Disqualification (DQ) times may be set between one day and one week. If a trainer has gone over the DQ time for the battle, their opponent or their ref is to politely bump them via VM (or PM if VMing is unavailable). If they do go over the specified time again during the same round, their opponent may ask the ref to DQ them. This can only happen if the battle has previously reached a length of five completed rounds or more. Gym Leaders and Elite Four members during their respective matches, both the challenging trainer and the Mystery Legend Controller in Legend matches, and all parties in either Tournaments or Contests will have set a set 10 day DQ time, after which they will be immediately DQ'd, with the bump occurring after the 7 day mark. Posting in Trainer Absences with an exact time frame for a period of absence will freeze the DQ timer for that trainer during the stated time period, though extended absences should consider Match Freezing as an alternative (see below).

If, at the time of DQ, there is no target Pokémon, there is one that cannot feasibly be KOd in one round or the DQing trainer simply doesn't feel like trying for a KO, the ref posts confirming the DQ and the match ends. If the DQing trainer would like extra points, a free-round can be attempted where they try to KO their vanished opponent's Pokémon, using a three-mover if they have one left. The enemy Pokémon will make no attempt to evade or defend itself against free-round orders, however exhaustion and other factors still apply, so it is not to be expected to pull off multiple large attacks to finish off a Pokémon that still has most of their health.

Once the match ends, points are distributed as normal, with the DQing trainer treated as the winner even if the match was technically a loss or a tie from a numbers standpoint. If they did not manage to KO a Pokémon during the match, no KOs are awarded, though TP and SP are still awarded accordingly. Battles that end this way will go on a trainer's record as a DQ Win or a DQ Loss, though any Pokemon the DQ'd trainer had below 1/3 health or energy that were not present on the field at the time of DQ are considered KO'd.

Cancellation
If a trainer has gone over the DQ time for the battle but the match has gone for less than five rounds, their opponent may ask the ref to cancel the match. Additionally, if the match has gone over five rounds the match may be cancelled with LO approval for either of the following reasons, either if the match has not been reffed and a replacement cannot be found (both battlers must request) or if the battle is generally inactive and the ref wishes to drop it (the ref must request and both battlers must consent). The battlers gain no points, though the ref will earn 1 SP only - no modifications for speed bonuses will apply. Do note that even if another ref steps in to officially declare the match cancelled, the SP will always go to the last ref who posted a round, and there is no SP given in the event of a match being cancelled prior to the first round. Battles that end this way will not go on a trainer's record and do not have to be placed in the Battle Results thread.

Calling off a match
If trainers mutually decide that they wish to end a battle, they can jointly ask the ref to bring it to a halt. If the match has not completed five rounds, they may request that the ref cancels the match. If the match has completed at least five rounds, the trainers may not cancel the match but mat request that it be called a draw. Standard rules apply, with trainers given points equal to that of the lower amount of KOs scored between the two, and the ref given points in relation to the larger amount of KOs scored between both trainers in the even that one trainer had a lead over the other. In the case of Gym Matches, the Gym Leader will give their opinion to the LOs as to whether the challenger should receive a badge, and the LOs will make an official decision. Battles that end this way will go on a trainer's record as a DQ Draw.

Forfeit
If one party gives up and forfeits, the match ends instantly, with no possibility for a free-round. The 'winner' will be awarded points equal to the amount of Pokémon the 'loser' had at or below one third their total health or energy (including those KOd), while the 'loser' will only receive half the usual points that they would from a regular loss. Battles that end this way will go on a trainer's record as a standard Win or Loss.

Match Freezing
If a trainer has to go on TA for an extended period of time, the TAing trainer and their opponent may agree to put the match on ice if they wish to continue the match at a later date. Once the TAing trainer returns and both they and their opponent have a match slot available, the match is to immediately resume with whatever ref they find. The number of frozen matches any TAing trainer may have cannot exceed the number of match slots they have available of that type, but may go beyond this number for a trainer not on TA if they just have a run of bad luck on battle opponents, with only the matches they have actively going at the time of TA counting towards their own cap if they end up doing the same. Note that if a trainer has to go on extended TA multiple times during the course of a match, both trainers must agree on the freeze each time it is to occur.


The Fast Reffing Bonus

With plenty of SP sinks in the current economy and changes to put a little more responsibility on trainers to order in a timely manner, it's time that refs got properly rewarded for doing their jobs in a timely manner as well. As such, the bonuses for reffing a match speedily are being changed to the following.

Any match with all rounds reffed in a week or less from the last orders will still net you .25 SP per Pokémon the winning trainer KOd. On top of this, reffing all the rounds within a match in four days or less from the last orders will earn you an additional .25 SP per Pokémon the winning trainer KOd, for a total of .5 SP per Pokémon. Finally, reffing all rounds of a match in two days or less of the last orders will double all SP earned in the match, eliminating both of the previous bonuses and including any other bonuses such as those granted via Gym match, doubles, Tournament match, or via event.

As before, posting in Trainer Absences with an exact time frame that you will be gone will freeze the clock in regards to the fast reffing bonuses during the specified time frame, and in the event you slip, you may spend 1 SP to have a single round that had missed the fast reffing bonus time limit ignored.

A Service Point Calculator is now on the site for those needing help figuring out SP earned under this system.

Last edited by Jerichi; 04-27-2017 at 08:08 PM.
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Old 05-06-2016, 08:33 PM   #86
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So due to recent goings on, we've decided to bring our announcement of ref's discretion back to the forefront, just to ensure that all understand the nuances of it:

Quote:
Originally Posted by Jerichi
I have a two-for-one annoucement today!

Lately I've noticed that there's been some issues with how battlers discuss rounds with their refs. While I definitely don't want to discourage communication between refs and battlers (ASB's format is inherently foggy and clarification or explanation of rounds is often needed), there's been a lot of hostility and perhaps even mistrust between refs and battlers. Frankly, this behavior is not acceptable so in hopes of curbing that, we're gonna give you a two resources that would help facilitate more civil discussions.

Firstly, under the spoiler, a small description of ref's discretion:
Spoiler: show
Ref's Discretion. Two words thrown around in ASB that have never been properly defined. Since ref's discretion and its use is still poorly understood, we're gonna make an attempt today to clear up some of the confusion.

Ref's discretion is the basic idea that a ref is the one who ultimately decides the outcome of the way a round plays out. This basically means that anything not dictated by a clear rule is essentially up to the ref. Ref's discretion covers a wide range of situations, including but definitely not limited to:
  • If an attack hits, and how much damage it does/energy it uses.
  • The speed of attacks
  • How attacks interact
  • Initiative
  • Positioning
  • Exhaustion
  • How statuses/move effects manifest
  • Enthusiasm
  • SC effects
  • etc.

That said, ref's discretion is not a carte blanche to do whatever the ref wants and ignore rules or descriptions. A ref should definitely follow the guidelines that the written rules and descriptions outline (e.g. percentage boost/drops, stat mechanics, breather rounds, etc.) and try to stick to what the descripts and rules outline. What it is, though, is creative license to interpret a round how they see fit and alter the letter of the descriptions or rules (within reason) to fit the spirit of the move or the situation that the round might dictate. For instance, even though the rule dictates that a one-mover should be taken roughly once in 3 rounds, if a Pokémon has been using a number of low-power attacks or had a few fail, the ref might decide to let them fight at full without a break. If the description says Slash uses claws, they might have a Pokémon with small claws or a more Slashing-appropriate appendage use something else.

Reffing in the ASB is much more of an art than it is a science. It requires juggling a large number of elements and factors that may influence things differently, especially with refs who might have a different perspective on the situation than the battlers. Things will often not go how you expect, and refs should not ref based on a rigid expectation or based on the battler's desired outcome.

The important thing that ref's discretion plays into, though, is individual round orders. When it comes down to it, a ref's interpretation of a round is going to be how the round should play out. Ultimately, refs have the power to dictate how they think the round should play out, even if you don't picture it that way. As long as they can explain their reasoning for why the round played out why it did and they did not obviously violate any rules in their reffing, the round will stand.


Secondly, I'd like to establish some guidelines for questioning a reffing/modify the existing procedure we already have for questions.

If you have an issue with an element of the round, do the following:
1) Ask a question about the thing you take issue with. Do NOT state how you think it should go (that is a good way of making sure it does NOT go that way).
2) The ref will explain their reasoning. If it is logically consistent, ref's discretion will hold and the round will continue.
3) If you find a clear rule issue or failure to interpret a description, reply as such.
4) If there is still an issue, take it to the Q&A thread to resolve it. If not resolved there, ask in S&I OR PM an LO for assistance.

A quick list of DOs and DON'TS
DO: Ask questions on reffings you're unsure of.
DO: Ask for clarification on points.
DO: Ask in appropriate threads if you're unsure.
DON'T: Give your version of the round
DON'T: Push or be rude to your refs.
DON'T: Delay the battle unnecessarily.

Thanks for your attention and happy battling!
In addition to this, something else we'd like to clarify is in regards to questions posed to a referee. Mind you, feel free to ask questions for clarification on a round, but please refrain from making the question a statement or declaration of "this is how the round should've gone." But the main focus currently needs to be on this: when one of the participants in a battle asks a questions, unless it's something mentioned blatantly in the reffing, their opponent needs to refrain from answering or responding before the referee does. This behavior is becoming alarmingly more common and even present among those held to a higher standard in the community, and not only is this behavior unsporting but it can start unnecessary arguments over how the referee rationalized something before the ref even has an opportunity to explain themselves. So please, if your opponent asks a question, allow the referee to answer first. Still feel free to ask counter-questions if needed, but a battler should really not be answering in the place of the referee.
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Old 06-25-2016, 08:55 AM   #87
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After quite a lot of discussion and griping, we are finally ready to move forward with the new signature move guidelines (get excited)! See below for the final draft. I've made a few minor edits to close some loopholes we've already seen pop up. Please familiarize yourself with these before posting new sigs.

Spoiler: show
Quote:
0) Reveiwer's Discretion
The sig reviewer reserves the right to both approve signatures that might be outside the guidelines and reject those that are within the guidelines if they deem fit.

1) Type Chart Edits (a.k.a. no more x4)
To drop a weakness one stage, you need to either add another weakness. You cannot pick up or alter immunities, but you can change one of your resistances (e.g. make a Water-type neutral to Ice but resist Dark).

To get:
Neutral > x2 resistance
x2 resistance > One x4 resistance
x2 resistance > One immunity
x2 Weakness > Neutral
x4 Weakness > x2 Weakness

You must:
Give up one resistance or immunity of any type
Add a x2 weakness
Make a x2 weakness x4

If you want to take a x4 to x1, you must pick up at least one other weakness. The weakness you pick up or resistance you drop must also be meaningful (e.g. a Steel-type dropping a Dragon resistance in exchange for a drop in a Fighting weakness is not actually meaningful).

2) Type Changes
Type changes must be within some level of reason. You can't have your Pokémon sprout wings to become Flying or die to become a Ghost type. There are no banned type changes (yes, you can have your Dark/Steel/Fairy type changes), but type changes outside of fairly standard changes (things like Water/Bug Masquerain, Bug/Electric Volbeat, pure Rock Rhyhorn etc.) will be fairly heavily scrutinized. If you lose a type via a type change, you cannot keep unlimited energy of that type (familiarity is fine though), and you must lose the benefits granted by that type’s type characteristic. You will also gain the weakness/resistance spread, though you may need to modify it for balance.

Unless the Pokémon will be gaining more or have as many weakness than it previously had, you generally should generally keep at least one weakness from the type you retain (with the exception of dual to mono type changes). Additionally, you should not have fewer than roughly 2 weaknesses as a result of a type change.

You may add moves if you change your type, but you may only add moves of the type you are gaining. If your Pokémon already has a fair number of moves of that type, you will probably not get more than about 1 or 2. If you are changing to a type completely unfamiliar to your Pokémon, you may add up to 6 moves. If you want to add 3 or more moves, you must start dropping moves, though you will get an additional free move in most cases (see Move Set Edits for guidelines on what is acceptable).

If a Pokémon loses a type as a result of a type change, they may retain familiarity with that type (and also the ability to fly or swim, though not as fast or well as before), but cannot retain their associated type characteristics.

Type changes are considered to be one sig and aside from some possible minor biological alterations (e.g. open flames, electrical arcs, improved wingspans, etc) and new moves, you cannot add additional effects or bonuses outside of what the type might normally obtain. You may, in fact, need to hinder some of the naturally obtained bonuses or sacrifice SC bonuses if the change results in a particularly defensively or offensively robust type combination.

If your Pokémon has a Mega Evolution that can change types, you cannot get that change for the base form. Just get the Mega Stone.

3) Blanket Stat Changes (a.k.a. SC-style changes)
You may change the offensive or defensive capabilities of your Pokémon. However, you may not increase stats permanently any more than 20%. If you change their general offenses or defenses (e.g. this Pokémon deals 10% more damage with physical attacks) or to a single elemental type of attack, you must have some sort of drawback, though you can generally get away with a more restricted boosts, like to punches or kicks, without drawback. Boosting your Pokémon's general offense or a type of move beyond 10% will generally require an increase in energy, though the exact increase acceptable will be at the discretion of the reviewer. These types of sigs are considered one sig and cannot be coupled with other additions. You may only increase or decrease by percentages, not using terms.

4) Moveset Alterations
You may pick up a maximum of 6 moves. These moves may not be more than 3 different types. You can pick up a maximum of two moves without dropping any moves, but if you pick up 3 or more moves, you must drop at least two. Outside of the one "free move", you must drop at least one move of roughly equivalent power or effect for every offensive move you add, and drop one move of any kind for each non-damaging move you pick up. If you have two or more moves that are effectively identical (e.g. Protect/Detect/Safeguard, Heal Bell/Refresh, etc.), you must drop both moves for it to be considered one move. Dropping generic TM moves, such as Round, Natural Gift or Facade, will probably not get you much. If you add a move, your Pokémon must be reasonably able to perform the move for it to work (i.e. have the proper limbs, have similar moves, etc.). If you pick up moves of two or more types that the Pokémon does not naturally have access to, you must give up a type energy. You may not add Transform or Sketch, and Smeargle may not add Sketch slots. Pokémon with extremely limited movesets (such as regional bugs/pupae or Pokémon like Wobuffett) may generally pick up a number of moves without significant drawback, but they must be limited to around 20 at maximum and cannot be more than 6 different types, not counting their STAB.

5) Items and Weapons
With the express exception of Delibird (see Delibird's SC for specifics on what is allowed), Pokémon may not bring in outside items to battle aside from those they naturally hold (Kadabra's spoon, Farfetch'd's leek, Timburr's plank, etc.). Small decorations or articles of clothing are allowed, but cannot have any effect on the battle. Sigs may take advantage of weapon-like or item-like things, but they must be energy constructs that fade after a time.

6) Entry Hazards
Entry hazard can only have a single effect, be it damage, a status, a boost or drop or a similar effect. They must be clearable by conventional means. Generally, they must be at least somewhat inefficient.

7) Type Energy Sigs
Pokémon may become familiar with a single type, allowing them more type energy and the associated perks of type familiarity. You may also gain up to 3 moves of that type, but you must drop at least 3 moves. You cannot have sigs that allow for unlimited type energy or that change an unlimited type energy to which you already have access, save for type changes.

8) NFE sigs
A Pokémon being unable to evolve into its final form will count as a drawback which you can use to justify sigs that might be slightly more powerful than those on a fully-evolved Pokémon. However, if you are to grant it the abilities of a fully-evolved Pokémon, being unable to evolve will not be considered a drawback. Additionally, these sigs will not be able to be more than one sig simultaneously or break any major rules, though depending on the Pokémon, the rules may be bent a little in some cases.

9) Status Resistances
You may sig your Pokémon to be resistant to a single status, and possibly immune. Typically, you must have some level of drawback, especially if you gain an immunity to a status. This counts as a single sig.

10) Healing Moves/Effects
Signature moves that heal damage or energy may not heal more than a Hyper Beam’s worth in total. Moves that heal a lump sum of health with one move must spend at least as much energy as the health they heal. Moves that restore energy must have some inherent drawback, be it immobility, time to execute (either in how long it takes to execute or how long it takes for the energy to be restored, i.e. over time) or something similar, and no move may restore more than a Hyper Beam’s worth of energy at one time or a Hyper Beam and a half over the course of the battle. Healing moves may only be used once per Pokémon per battle, though you may use one energy and one health healing move per battle.

Draining moves can restore either energy or health and draw from the same sources. However, they may not restore more than 3/4 of what they gain. Diminishing returns apply, and moves that restore more than ˝ on their first use must diminish more quickly.

11) New Moves
New moves can be created. The simplest new move, a re-type or edit of an existing move, will generally be passable without much issue. However, certain high power moves, such as Hyper Beam, or moves with unique, guaranteed or potent effects, such as Zap Cannon, may be more difficult to pass. Moves must generally use at least as much energy as they deal damage in most cases. However, moves with unique, guaranteed or potent effects may need to be inefficient (for example, moves guaranteed to deal a certain status should be inefficient). Damaging moves may have up to two effects (e.g. statuses, stat boost/drops, the ability to use more than one type, etc.), but having more than one may require them to be somewhat inefficient. Non-damaging moves should generally not have more than two types of effects, but the number and type of effects will be more flexible, depending on the energy use.

New moves may only have one effect beyond damage, be it lowering a stat, inflicting a status, or some other unique effect, without needing higher energy, though having the ability to have multiple effects must increase the energy use. Additionally, the effects must not stack - that is, there can only be one effect triggered by a single use. Moves with multiple effects may only have 3 possible effects. The more likely an effect is to trigger, the more energy inefficient the move should be. Moves with 10%-15% chance to have a secondary effect do not need to be inefficient, but moves with a 20% chance or higher should require more energy. Damaging moves can be two types which you can freely choose from or be a mix of two types for a mix of damage (of which you may choose the proportions). Moves that alter typecharts (like Freeze-Dry) are allowable, but they must be restricted in some way and cannot exceed solid damage. Additionally, they may only make one change to their effectiveness and the sig reviewer has the right to reject moves that create a significant matchup imbalance (such as a Fire attack being supereffective on Ghosts, which generally do not have tools against a Fire-type). New moves may also be of types your Pokémon does not normally have access to or typeless.

New, undamaging moves are generally a bit more flexible in the number and intensity of effects they can cause, but typically moves cannot cause two effects simultaneously. Energy must be roughly proportional to the effects. Unlike damaging moves, undamaging moves can generally have a high chance of success without a great deal of energy penalty, but potent statuses, such as freeze or burn, or unique effects may naturally command higher energy use, particularly if they are more likely to succeed than not.

12) Boosts and Drops
Boosts and drops must generally function as normal. You have a boosting move that boosts at most two stats one stage or one stat two stages without drawback, though any more boosts must require at least one two drops or one drawback. This same rule applies for any boosts or drops applied to opponents or allies. For each stage of a non-drawback boost or drop applied, you must spend roughly light energy (though if it is as a consequence of a damaging move, you will generally get one stage for free or minor energy, provided it is not guaranteed).


We will be implementing these guidelines on all new sigs posted and we already have a new slew of reviewers lined up who will be looking at your sigs.

As discussed previously, we have decided the only fair way to make this transition is to perform a sig wipe. As such, everyone will have until July 11th to drop their sigs in for review. Any sigs that have not will be considered wiped. Please note that any sigs that have been approved by me this year will not need to be re-reviewed as they are roughly within the current guidelines.

I know this is going to be a big and clunky process but please bear with us. Feel free to come to us with any questions you may have.

EDIT: I totally forgot! As part of this move, we will also be transitioning the Hidden Power/Badge/Token thread over to Serebii only. Please use this thread for those purposes going forward.
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Old 09-19-2016, 03:28 AM   #88
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Prefacing this by saying I am not returning to active LO duty, but am posting this because the others are very busy currently.

The Fifth Battle Slot and You

For a while now, ASB has allowed battlers access to five standard battle slots, with the fifth one being used exclusively as a means to host Exhibition battles. There has been discussion about removing it, and it has come to pass that we've finally gotten round to it. From this point on, the fifth battle slot may only be accessed by battlers who are refereeing at least four battles. This is being done to ensure that those who are pulling their weight in terms of the stress they are putting on the League are being rewarded, while ensuring that no excessive stress is put on our admittedly small pool of active referees. The League Officials reserve the right to intervene and remove an individuals battle slot where they believe they are not actively refereeing the battle and are simply sitting on it to maintain their extra slot.

Of course, this does not mean that we are leaving other trainers without the ability to perform Exhibition battles. Those who have only four standard battle slots can feel free to host an Exhibition battle free of any SP cost in one of these slots, and similarly do not have to have an Exhibition in any of these slots by necessity. However, whether you have access to the fifth battle slot or not, you may only host one exhibition at a time unless you pay extra SP in order to turn one of your standard slots into a temporary exhibition slot.

To summarise - the fifth battle slot may only be accessed by those actively refereeing at least four battles, but may only host exhibitions. Trainers who are not refereeing this number of battles may still host Exhibition matches in one of their standard slots at their own discretion. However, it should be mentioned that those who are currently hosting battles in their fifth battle slot will not be forced to end those matches prematurely if they lose said battle slot.

---

In addition to this announcement, it is with little regret that I am announcing that the Jager Badge will no longer be available for purchase. This is a decision which has not been taken lightly and has been discussed, and we believe it is for the better of the League that it be retired. Those who already possess this badge may swap it for another Historical of their choice, free of charge.
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Old 10-30-2016, 12:03 PM   #89
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Halloween is right round the corner, and there hasn't been a sale in quite a while. With the blessing of the League Officials, your favourite non-LO is here bearing gifts. They're pretty damn good gifts, too.

First of all, the following Tokens are going back on sale for the following week!

Spoiler: show
Quote:
Reaper's Token (10 SP) - 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. This item causes the move Fling to deal Ghost type damage if it is thrown. This token is available only during the Halloween 2013 sale and may be purchased by trainers up to once.
Quote:
Nightstalker’s Token (10 SP) - 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.

In addition, during the same time frame, trainers are allowed to purchase one pack of squad slots at a discounted half price! Your typical bonuses do stack with this, so for those + and neutral grade referees among us, your pack of slots will cost a measly 22.5 SP!

Not only that, but we're having a full amnesty on Mega Stones. During the next week, you may trade any one of your Mega Stones - whether they were obtained free, purchased, or as a reward - completely free of charge.

In addition, because I'm a nice soul, any matches which end within the next two weeks will garner the referee an additional 1 SP.

Happy Halloween!

Last edited by Connor; 10-30-2016 at 03:54 PM.
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Old 11-17-2016, 07:51 PM   #90
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Re: Gen VII

No, new stuff isn't legal yet.

No, we will not be waiting on Veekun this time (Miror made us a nice list of old 'mons that get new moves and we can use some other reliable source until Veekun gets its act together).

Yes, some stuff has been started (namely SCs). Moves have not been started at all.

ETA is probably after Thanksgiving, more likely in December.

Expect a more for realsies announcement soonish.
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Old 12-25-2016, 04:25 AM   #91
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Hey guys, it's the holiday season, so Merry Christmas from all the LOs! We've got lots of nice treats and giveaways for you this year as a big thanks for being part of our community! Without further ado, here's what's on offer this year:

Firstly, until 11:59PM New Years Day (GMT), you may purchase any of the Christmas special tokens! That's right, the Bugcatcher's, Sculptor's and Candymaker's Tokens are all on sale for the standard price of 10 SP!

Alternatively to the above offer, you may purchase up to three Mega Stones at half the normal price. This means you may purchase three Mega Stones at 10 SP apiece, but if you may not mix and match Tokens and Mega Stones - it's one or the offer with these deals!

What's more, for the next two weeks, there's 50% off the cost of all Legend Matches (any type) and squad slots. You can purchase one Legend Match and/or one pack of slots at a discounted price.

Finally, since it's a special Holiday, we're going to be awarding an additional 2 SP for all matches which finish within the next 2 weeks. This will stack with all your other bonuses, so get refereeing!

Happy Holidays!
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Old 12-25-2016, 08:02 AM   #92
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Alola and Merry Christmas!

It's finally here! It is with great pleasure that I am able to announce that Generation 7 has reached ASB. Below you will find all the pertinent information regarding the implementation, that being Species Characteristics for all new Pokemon, Attack Descriptions for new moves, Acquisition Levels and even - yes, even - our very own move set listing courtesy of our very own Miror (give this man extra appreciation for this it was a massive thing to do). As was the case with Generation 6, all members will receive 2 extra slots with which to add Generation 7 Pokemon. Thank you also to Connor for doing the bulk of the SC work and keeping my crap together, and the community for their input on levels. Without further ado, the information!

Please note Gen VII moves (including old moves for new 'mon) only apply to battles started from today forward unless agreed upon by the battlers.

Species Characteristics

Spoiler: show
Rowlet (Grass/Flying): As owls, the Rowlet line are the quietest fliers amongst Pokémon, almost inaudible as they fly. Rowlet can see in the dark, but fight with equal enthusiasm at all times of day. They can rotate their heads 180 degrees around, allowing them to see in all directions. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Dartrix (Grass/Flying): As owls, the Rowlet line are the quietest fliers amongst Pokémon, almost inaudible as they fly. Dartrix can see in the dark, but fight with equal enthusiasm at all times of day. They can rotate their heads 180 degrees around, allowing them to see in all directions. They use their leaf-like feathers like darts, which they issue from their wings. It has a great deal of control over these feathers, and can bend them to take arching trajectories, which increases their accuracy with leaf-based moves.. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Decidueye (Grass/Ghost): As owls, the Rowlet line are the quietest fliers amongst Pokémon, almost inaudible as they fly. Dartrix can see in the dark, but fight with equal enthusiasm at all times of day. They can rotate their heads 180 degrees around, allowing them to see in all directions. They use their leaf-like feathers like arrows, which they issue from their wings. It has a great deal of control over these feathers, and can bend them to take arching trajectories, which increases their accuracy with leaf-based moves, and they are able to fire contact Grass moves as projectiles in this manner. Their bodies are almost entirely solid as Ghost Pokemon, though they can achieve the ethereal state for a few seconds, and they can be poisoned. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health

Litten (Fire): Litten fuels its flame attacks partly through burning the fur it sheds from its body. This allows them to use weaker Fire moves at an increased speed. Being Pokemon accustomed to solitude, they are less easily swayed by emotional displays such as Charm or Fake Tears. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Torracat (Fire): When Torracat uses Fire type attacks, the bell at it's throat will ring. This can cause Pokemon to become slightly distracted at first, but foes will quickly become accustomed to it. Torracat have exceptionally powerful forelimbs, and any attacks using them will be boosted by 10%. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Incineroar (Fire/Dark): Incineroar are violently destructive, making them more susceptible to rage inducing moves but granting a more potent boost to attack when they succumb to rage. In addition, their arms are overwhelmingly powerful, granting a 20% boost to all moves used with them. Being unable to properly regulate their strength, Incineroar will cause more knock back with their physical moves than other Pokemon. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Popplio (Water): Popplio is an acrobatic Pokémon, both on land and in the water. While it favors swimming and is agile and fast in water, its movement on land, while not terribly fast, is still fairly agile. Popplio can form large bubbles that are more stable than average, which it can use to bounce into the air to move about or evade attacks, costing a move to do so. Its bubble-based attacks are 10% more potent and will more easily break through screens or other attacks due to their increased durability. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Brionne (Water): Brionne is an acrobatic Pokémon, both on land and in the water. While it favors swimming and is agile and fast in water, its movement on land, while not terribly fast, is still fairly agile. Brionne can form large bubbles that are more stable than average, which it can use to bounce into the air to move about or evade attacks, costing a move to do so. Its bubble-based attacks are 10% more potent and will more easily break through screens or other attacks due to their increased durability. Brionne are also very dramatic, making moves such as Disarming Voice more likely to cause the opponent to falter. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Primarina (Water/Fairy): Primarina, while not as acrobatic as it's previous evolutions, is still a agile Pokemon, nimble in water and adept at moving on land. They can no longer form bubbles sturdy enough to take their weight, but their voice has developed fully. This makes their sound moves more potent, granting a 20% boost to damage and allowing Sing to work with a quickened pace. Primarina may also charge their Normal typed sound moves with Water energy, causing them to deal Water type damage. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Pikipek: Pikipek have long, narrow beaks adapted for boring holes in wood. Their pecking attacks are 10% more effective than those of other Pokémon. They also store seeds in their beak, making their Bullet Seed attack deal slightly more damage.

Trumbeak (Normal/Flying) -- Trumbeak's beak is long and thin, though the tip is rather flexible. This Pokémon is able to fire projectiles at a high speed using its beŕk, granting any projectile moves used from their beak a higher priority and increased accuracy. They also store seeds in their beak, making their Bullet Seed attack deal slightly more damage.

Toucannon (Normal/Flying): During battle, Toucannon's beak fills with gas, allowing them to fire projectiles at a high speed using its beŕk, granting any projectile moves used from their beak a higher priority and increased accuracy. Their Bullet Seed, Fury Attack and Rock Blast attacks are slightly more powerful than usual, creating a greater number of projectiles and firing them with greater precision and accuracy.

Yungoos (Normal): Yungoos have extremely strong jaws. This gives the Pokémon a 10% boost to biting attacks. They are also extremely patient Pokémon and will generally be able to outlast foes in standoffs and stalemates,. This nature also allows them to more easily see through trickery and deception. Their Revenge and Payback attacks use slightly less energy than normal.

Gumshoos (Normal): Gumshoos have extremely strong jaws. This gives the Pokémon a 20% boost to biting attacks. They are also extremely patient Pokémon and will generally be able to outlast foes in standoffs and stalemates. This nature also allows them to more easily see through trickery and deception. They are capable of standing very still, making them difficult to detect and very adept hiders. Their Revenge and Payback attacks use slightly less energy than normal.

Grubbin (Bug): Grubin has a powerful jaw, which it can use for digging. Its biting attacks are 10% stronger than normal. It also has an attraction to electricity and is familiar with Electrical energy.

Charjabug (Bug/Electric): Charjabug has a powerful jaw, which it can use for digging. Its biting attacks are 10% stronger than normal. It holds a constant Charge, making its Electrical attacks slightly faster and more powerful than average. Using a move, they can discharge some of this pent up energy, giving allies a boost to their Special Attack.

Vikavolt (Bug/Electric): Vikavolt is a fast flier, though not particularly agile. Though it can make quick aerial maneuvers such as flips and banks, it takes wide turns and cannot easily reverse. Vikavolt has a powerful jaw, which it can use for digging. Its biting attacks are 20% stronger than normal. It holds a constant Charge, making its Electrical attacks slightly faster and more powerful than average. It can also use a move to sap good Electrical energy from its ally to slightly improve the power of its next Electric move and restore good energy.

Crabrawler (Fighting): Crabrawler constantly holds a guard when not attacking, reducing incoming physical damage by 10%. In addition, their punching moves are slightly faster than normal while dealing 10% extra damage.

Crabominable (Fighting/Ice): Crabominable have incredibly powerful arms, granting them a 20% boost to punching attacks. They may use their arms as a rocket to use physical moves at distance, but this will take a round to regrow. Their sturdy carapaces will reduce physical damage by 10%.

Oricorio [Baile] (Fire/Flying): Oricorio are extremely skilled dancers that have adapted to conditions on the islands from which they hail. All dancing moves they perform are more potent and deal 10% more damage. The Baile Style Oricorio specializes in fiery, passionate dances. Its movements are quite snappy and sharp, making its movements somewhat unpredictable. While they are slightly easier to anger, they also receive greater boost to their attack as a result of angering them.

Oricorio [Pom-Pom] (Electric/Flying): Oricorio are extremely skilled dancers that have adapted to conditions on the islands from which they hail. All dancing moves they perform are more potent and deal 10% more damage. The Pom-Pom Style Oricorio brim with enthusiasm and are difficult to discourage. Both it and any allies will fight enthusiastically in spite of their surroundings, and their Helping Hand imparts a slightly more potent boost.

Oricorio [Pa'u] (Psychic/Flying): Oricorio are extremely skilled dancers that have adapted to conditions on the islands from which they hail. All dancing moves they perform are more potent and deal 10% more damage. The Pa'u Syle Oricorio dances rhythmically and slowly, with an entrancing series of movements. These movements make its distraction, deception and hypnotic moves more effective. While dancing, it is very hard to break its concentration.

Oricorio [Sensu] (Ghost/Flying): Oricorio are extremely skilled dancers that have adapted to conditions on the islands from which they hail. All dancing moves they perform are more potent and deal 10% more damage. The Sensu Style Oricorio is not a Ghost in the traditional sense and cannot change state, but borrows the power of spirits to fuel its dances and attacks, empowering it's curse moves and making opponents more likely to flinch. It moves very carefully and methodically, and is impossible to anger.

Cutiefly (Bug/Fairy): Cutiefly are very small Pokémon, both some of the smallest and lightest Pokémon in existence. As such, their physical attacks are somewhat weakened. However, they are agile and fairly fast for their size, able to avoid attacks with greater ease. They are also highly sensitive to the energies and auras of other Pokémon, giving them a constant ability to detect the presence and location of their foes. Due to spending so much time around flowers, their Sweet Scent attack is much more potent, inducing a more profound slowed reaction in the opponent.

Ribombee (Bug/Fairy): Ribombee are slightly larger than their unevolved form but still significantly smaller than most Pokémon. As such, their physical attacks are slightly weakened. However, they are agile and fairly fast for their size, able to avoid attacks with greater ease. They are also highly sensitive to the energies and auras of other Pokémon, giving them a constant ability to detect the presence and location of their foes. Due to spending so much time around flowers, their Sweet Scent attack is much more potent, inducing a more profound slowed reaction in the opponent. Riombee's body is covered in pollen, that it can gather up and use in Pollen Balls. Using a move and good energy, it can gather a Pollen Ball and chuck it at a foe or ally, causing an allergic reaction similar to Cotton Spore for foes and a 20% chance of paralysis, or resetting the mental state of allies, as well as shocking them from sleep or drowsiness.

Rockruff (Rock): Rockruff are very loyal Pokémon. They are more likely to follow orders of their trainers, even if they consider such orders questionable. They are also quite tenacious and hard to discourage, fighting with increased enthusiasm at night, particularly when the moon is visible. Their howling attacks are more effective than normal.

Lycanroc [Midday] (Rock): Under the influence of the sun, Lycanroc evolves into its midday form. As they have formed a strong bond with their trainer, they are more likely to follow orders of their trainers, even if they consider such orders questionable. They are slightly more fast and agile than their Midnight counterparts, but not quite as aggressive. Their tenacity to do battle no matter what means they are less likely to be flinched out of using their moves. Their Howl and Roar moves are more effective.

Lycanroc [Midnight] (Rock): Under the influence of the moon, Lycanroc evolves into its midnight form. This form is more wild and aggressive than its midday counterpart, and while not quite as quick or agile as its foe, its rage-based attacks are more effective. They also gain a slightly higher boost to attack when enraged by moves such as Taunt or Swagger. Their hot blooded nature means they are less likely to be lulled to sleep during battle. Their Howl and Roar moves are more effective.

Wishiwashi (Water): Upon being sent into battle, Wishiwashi will immediately change into it's School form, although this transformation can only occur if Wishiwashi is at least level 2. In this form, all of it's Water type attacks become significantly more powerful, dealing an extra 20% more damage. In addition, Wishiwashi will constantly exude an overpowering aura of fear when in this form, easily intimidating smaller Pokemon. When Wishiwashi reaches it's final third, it will revert to it's Minnow form. In this form, Wishiwashi becomes much faster, and due to it's smaller size, becomes incredibly adept at hiding from the opponent

Mareanie (Water/Poison): Mareanie are slow moving Pokemon, preferring to walk along the bottom of the water rather than actively swim. They are able to swim, but are not very proficient, and will easily be overpowered by currents. Mareanie have particularly powerful toxins stored within their body, which allow their Poison type attacks to deal an extra 10% damage to Pokemon suffering from the Poison status. They are also rather sturdy, taking 10% less damage from physical blows.

Toxapex (Water/Poison): Toxapex are slow moving Pokemon, preferring to walk along the bottom of the water rather than actively swim. They are able to swim, but are not very proficient, and will easily be overpowered by currents. Toxapex have particularly powerful toxins stored within their body, which allow their Poison type attacks to deal an extra 20% damage to Pokemon suffering from the Poison status. They are also rather sturdy, taking 10% less damage from physical blows.

Mudbray (Ground): As a pack animal, Mudbray is deceptively strong, in spite of its small frame. It can bear significant weight and is surefooted, making it hard to knock over or crush. Their hoof based moves deal 10% more damage. It can also hold and push up to three times its weight.

Mudsdale (Ground): As a draft horse, Mudsdale is extremely strong and quite heavy. In spite of its immense strength and weight, they are also powerful runners, though it takes them some time to build up speed due to the significant amount of dried mud that cakes their hooves and body. The coating of mud on their hooves make all moves involving their hooves deal 20% more damage. Their stalwart disposition means they take 10% less damage from physical attacks.

Dewpider (Water/Bug): Dewpider are adept both on land and in water, being able to propel themselves with their bubble when submerged. Their Water type attacks are amplified by the watery bubble surrounding their body, dealing an additional 10% damage. In addition, this barrier will slightly reduce the power of incoming Fire moves.

Araquanid (Water/Bug): Araquanid are adept both on land and in water, being able to propel themselves with their bubble when submerged. Their Water type attacks are amplified by the watery bubble surrounding their body, dealing an additional 20% damage. In addition, this barrier will significantly reduce the power of incoming Fire moves.

Fomantis (Grass): Despite being a Grass Pokémon, Fomantis is largely nocturnal, preferring to spend its days absorbing sunlight and standing still. As such, it fights quite enthusiastically at night. Because it spends all day storing solar energy, it can use solar-based attacks in any conditions, including indoors, at night, and in the dark. However, using these moves in conditions where the sun is not present will wind it slightly more than average.

Lurantis (Grass): Despite being a Grass Pokémon, Lurantis is largely nocturnal, preferring to spend its days absorbing sunlight and standing still. As such, it fights quite enthusiastically at night. Because it spends all day storing solar energy, it can use solar-based attacks in any conditions, including indoors, at night, and in the dark. However, using these moves in conditions where the sun is not present will wind it slightly more than average. Its sickle-like petals give it a 20% boost to slashing attacks.

Morelull (Grass/Fairy): Morelull gives off a constant glow which pulses hypnotically. This glow is generally fairly faint but can be intensified and used to illuminate dark areas for no energy. The light is also soothing, making them rather adept at putting foes to sleep. It's powder based attacks are more potent.

Shiinotic (Grass/Fairy): Shiinotic gives off a constant glow which pulses hypnotically. This glow is generally fairly faint but can be intensified and used to illuminate dark areas for no energy. The light is also soothing, making them rather adept at putting foes to sleep. Alternatively, using a move, Shiinotic may pulsate this light erratically, causing foes to become confused. It's powder based attacks are more potent.

Salandlit (Poison/Fire): Sandalit releases poisonous gasses from the tip of its tail, as well as its Fire attacks. The gasses it releases have a sweet smell, and are also quite enticing in spite of their toxicity, which will make Pokémon caught in their gaseous moves less likely to react poorly to the attack. Salandit also can release a strange pheromone when using Attract that is strangely effective on all Pokémon and will Attract them in spite of their physical differences.

Salazzle (Poison/Fire): Salazzle releases poisonous gasses from the tip of its tail, as well as its Fire attacks. The gasses it releases have a sweet smell, and are also quite enticing in spite of their toxicity, which will make Pokémon caught in their gaseous moves less likely to react poorly to the attack. Salazzle also can release a strange pheromone when using Attract that is strangely effective on all Pokémon and will Attract them in spite of their physical differences. As their poisons have matured on evolution, they are able to poison Pokemon of the Steel and Poison typing, irrespective of the mechanism.

Stufful (Normal/Fighting): Stuffle possesses overwhelming strength that even it cannot always control. It is quite friendly and jovial, but can be very aggressive if angered. Its grappling attacks are quite powerful, doing 10% more damage than average, and are difficult to break free from. Its fluffy fur gives it a slight boost to its defense, but it is slightly more vulnerable to Fire attacks as a consequence.

Beware (Normal/Fighting): Bewear possesses overwhelming strength that even it cannot always control. It is quite friendly and jovial, but can be very aggressive if angered. Its grappling attacks are quite powerful, doing 20% more damage than average, and are difficult to break free from. Its fluffy fur gives it a significant boost to its defense, but it is slightly more vulnerable to Fire attacks as a consequence.

Bounsweet (Grass): Bounsweet releases a sweet, calming scent from its body. This scent calms Pokémon within 3 feet of them, lowering their Defense. It moves primarily by bouncing, and it's light frame can cause it to get caught in drafts of wind.

Steenee (Grass): Steenee releases a sweet, calming scent from its body. This scent calms Pokémon within 5 feet of them, lowering their Defense. Steenee has developed legs that are relatively powerful despite its small stature, granting it a 10% boost to kicking moves.

Tsareena (Grass): Tsareena releases a sweet, calming scent from its body. This scent calms Pokémon within 10 feet of them, lowering their Defense. Tsareena has long, graceful legs that it uses to move in a dance-like fashion, making it quite agile. These legs also give it a powerful kick, granting it a 20% boost to kicking moves.

Comfey (Fairy): Comfey carries around a lei that it has made from flowers it has scavenged. These flowers secrete oils that can be used effectively as salves and cure-alls, making healing moves more potent and effective. Healing moves used by Comfey will be more effective and will also activate much faster than normal. Comfey moves primarily by levitating, and while not exceptionally fast or agile, it can move with decent ability. The flowers also allow Comfey to use Grass moves as if they were a Grass-type.

Oranguru (Normal/Psychic): Oranguru are extremely focused Pokémon - it is nearly impossible to break their focus. The fan they hold allows them to project their mental energy more easily, boosting their mentally affecting moves. The fan also allows them a greater degree of control over their Psychic type moves, making them more accurate than normal.

Passimian (Fighting): Passimian are skilled with balls and other similar objects. They will enter battle with a large, coconut-like berry, which they can use to Fling for significant Fighting-type damage and energy. Their form is impeccable, and they will almost always be able to catch or otherwise retrieve their berry after they throw it. They also have incredible accuracy when throwing objects. They may also channel energy into their berry, allowing them to use their Ball attacks as physical projectiles.

Wimpod (Bug/Water): Wimpod are very skittish Pokémon, and will often run at the first sign of danger. When they drop under half health, they will become more evasive and a little more agile, but are much easier to frighten. It's tendency to eat even rotten food has left it with a slight resistance to being poisoned.

Golisopod (Bug/Water): Despite their more threatening appearance, Golisopod are very skittish Pokémon, and will often run at the first sign of danger. When they drop under half health, they will become more evasive and a little more agile, but are much easier to frighten. Their developed claws cause moves used with them to deal an extra 20% damage.

Sandygast (Ghost/Ground): Sandyghast is effectively sand animated by a spirit. Due to this, in arenas without sand, it is fairly immobile, but it can gather up the contents of its body to crawl around if needed. In sandy arenas, it can "swim" in the sand by moving its spirit and shovel around in the sand. While it cannot go under the surface for more than a few moments, it does allow it to more easily move about and make surprise attacks. Though somewhat immobile without sand, it can expand its gaping, tunnel-like mouth to "dodge" attacks using a move. Since its body is made of loose sand, it allows it some unique properties. For one, it can fuel a sandstorm by spinning its shovel and using the sand from its body, allowing it to sustain a Sandstorm with minimal effort. Also, when hit by a Water attack or otherwise made wet, it will have its defense boosted slightly. Finally, it can create trap-style Sand Tombs by using its body, though this makes it slightly more vulnerable. As a Ghost type, it can go ethereal for a few seconds, and is unable to be poisoned.

Palossand (Ghost/Ground): Palossand is effectively sand animated by a spirit. Due to this, in arenas without sand, it is fairly immobile (though it can crawl around more easily than Sandygast using its towers as arms), but it can gather up the contents of its body to crawl around if needed. In sandy arenas, it can "swim" in the sand by moving its spirit and shovel around in the sand. While it cannot go under the surface for more than a few moments, it does allow it to more easily move about and make surprise attacks. Though somewhat immobile without sand, it can expand its gaping, tunnel-like mouth to "dodge" attacks using a move. Since its body is made of loose sand, it allows it some unique properties. For one, it can fuel a sandstorm by spinning its shovel and using the sand from its body, allowing it to sustain a Sandstorm with minimal effort, as well as making it much harder to dispel by Pokemon other than Castform. Also, when hit by a Water attack or otherwise made wet, it will have its defense boosted significantly. Finally, it can create trap-style Sand Tombs by using its body, though this makes it slightly more vulnerable As a Ghost type, it can go ethereal for a few seconds, and is unable to be poisoned.

Pyukumuku (Water): Pyukumuku are rather slow, only being able to move by crawling. Their intense mental fortitude means they are also resistant to pain and difficult to interrupt, while also being immune to Taunt and Torment. When they faint, Pyukumuku will launch a final, desperate attack, spewing their innards forward to land a devastating blow to the foe. This will deal Extreme damage, and will ignore all type modifiers. The stricken foe will also be slightly sluggish to react in the following turn due to the disgusting nature of this.

Type: Null (Normal): Type: Null is a strange, chimeric Pokémon seemingly created using the traits of multiple Pokémon. It wears a mysterious helmet around its head, which grants it a slight boost to defense and special defense. However, it is not particularly speedy or agile as a consequence.

Silvally (Normal): Silvally is the fully realized form of Type: Null, shedding its helmet once it meets a trainer it trusts. When given a certain set of tokens, its type will change. Its signature attack, Multi-Attack, will also be of the type that it becomes. The token it holds cannot be stolen or tricked from Silvally and it cannot Fling or otherwise get rid of its token. Despite taking on different typing, Silvally will not benefit from the full Species Characteristic of that type due to its unstable nature, although it will have infinite type energy of it's primary typing. Silvally is quite fast and agile, and is also quite a fast swimmer. While it cannot properly "fly", it can jump very high and even higher in its Flying form.

Minior (Rock/Flying): Minior will enter the battle with a shell of rocky material. This shell grants it an 20% higher defense and a resistance against status attacks, but also restricts its mobility somewhat and slows it down. Once it reaches half health, it will shed the shell, revealing its neon core. Without its shell, it becomes quite agile and fast, losing it's defensive bonuses but being granted a 10% boost to both offensive stats in return.

Komala (Normal): Komala are constantly in a state of lucid sleep, much like Abra, being responsive and battling in spite of their seemingly catatonic state. Unlike Abra, however, they are quite vulnerable to being put entirely to sleep, but benefit from a resistance to other statuses, including mental. They cling to a "log pillow", given to them at birth. This log can be used in attacks. If it is separated from the log, it will fight tenaciously until it is returned, increasing their attack temporarily at the cost of being less willing to use defensive techniques.

Turtonator (Fire/Dragon): Turtonator's shell is made from highly volatile substances. If it is struck directly with an attack, it will cause a small explosion, dealing minor recoil to the foe and blowing them back with decent force. It also provides protection against physical attacks, lowering them by 20%. However, physical attacks that hit its vulnerable underside will deal 10% extra damage.

Togedemaru (Electric/Steel): Togedemaru are covered in thick, bristly, steel-like needles. Normally, their needles are held close in to their body, making them extremely round and adept at rolling, but upon using an Electric attack or when ordered to do so, their needles will stand on end, causing slight recoil to any foes who hit them with an attack that makes direct contact. Electric attacks are slightly drawn to them.

Mimikyu (Ghost/Fairy): Mimikyu is a shy and lonely Pokémon. It wears a disguise to hide its true form. This disguise acts as a decoy. Once a battle, it can use a move to absorb a single attack, after which the decoy will collapse. Their claw based attacks deal an extra 10% damage. Mimikyu can see in the dark and fights more enthusiastically at night. They are excellent at hiding. They can be poisoned.

Bruxish (Water/Psychic): Bruxish, despite their garish appearance, are rather good at hiding. They can bury themselves in sand using a move and use the protuberance on their head to detect their foes with their psychic abilties. They have very strong jaws that give them a 20% boost to biting attacks. Using a move, they can also gnash their teeth loudly, which causes irritation in those who hear it and can distract the foe similar to Screech.

Drampa (Normal/Dragon): Drampa is typically a very calm and gentle Pokémon, making it difficult to enrage. However, they are quite protective of their friends and can be angered by aggression in battle. If its ally hits critical health, it will gain a significant boost to its Special Attack. If it drops below half health, it will receive a similar, slightly less potent boost. Its Dragon Breath is slightly more powerful and also quite forceful, with the same force as a Blizzard.

Dhelmise (Ghost/Grass): Dhelmise are actually possessed seaweed, but their intrinsic connection to the anchor they hold means they will still suffer damage normally should the anchor be stricken. They are familiar with the Steel type, and all their Steel type moves will deal slightly more damage. Dhelmise are almost entirely solid, but can go ethereal for short periods of time. They cannot be poisoned.

Jangmo-o (Dragon): Jangmo-o are very proud and unshakeable Pokémon. It is difficult to discourage these Pokémon from battle. They are covered in thick scales that they can use both defensively and offensively. The scales give them protection from physical projectiles, which deal 10% less damage.

Hakamo-o (Dragon/Fighting): Hakamo-o are very proud and unshakeable Pokémon. It is difficult to discourage these Pokémon from battle. They are covered in thick scales that they can use both defensively and offensively. The scales give them protection from physical projectiles, which deal 10% less damage. Their roaring moves are slightly more effective.

Kommo-o (Dragon/Fighting): Kommo-o are very proud and unshakeable Pokémon. It is difficult to discourage these Pokémon from battle. They are covered in thick scales that they can use both defensively and offensively. The scales give them protection from physical projectiles, which deal 20% less damage. Their roaring moves are slightly more effective. They specialize in uppercuts and their Sky Uppercut is 10% more powerful. It's roaring moves are slightly more effective.

Alola Formes

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Rattata [Alola] (Dark/Normal): A Rattata's biting attacks are 1.1x 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. Alolan Rattata are more adapted to living in urban environments and as a consequence, are adept at hiding. This extends to being able to mask their scent, making their Double Team much more convincing.

Raticate [Alola] (Dark/Normal): Raticate in Alola have become rather hefty due to a higher calorie urban diet. While they are slower than normal Raticate, they are harder to knock around. 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. This extends to being able to mask their scent, making their Double Team much more convincing.

Raichu [Alola] (Electric/Psychic): The mysterious influence of Alola has turned Raichu into a strange psychic Pokémon. Alolan Raichu constantly levitates, using its tail similar to a hoverboard that it uses to float. It is fairly agile whne it floats, and will always remount its tail if it falls off, though this will occur rarely due to their extremely keen balance. Their cheeks release a sweet scent that lowers a Pokémon's defense if they are within 5 feet of Raichu. Raichu have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use Fly or Pain Split.

Sandshrew [Alola] (Ice/Steel): Alolan Sandshrew have adapted to a frigid, mountainous climate. In this state, it can no longer curl into a ball like wild-type Sandshrew due to the rigidity of its icy shell. However, its shell grants it a 10% boost to its Defense. Its claws have now adapted to navigating icy climates, which means that it is quite surefooted and can walk easily even on slippery or uneven surfaces. These developed claws also boost its claw based attacks by 10%. Sandshrew can see in the dark.

Sandslash [Alola] (Ice/Steel): Alolan Sandslash have adapted to a frigid, mountainous climate. Their spines have now been replaced with large, hardened icicles. This prevents them from curling into a ball like wild-type Sandslash. However, its shell grants it a 20% boost to its Defense. Its claws have now adapted to navigating icy climates, which means that it is quite surefooted and can walk easily even on slippery or uneven surfaces. Sandslash have powerful claws, boosting claw based attacks by 20%. Sandslash can see in the dark.

Vulpix [Alola] (Ice): Alolan Vulpix are not too dissimilar from their wild-type counterparts - they are equally adept at manipulating ice and cold as wild-type Vulpix are at manipulating fire and heat. As foxes, Vulpix are more inclined to combat by deception, their deception based attacks being slightly more potent. Their Confuse Ray is more effective and their Double Team produces one additional copy. They have sensitive hearing, at the expense of greater vulnerability to sound based status attacks. Owing to their physical beauty, attacks like Attract are more effective than normal.

Ninetales [Alola] (Ice/Fairy): Unlike its earlier form, Alolan Ninetales does differ from wild-type Ninetales in some aspects, possibly more adept with ice than its counterpart is with fire. It can generate ice spontaneously from its body, making its Ice attacks fire more quickly. It can also form a block of ice for good energy, using a move, to defend against an attack. As foxes, Ninetales are more inclined to combat by deception, their deception based attacks being significantly more potent. Their Confuse Ray is more effective and their Double Team produces one additional copy. They have sensitive hearing, at the expense of greater vulnerability to sound based status attacks. Owing to their physical beauty, attacks like Attract are more effective than normal.

Diglett [Alola] (Ground/Steel): Alolan Diglett looks almost identical to wild Diglett, with the main difference being the protruding strands of golden hair atop their head. These allow them to locate Pokemon even while they are underground, giving them a profound field of view. While Diglett can fight on the ground, they prefer not to, as they are more comfortable with digging. If on ground they can't Dig, however, they will stand above it. Diglett can quickly duck back into their hole to dodge an attack if ordered to do so, provided that they see the attack coming. However, doing so makes them vulnerable to special attacks and water being blasted down their hole. Diglett can see in the dark.

Dugtrio [Alola] (Ground/Steel): Alolan Dugtrio looks almost identical to wild Dugtrio, with the main difference being the golden hair atop their head This is particularly resilient having evolved, and will resist physical damage by 20%, as well as allowing them to locate Pokemon even while they are underground, giving them a profound field of view . Dugtrio share a linked mind, just like Dodrio do. Thus, a Dugtrio member cannot be surprised unless they all are. Any of the heads can be used to attack, both physically and specially, and their Tri Attack is more powerful than normal. Anatomically, with the exception of the heads, a Dugtrio looks almost exactly like a group of moles. While Dugtrio can fight on the ground, they prefer not to, as they are more comfortable with digging. If on ground they can't Dig, however, they will stand above it. Dugtrio can quickly duck back into their hole to dodge an attack if ordered to do so, provided that they see the attack coming. However, doing so makes them vulnerable to special attacks and water being blasted down their hole. Dugtrio can see in the dark.

Meowth [Alola] (Dark): Alolan Meowth are incredibly prideful, and will fall under the influence of rage inducing moves much easier. However, they are also much more crafty than their wild counterparts, and their deception and trickery techniques will be more potent as a consequence. Meowth 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 Meowth's Payday attack produces more coins and does more damage than normal.

Persian [Alola] (Dark): Alolan Persian is a proud Pokémon and thus more susceptible to moves that induce anger. However, their incredibly thick coats leave them with a profound resistance to physical attacks, reducing damage taken from them by 20%. They are also much more crafty than their wild counterparts, and their deception and trickery techniques will be more potent as a consequence 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 Payday attack produces more coins and does more damage than normal.

Geodude [Alola] (Rock/Electric): Alolan Geodude have developed an intense magnetic field, which will slightly slow all Steel type Pokemon in the arena. Geodude have the greatest variety of locomotion options amongst the Geodude family. They are capable of rolling, walking on their hands, or levitating, though they cannot hover very high and move quite slowly in this way. Geodude can see in the dark. Their Defense Curl will give them much more protection than most Pokémon. Geodude may disguise themselves as a normal boulder by rolling up, an effective hiding method against many Pokémon. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Electric energy, causing them to become Electric typed.

Graveler [Alola] (Rock/Electric): Alolan Graveler have developed an intense magnetic field, which will slightly slow all Steel type Pokemon in the arena. Using a move, they can also clash the crystals growing on their body together, creating a brief but intense flash of light. Graveler lack the diversity of movement options and the toughness of Golem, however, they are the fastest and most agile of the Geodude family. Graveler have a small pair of hands near their chests that they can use for grappling or close-range attacks, but are not particularly dexterous. Graveler can see in the dark. Their Defense Curl will give them much more protection than most Pokémon.In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Electric energy, causing them to become Electric typed.

Golem [Alola] (Rock/Electric): Alolan Golem have developed an intense magnetic field, which will slightly slow all Steel type Pokemon in the arena. The most drastically changed of the Geodude line, Alolan Golem have grown a large, electric construct on their back. Electric attacks fired from this protrusion will have an additional 10% chance to induce paralysis. Golem have extremely hard shells and take only 80% damage from physical attacks. However, they are weighted down by their girth, and are the slowest of all the Geodude family. Due to the awkward shape of their body, they are no longer as adept at using Rollout, though can still perform the move adequately.. Their Defense Curl attack will give them much more protection than most Pokémon. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Electric energy, causing them to become Electric typed.

Grimer [Alola] (Poison/Dark): Alolan Grimer were imported to Alola to act as a method of disposing of unwanted trash. As a consequence, Alolan Grimer have absorbed some of the chemicals from the trash they have consumed. Their biting attacks have a 10% chance of poisoning due to the highly toxic nature of their "teeth". Grimer 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. Grimer can see in the dark. 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 80% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.

Muk [Alola] (Poison/Dark): Alolan Muk were imported to Alola to act as a method of disposing of unwanted trash. As a consequence, Alolan Muk have absorbed some of the chemicals from the trash they have consumed. Attacks using their hands or biting have a 20% chance of poisoning due to the highly toxic nature of their "teeth" and "claws". 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 80% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.

Exeggutor [Alola] (Grass/Dragon): Alolan Exeggutor are extremely tall. Their necks extend over 30 feet in the air. However, its trunk is quite flexible and it can use its neck as a whip. In addition to the three heads on its trunk, it also has a fourth head on its tail. This head controls the tail independently of the rest of the Pokémon's body, allowing it to perform two attacks simultaneously with both the body and the tail. This also makes it harder to put entirely to sleep. Despite having lost its Psychic typing, Alolan Exeggutor is still familiar with Psychic energy. An Exeggutor literally has eyes everywhere: it is impossible to surprise from behind, and with the increased height of Alolan Exeggutor and the additional head, it has an even greater line of sight. They are capable of attacking an opponent with most of their attacks, no matter which direction they are 'facing'. For Rollout, Exeggutor will drop one of its 'heads' to attack. While the head is using a Rollout, Exeggutor loses the abilities of that particular head. When done with Rollout, the head will Teleport back to the Exeggutor and reconnect for minor energy. An Exeggutor is considered to be knocked out when its body is, as the heads will all faint when the body does.

Marowak [Alola] (Fire/Ghost): Alolan Marowak have developed special skills to combat their foes. While they are not Ghosts in the traditional sense, they can channel spiritual power much like true Ghosts. 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. They cannot achieve Ghost states. A Marowak's face is covered by a skull, which it will not remove willingly. Marowak may not use its respective bone attacks if it is not holding its bone but to compensate attack using their bone will deal x1.2 damage due to the hardness of the weapon. Marowak are skilled and aggressive combatants, and will tire slightly slower than other Pokémon as a consequence. Its Skull Bash attack takes slightly less energy than normal to use. Marowak can see in the dark.


Legendaries

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Tapu Koko (Electric/Fairy): Tapu Koko is a fast and agile flier, being able to do so about as well as any normal Flying type. On being brought into battle, it will immediately create an Electric Terrain without using any energy, and will receive the benefits even when not in contact with the ground. Storing lightning within it's body leaves it with a permanent Charge boost. Tapu Koko are easy to anger, being more susceptible to rage inducing moves, but will gain a larger attack boost as a consequence.

Tapu Lele (Psychic/Fairy): Tapu Lele levitates, and while not necessarily quick, is fairly agile. On being brought into battle, it will immediately create a Psychic Terrain without using any energy, and will receive the benefits even when not in contact with the ground. It will constantly exude a sweet aroma which will make opposing Pokemon somewhat sluggish, though they will eventually acclimate. However, allies will find themselves calmed by this scent, becoming much harder to drive into an angered state.

Tapu Bulu (Grass/Fairy): Tapu Bulu levitates, and while not necessarily quick, is fairly agile. On being brought into battle, it will immediately create a Grassy Terrain without using any energy, and will receive the benefits even when not in contact with the ground. Tapu Bulu has immense physical strength, comparable to a Fighting type, and it's horn attacks deal an additional 20% damage. Their Leech Seed attack is much more sturdy than normal, the vines more readily able to restrict movement.

Tapu Fini (Water/Fairy): Tapu Fini levitates, and while not necessarily quick, is fairly agile.In water, however, Tapu Fini is both fast and agile, easily comparable to adept swimmers. On being brought into battle, it will immediately create a Misty Terrain without using any energy, and will receive the benefits even when not in contact with the ground. Using an extra Light energy, Tapu Fini can imbue its Water moves with purifying energy, which will remove any stat boosts the foe has accrued. Its serene nature makes it much harder to anger than most Pokemon.

Cosmog (Psychic): Cosmog is incredibly small and light, being able to be thrown about by even light gusts. However, the awkward composition of its body means all attacks, even energy based ones, will partially phase through, dealing 20% less damage. Its Teleport attack is near instantaneous and can cover a much wider distance than normal. Their passive nature leaves them unable to be afflicted by Taunt or Swagger.

Cosmoem (Psychic): Cosmoem has become almost completely dormant, it's slumbering mental state leaving it entirely immune to status of that kind. It's hardened exterior means it takes 20% less damage from all attacks. Its Teleport attack is near instantaneous and can cover a much wider distance than normal. Their passive nature leaves them unable to be afflicted by Taunt or Swagger.

Solgaleo (Psychic/Steel): Solgaleo perpetually emanates an intensely bright light, filling even the darkest of arenas. This will allow moves which require sunlight to be used with impunity. Being a creature able to manipulate dimensional space, their Teleport attack is near instantaneous and can cover a much wider distance than normal. Their roar is much louder than other Pokemon, being more likely to intimidate opponents. Due to their intense connection to the sun, they are considered familiar with the Fire type.

Lunala (Psychic/Ghost): Lunala devours all light that surrounds it, plunging any and all arenas into a thick darkness. Despite this, Lunala can use Moonlight to full effectiveness under any conditions. Being a creature able to manipulate dimensional space, their Teleport attack is near instantaneous and can cover a much wider distance than normal. As Ghost Pokemon, they can turn ethereal for a few seconds to aid in mitigating damage, but can be poisoned. Due to their intense connection to the moon, they are considered familiar with the Fairy type.

Nihilego (Rock/Poison): Nihilego levitates, and while not particularly fast, it is quite agile. Nihilego is able to attain a semi-ethereal form in order to reduce damage in the same manner as Ghost types, but may only do this once per round and cannot shift through constructs such as walls or the floor when doing so. When Constricting a foe, they will have a profound effect upon their mental state, inflicting them with a more potent Taunt state which requires Extreme damage to break. When Nihilego manage to defeat an opponent, they gain a slight boost to their Special Defence.

Buzzwole (Bug/Fighting): Buzzwole has near unparalleled strength, and punching attacks gain a 20% boost in power due to this. Their Leech Life attack also deals significantly more damage. Whenever Buzzwole uses Swagger, it pulls an abrupt pose, strengthening the anger inducing effect of their Swagger attack. Their hardened carapaces will reduce incoming physical damage by 10%, and whenever Buzzwole manages to defeat an opponent, it gains a slight boost to its physical defence.

Pheromosa (Bug/Fighting): Pheromosa is incredibly fast, moving with a speed which surpasses that of most other Pokemon. Despite their frail appearance, their legs are immensely powerful, and they deal 20% more damage with their kicking attacks. The antennae protruding from Pheromosas head are incredibly sensitive, and allow it to have a perfect image of the surroundings no matter what, similar to psychic vision. Whenever Pheromosa manage to defeat an opponent, they gain a slight boost to their speed.

Xurkitree (Electric): Xurkitree's entire body is designed to regulate electricity, and as such it will permanently be under the effects of Charge. Its cable like arms can be extended a reasonable distance in order to strike foes, and they allow it to direct it's electric attacks perfectly, as if Rain Dance were in effect. Whenever Xurkitree defeats an opponent, they gain a slight boost to their Special Attack.

Celesteela (Steel/Flying): Despite it's immense size, Celesteela is fairly fast, although it is not necessarily agile. It can fire beam like attacks from its two arms, making them fire somewhat faster although gaining no boost in damage. It has an immensely durable carapace, reducing incoming physical damage by 10%. Whenever Celesteela defeats an opponent, they gain a slight boost to their Special Attack.

Kartana (Grass/Steel): Kartana uses levitation to move, but is both quick and agile, able to perform sharp turns rapidly with little trouble. Its bladed arms are incredibly sharp, giving it a 20% boost to all slashing attacks, as well as giving them a slight chance to inflict a sore spot similar to Crush Claw at the point of impact. Whenever Kartana defeats an opponent, they gain a slight boost to their physical Attack.

Guzzlord (Dark/Dragon): Due to it's immense size, Guzzlord is neither fast nor agile, but it is incredibly sturdy, unlikely to be bowled over by even the strongest of hits. Using a move, Guzzlord can devour aspects of the arena in order to replenish Considerable health, but this may be only used once. Their strengthened jaws mean their biting attacks deal an additional 20% damage. Whenever Guzzlord defeats an opponent, they will regain Good health.

Necrozma (Psychic): Necrozma moves through levitation, and is both fast and agile. Necrozma has a profound control of light, and as such, all their light based attacks deal an extra 20% damage. This ability also allows it to 'reflect' portions of super effective damage, taking slightly less damage.

Magearna (Steel/Fairy): Being a mechanical Pokemon, Magearna is inorganic. Magearna's movement is stiff but not necessarily slow, and they can curl into a compact orb to allow for much faster movement. They will also take slightly reduced damage while in this form, but may only enter it once per round. Whenever a Pokemon faints while Magearna is active in battle, Magearna will gain a boost to it's Special Attack.


Important note: with regards to Silvally memories, members will be allowed to claim one free Memory on addition of a Type: Null. Further Memories will have to be obtained through the purchase of the corresponding Type Enhancing token. For example, purchase of a Charcoal will also grant a free Fire Memory.

Attack Descriptions

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Accelerock (RK) -- The user surrounds itself with Rock energy and leaps forward at a high speed, raking the target with its claws or rocky spines for moderate damage.

Anchor Shot (ST) -- The user lashes out a chain of Steel energy, which wraps around the target, dealing considerable damage. The chain wraps loosely around the target, restricting movement slightly and preventing switching for five rounds. This attack may be used multiple times on the same Pokémon, but the chain will only linger once per Pokémon.

Aurora Veil (IC) -- The user releases a fine mist of glowing ice particles that surround them, using good energy. This aura of ice absorbs some of the energy and momentum from oncoming attacks, reducing their effectiveness slightly. If used in a hailstorm or similar conditions such as snow or blizzards, it will feed off the ice in the air and significantly increase the user's defense and special defense. The effects of this technique last for five rounds.

Baneful Bunker (PO) -- The user protects itself with its limbs while flaring out spines covered in Poison energy. The user will be protected against the effects of the next move targeted at it. This move uses as much energy as the attack it blocks, using slightly more energy with each subsequent use in a similar fashion to Protect. If a Pokémon makes contact with the user when this move is active, they will be poisoned. The increase in energy is shared with Protect, Spiky Shield and King's Shield.

Beak Blast (FL) -- The user gathers an immense amount of Flying energy in its beak, so much so that their beak becomes hot to the touch. After a few moments, the user releases a superheated blast of air laced with Flying energy, dealing heavy damage for heavy energy. If a Pokémon makes contact with the user's beak while the attack is charging, they will suffer a burn at the point where they made contact.

Brutal Swing (DK) -- The user throws its weight around recklessly while cloaked in a dark aura. Due to its reckless nature, it can easily hit multiple targets at close vicinity. This attack deals good damage.

Burn Up (FR) -- The user gathers all the excess heat in their body generated by their internal flame and releases it in a gigantic flare, dealing severe damage to all Pokémon in the immediate vicinity. This causes their flame to be temporarily extinguished. During this time, they will lose the benefits of their Fire typing, being less resistant to Fire, Grass, Ice, Bug, Steel and Fairy moves, but will also be less vulnerable to Rock, Ground, and Water moves. Those Pokémon with exposed flames will have them extinguished and be unable to summon them for three rounds. The secondary effects of this attack will wear off after three rounds. Due to the intense nature of this attack, it can only be used once per battle. Non-Fire-types who use this move will not experience the after effects.

Clanging Scales (DR) -- The user rubs its numerous scales together to create a horrible sound and release a pulse of Dragon energy, which deals high damage to its target. The act of the user rubbing its scales will cause them to temporarily seperate, leaving them slightly more vulnerable to phyiscal attacks and dropping their defense one stage.

Core Enforcer (GD) -- The user gathers up a mass of energy, firing it at the foe and drawing a Z on the ground, which explodes in an eruption of energy. This attack deals heavy damage and, if the user has already received damage this round, causes the target to lose any boosts granted by their Species Characteristic for the remainder of the battle.

Darkest Lariat (DK) -- The user gathers Dark energy in its hands and spins rapidly, approaching the target. The user then smashes them, penetrating their defenses and dealing significant damage. The mysterious power of the energy allows this move to ignore boosts to the target's defense.

Dragon Hammer (DR) -- The user covers its body or appendages with Dragon energy and slams their body or appendage into the foe at full force, dealing significant damage.

Fire Lash (FI) -- The user releases a long, thin band of fire, which it uses to lash the foe, dealing considerable damage. This move has a chance of leaving a sore spot similar to Crush Claw.

First Impression (BG) -- Immediately upon release, the user surprises the foe with a hard hit, dealing significant damage. This move can only be used as the first move that a Pokémon uses upon release. Due to the surprise nature of the attack, it is somewhat likely to outprioritize other moves used.

Floral Healing (FA) -- The user draws energy from its flowers to heal itself. Under normal circumstances, this move heals significant damage for significant energy, but will heal extreme damage for extreme energy if Grassy Terrain is active. This counts as a healing move.

Gear Up (ST) -- The user engages their gears, spinning them up to create a magnetic field. This field gives the Pokémon a boost to their Attack and Special Attack, as well as to any allied Steel- or Electric-typed Pokémon.

High Horsepower (GD) -- The user surrounds themselves with Ground energy before charging the foe, performing a heavy, trampling tackle, dealing significant damage.

Ice Hammer (IC) -- The user surrounds its fist or claw with a shroud of Ice energy and slams it into the foe for heavy damage. The Ice energy lingers with the target, chilling them.

Instruct (PS) -- The user uses Psychic power to influence a target, encouraging them to use the last move it used once more. This will work on allies under most circumstances unless the target is unable to use the move (i.e. does not have enough energy, flinches, etc.). If used on a foe, this is more likely to fail, especially if the move causes damage or other harm to the target or is a relatively high energy move, along with normal circumstances for failure. This move can only be used successfully once per battle. If a Pokémon uses three moves as a consequence of this move, this will not count as a three mover, but they will still suffer the exhaustion associated with a three mover. This move uses x1.5 the energy of the move that the target used, or good energy if either move fails.

Laser Focus (NO) -- The user focuses intensely on its target, seeking out any weak points, using good energy. The next attack, if it hits, is guaranteed to strike a weak point, dealing an extra 25% damage.

Leafage (GR) -- The user releases a flurry of leaves laced with grass energy, pummeling the foe for moderate damage. The leaves are stiffened due to the energy, making them solid and able to break through weaker panes, such as Light Screen.

Liquidation (WA) -- The user surrounds itself with swirling water and rams into the foe, dealing significant damage. The rushing waters may cause significant friction on the target's skin or carapce, possibly lowering their defense.

Lunge (BG) -- The user surrounds itself with Bug energy, lunging directly at the foe, dealing considerable damage. The attack is somewhat surprising and may lower the target's attack.

Moongeist Beam (GH) -- The user uses its wings to absorb the light from the moon, transforming the energy into a large beam that it lauches at the foe for heavy damage. The mysterious nature of this energy ignores any boosts to defense granted by Species Characteristics or any other Characteristics that may cause the move to fail or do less damage.

Multi-Attack (Various) -- The user slams into the target while performing a powerful slash, dealing significant damage. The type of this attack is dependent on the user's primary type.

Nature's Madness (FA) -- The user summons a magical energy from the surrounding terrain, causing a burst of energy to rise around the target. This attack does damage based on how much health the foe has remaining. If the foe is at full health, it deals extreme damage for extreme energy. If the foe is at half health, it deals a little more than solid damage. If the user is critical, it deals roughly minor damage. This attack cannot cause the foe to faint.

Pollen Puff (BG) -- The user gathers up a large ball of pollen from its body and chucks it at its target. If the target is a foe, it deals significant damage. If it is a friend, it can heal significant damage. This move can also be used on the user to heal significant damage. The user can only use this move once per battle to heal itself or others. This move uses significant energy in both forms.

Power Trip (DK) -- The user draws power from its own ego, shrouding itself in Dark energy before slamming into the foe. This attack increases in power with each positive stat change, regardless of the stat. With no boosts, it deals solid damage, but with any boosts active, it deals high damage and resets the user to have no boosts. Boosts to Attack do stack with this move, but the boosts will be treated as if they were stacked normally, meaning the power of the boost will be diminished for this attack.

Prismatic Laser (PS) -- The user gathers an extreme amount of Psychic energy within their body, transforming it into light that is focused into a rainbow colored laser using the prism like structures in the user's body. This laser hits the foe, dealing extreme damage. This attack will cause the user to be tired after its use for approximately a round.

Psychic Fangs (PS) -- The user coats their fangs with a Psychic energy, similar to that of Barrier, Light Screen or Reflect, and then bites the foe, dealing considerable damage. The energy allows them to break through Barriers, Light Screens or Reflects without lowering the power of the move, and will also destroy any cubic versions of these moves.

Psychic Terrain (PS) -- For considerable energy, the user covers the ground with a mysterious energy, causing it to radiate with energy for five turns. The energy causes strange effects which cause any Pokémon touching the ground to move at roughly the same rate, making it difficult for either Pokémon to outspeed the other. This will cause moves to clash more frequently and any moves with significant speed will be slowed down to force them to clash more easily. This will also even out both Pokémon's movement speed so that neither Pokémon has priority on their moves. This effect will make Psychic-type moves slightly stronger. Nature Power will become Psychic while this move is in effect, and Weather Ball will become Psychic-typed when used by a grounded Pokémon.

Purify (PO) -- The user surrounds the target with a strange energy, which cures the target of status. If this move successfully cures the target of status, it will restore significant health to the user. This move uses significant energy and counts as a healing move.

Revelation Dance (Various) -- The user dances extremely vigorously, whipping up a flurry of energy that is sent at the foe for significant damage. This move's type is determined by the primary type of the user.

Shadow Bone (GH) -- The user surrounds its bone in shadowy energy and slams the target, dealing significant damage. The shadowy energy may linger, temporarily lowering the target's defense.

Shell Trap (FR) -- The user gathers sulfur in its shell, covering it in a coating of volatile Fire energy. If the user's shell is hit with a physical move, the sulfur will explode, dealing heavy damage. This costs heavy damage to set, but will fade if another move is used before it goes off.

Shore Up (GD) -- The user draws soil, sand or dirt from the area around them to replace areas of its body that may be injured or damaged, which heals the user for significant health. If the user is in a sandy area or in the midst of a sandstorm, this attack heals extreme damage. This move can only be used if the arena has sufficient sand, soil, dirt or similar debris in the arena. Additionally, if the user is on an arena that does not have sufficient sand, soil, dirt or similar debris, but there is a Sandstorm being generated by another Pokémon, they may use this move to recover significant health. This attack uses significant energy and counts as the user's healing move.

Smark Strike (ST) -- The user covers their horns, spines or similar apendages with a coating of Steel energy and delivers a quick, focused strike for solid damage. The careful nature of the attack makes it more accurate than other moves. The metallic casing of the horn allows it to break through some energy-based attacks with greater ease and still retain its power.

Solar Blade (GR) -- The user absorbs sunlight, then gathers the energy into a sharp appendage and slashes the foe to deal heavy damage. The energy also extends out past the normal reach, allowing the user to hit from somewhat of a distance. The power of the attack varies in relation to the length of time the attack is charged for. Grass types charge quicker than non-Grass types. The user has to be in natural light from outside to be able to charge the attack. If Sunny Day is in effect, the attack can be used almost instantly. If Rain Dance is in effect, the charging time is increased. Solar Blade can be used in low-light environments or at night, but the charge time will be significantly increased.

Sparkling Aria (WA) -- The user bursts into a warbling song, summoning a number of sparkling bubbles which burst and shower the foe with water, dealing significant damage. This water, despite doing damage, has a magical restorative effect, healing burns inflicted on any Pokémon on the field.

Speed Swap (PS) -- The user uses good energy to create a Psychic link with its target. If the target is faster and/or more agile the user, the user will begin to feel energetic and limber while the target will feel more sluggish. For the next five rounds, the user and target will "swap speeds", effectively moving as if they were the other Pokémon. This will not affect their mode of movement, only how quickly or agilely the Pokémon moves in their preferred form of locomotion.
Spirit Shackle (GH) -- The user fires a a shadowy arrow at the foe, which lands below the target. The arrow sends out a burst of ghostly energy, dealing considerable damage. This energy lingers, preventing the foe from switching for five rounds. Though this attack can be used multiple times, it can only trap the foe once per Pokémon.

Spotlight (NO) -- The user uses good energy to shine a bright light on the target. This light draws the attention of all Pokémon on the field, directing all attacks towards the target for the remainder of the round, although foes will be reluctant to attack one another, being much more likely to garner glancing partial blows or even miss entirely. .

Strength Sap (GR) -- The user uses high energy to sap energy from the target, drawing energy from their physical strength and restoring significant health. If the user has any boost to their Attack, either temporary or through Species Characteristics or Signature Moves, the amount of health restored will be increased proportionately. The target's attack will also be lowered. This will count as the user's healing move.

Stomping Tantrum (GD) -- The user covers its limbs in Ground energy and beats the foe up with a rage-fueled attack for solid damage. If the user's last move failed or missed, the user will vent their rage, dealing heavy damage for solid energy. Each subsequent use when boosted will increase the energy by a minor amount. After using this move after a move has missed or failed, the user will be slightly calmer.

Sunsteel Strike (ST) -- The user gathers energy from the sun, ramming into the foe with a massive amount of force for high damage. The mysterious nature of this energy ignores any boosts to defense granted by Species Characteristics or any other Characteristics that may cause the move to fail or do less damage.

Tearful Look (NO) -- The user gives the target a teary look, trying to make itself look as pitiable as possible. This may cause the target to pity the target and be reluctant to attack the user, lowering their Attack and Special Attack. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.

Throat Chop (DK) -- The user surrounds their arm in Dark energy and gives the target a firm chop, aiming for their throat or voice box, dealing considerable damage. If the target has an exposed neck, they may be unable to use moves involving vocalization for two rounds.

Toxic Thread (PO) -- The user sprays a fine, sticky string laced with poison that hinders the target's movement and slows it down. Unlike Spider Web or Electroweb, this technique allows for focused targeting to wrap or ensnare a particular body part. While it can be used to ensnare the foe's entire body, the string is more powerful in large masses, and targeting a certain body part will produce a more resistant ensnarement. The poison that the string is laced with will cause poison upon contact with skin. Due to the poison lacing the string, it is somewhat more brittle and easier to break than the string from String Shot, and cannot be used for traveling. This technique uses moderate energy.

Trop Kick (GR) -- The user performs a high drop kick laced with a mysterious, exotic energy. Upon contact, the energy bursts into a flare of petal-like energy formations which release a calming scent. The kick deals solid damage and the lingering scent lowers the target's Attack by one stage.

Zing Zap (EL) -- The user surrounds themselves with electrical energy that makes their hair or spikes stand on end, and they rush the foe in a hard, fast tackle, dealing considerable damage. Due to their spikes standing on end, this may shock the foe, causing them to flinch.

Acquisition Levels

Spoiler: show
Trainer Level 1

Alola Diglett
Alola Geodude
Alola Meowth
Alola Rattata
Alola Sandshrew
Alola Vulpix
Bounsweet
Cosmoem
Cosmog
Crabrawler
Cutiefly
Dewpider
Formantis
Grubbin
Jangmo'o
Litten
Mareanie
Morelull
Mudbray
Pikipek
Popplio
Pyukumuku
Rockruff
Rowlet
Salandit
Sandygast
Stufful
Togedamaru
Wimpod
Wishiwashi
Yungoose

Trainer Level 2

Alola Dugtrio
Alola Graveler
Alola Grimer
Alola Ninetales
Alola Sandslash
Araquanid
Bruxish
Charjabug
Comfey
Brionne
Dartrix
Gumshoos
Hakamo-o
Lurantis
Lycanroc
Minior
Oricorio
Shiinotic
Steenee
Torracat
Trumbeak
Type: Null

Trainer Level 3

Alola Raticate
Crabominable
Komala
Kommo-o
Mimikyu
Palossand
Passimian
Ribombee
Salazzle
Toucannon
Toxapex
Tsareena

Trainer Level 4

Alola Exeggutor
Alola Golem
Alola Persian
Bewear
Decidueye
Dhelmise
Golisopod
Incineroar
Mudsdale
Oranguru
Primarina
Turtonator
Vikavolt

Tapu Koko [Legend Challenge]
Tapu Lele [Legend Challenge]
Tapu Bulu[ Legend Challenge]
Tapu Fini [Legend Challenge]
Nihilego [Legend Challenge]
Pheromosa [Legend Challenge]
Buzzwole [Legend Challenge]
Xurkitree [Legend Challenge]
Kartana [Legend Challenge]

Trainer Level 5

Alola Muk
Alola Marowak
Alola Raichu
Silvally

Solgaleo [Legend Challenge]
Lunala [Legend Challenge]
Celesteela [Legend Challenge]
Guzzlord [Legend Challenge]
Necrozma [Legend Challenge]
Magearna [Legend Challenge]

Trainer Level 6
Drampa

Changes to previous generation Pokemon move pools can be found here, while we will for the time being have to use Serebii for Alolan Pokemon. It is also important to note that Alolan Pokemon do not get access to the moves of their normal counterparts, however split evolution Alolan forms will have access to the entire move pool of the base form. For example, Alolan Marowak can access all the moves normal Cubone can learn throughout the generations, whereas Alolan Ninetales cannot access moves learned by normal Vulpix or Ninetales.

And that's that. Have fun with Alola!

Last edited by Jerichi; 01-09-2017 at 10:13 PM. Reason: Fixed Purify: Damage -> Health, fixed Rowlet's SC to include Flying type
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Old 02-14-2017, 08:20 AM   #93
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Hey guys, it's Valentines! An incredibly commercialised event for those who feel the need to make overbearing shows of affection for significant others. However, the LOs have took it upon themselves to present you with some gifts this time round instead!

Firstly, until 11:59PM 21st February (GMT), you may purchase any of the Badges (excluding Historics) at a 25% discount! That's right, Raiser's, Referee's and Worker's Badges are all discounted during this period!

In addition to the offer above, trainers may also claim a free type enhancing token (as well as the associated Silvally Memory) with any purchase of three squad slots or more.

Finally, there will be a special little promotion run for the next 3 weeks. Until Tuesday 7th March, all coaching responses will yield an additional 2 SP! That's right folks, we want to push a little life into this initiative, and there's your incentive!

From us all, we wish you a very happy Valentines!

Last edited by Connor; 02-14-2017 at 10:18 AM.
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Old 04-16-2017, 07:37 AM   #94
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Togepi

Good evening, ASB. I'm Jeri Chee.

It's recently come to my attention that the bell tolls for E-ast-er. What lies beneath your itinerary? The only thing on mine is "sale".

What is this sale, you ask? Well, I shall show you.

10 SP off any Legend Challenge - applies to as many purchases as you desire

5 SP off purchase of single squad slots

All Pokemon gain 1 additional level when leveled in a match or via SP - only applies once per 'mon when spending SP, applies as many times as needed for matches

Coaching will earn 1 SP per Pokémon

We will also be introducing a new specialty token for your purchasing pleasure.

Jeweler's Token (10 SP) - The Jeweler's Token sparkles with the mineral wealth of the earth, filled with determined energy and the rock's resolve. It can be attached to a Rock Pokémon and greatly enhances their natural abilities. They will become incredibly sure-footed, making them extremely hard to move against their own will, and while Pokémon will still be able to escape their weight or grip, it will be harder to move the holder off them. Rocks summoned or created by the holder will be much sturdier than normal, harder to break, and more likely to smash through screens or other attacks.

You will have through the remainder of the month to take advantage of these awesome offers.

Be kind to bunnies.
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Old 04-20-2017, 06:38 PM   #95
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A New Challenger Approaches!


Marshadow

With the adorable Marshadow having been officially revealed a couple weeks back, we figured it was the perfect time to make the Gloomdweller Pokemon available for challenge in ASB! Marshadow finds itself joining the ranks of the TL5 legendaries, so for any interested and qualified, feel free to go after this spooky new legend!

And with every new release, there naturally follows the SC and, in many cases, a unique move description, and this is no different. Hope you enjoy what we've come up with:

Spoiler: show
Marshadow (Fighting/Ghost): Marshadow is a timid creature, and as such is much better at hiding than other Pokemon. It is especially good at utilizing shadows, as Marshadow can vanish into any shadow using a move and can quickly travel using the shadows of objects and other Pokemon, though it is still able to be attacked when it does so. It comes out of the shadows upon using any attack or upon taking damage. Despite usually being solid, Marshadow has no limitations on going into an ethereal state and it can hold its invisible state for a round longer than normal. Its deception based moves are much more potent and effective, able to trick foes with greater ease. Marshadow is very good at using Copycat, and can Copycat attacks with less energy and more flexibility in terms of the type energy for the attacks Copycatted. It is also skilled at using weaker, faster blows, making all moves of Good or lower damage slightly more powerful.

Spectral Thief (GH) -- Upon use the user vanishes into the shadow of their opponent, hiding there as the user steals any stat or SC boosts the opponent has, keeping the stat boosts for as long as they would have lasted otherwise. Any SC boost stolen is retained for three rounds, and the opponent will see no benefits from it until it returns, and even if Spectral Thief is used again on the same target, the SC boosts can only be stolen once. Once the theft has occurred, the user rises up out of the shadows and delivers a painful blow to the foe, dealing significant damage. This technique uses heavy energy.

The new SC will be put into the SC errata following this post.
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Old 05-02-2017, 11:30 PM   #96
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Given all the legend challenges going on and more and more of the different picks coming to the forefront, we found a few more Legendary SCs that needed some more love. And so, for your potential whims, here they are!

Spoiler: show
Uxie (Psychic): Uxie naturally levitates nimbly and quickly, able to maneuver in the air with ease. As the spirit of knowledge, Uxie will have a permanent boost of Cosmic Power, raising defense and special defense. However like other boosting moves, attempts to further boost its defenses will be reduced. Uxie's eyes never open, and as such uses its psychic powers in order to see the world around it. This allows Uxie to see through any illusions as well as not be affected by moves like Flash or Confuse Ray. Uxie is able to use Amnesia as an offensive technique, using it on a target to cause it to temporarily become stunned as its mind is forcibly cleared. Uxie's red gems boost its Psychic abilities, granting it much greater proficiency with non-damaging Psychic moves as well as a slightly higher offensive power with Psychic attacks.

Mesprit (Psychic): Mesprit naturally levitates nimbly and quickly, able to maneuver in the air with ease. As the spirit of emotion, it is not affected by any mind altering attacks, and will remain calm in any situation. When using its own versions of these attacks, they are more effective than normal. Mesprit emanates a caling aura, and any Pokémon that comes within five feet of them will experience a significant drop in their offensive stats. Mesprit is a mischievous Pokémon, using its cuteness and playfulness to distract the foe and strike. Any attacks involving deception or distraction will be more successful. Mesprit's red gems boost its Psychic abilities, granting it much greater proficiency with non-damaging Psychic moves as well as a slightly higher offensive power with Psychic attacks.

Azelf (Psychic): Azelf naturally levitates nimbly and quickly, able to maneuver in the air with ease. Due to being the spirit of willpower, Azelf will endure for one round after it should have been KO'd. Due to its determination, it is unaffected by fear or intimidation tactics. Azelf is a powerful being, with its offensive boosting moves' potency being increased. Azelf is able to manifest its powerful will through its offensive Psychic techniques, with the attacks having stronger knockback than normal. Azelf's red gems boost its Psychic abilities, granting it much greater proficiency with non-damaging Psychic moves as well as a slightly higher offensive power with Psychic attacks.

Manaphy (Water): Manaphy is the spirit of the sea. It can maneuver in the water as well as the best of fliers and levitators can in air, able to propel itself in any direction quickly and with ease. When on land, it levitates a few inches above the ground and is decently agile. It can restore health from clean water or rain once per battle using a move, restoring up to 1/4th of its maximum health. Manaphy is born with a wondrous power that lets it bond with any kind of Pokémon, making moves like Charm and Confide much more effective. Heart Swap, as its signature move, uses far less energy than normal. Manaphy is more adept at using its Acid Armor technique to hide in water than other Pokémon.

Cobalion (Steel/Fighting): The leader of the Swords of Justice, Cobalion is a powerful and imposing fighter. Its steely demeanor makes it impossible to scare or intimidate and it remains calm in any situation, making it resistant to mind altering attacks and leaving smaller or more timid Pokémon feeling uncomfortable in its presence. Cobalion's Roar attack commands the attention of its foe, no matter the size or state of mind, leaving any opponent caught off guard by the sound. Its skin, despite being soft to the touch, is strangely hard, granting it a slight resistance against physical moves. Its Sacred Sword technique is 20% more powerful than average.

Terrakion (Rock/Fighting): The strongest and sturdiest of the Swords of Justice, Terrakion is a powerful force of legends. While somewhat vulnerable to rage-inducing moves, it gets double the boost from them. Terrakion has agility that belies it size, allowing it to change direction with ease, even when charging. Its charging moves are 20% more effective than normal, and it is able to break through protective barriers. Terrakion is fairly resistant to physical strikes, and only powerful physical attacks will deal noticeable damage to it. Its Sacred Sword technique is 20% more powerful than average.

Virizion (Grass/Fighting): The most elegant and graceful member of the Swords of Justice, Virizion is an agile and swift fighter. Virizion's movements allow it to be somewhat more evasive then normal when attacking, and its delicate but sure-footedness afford it a strong resistance to both the damage and buffetting effects of wind-based attacks. This also makes Virizion extremely difficult to knock over or move around against its will. Its horns can extend much like Gallade's arms to be used in slashing or cutting attacks. Said attacks get a 20% boost to their power, including Sacred Sword.

The new SCs will be put into the SC errata following this post.
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Old 05-07-2017, 02:32 PM   #97
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Okay - this change is a long time coming. For ages we have had some issue with how we handle turn order after KOs and we will now be simplifying it!

For all matches started from this post forward (and any matches in progress where both battlers agree to change it), the turn order after KOs will be preserved. That is, if you are KO'd going second, you will send out and order first, and if you are KO'd going first, you will send out, your opponent will order, and you will order.
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Old 05-28-2017, 08:35 PM   #98
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As you might have noticed, we have a new Gold 'n' Bold joining the team - give it up for Snorby!
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気紛れを 許して 今更なんて思わずに急かしてよ
もっと中迄入って あたしの衝動を 突き動かしてよ

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Old 06-19-2017, 12:00 AM   #99
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Hello ASB~

Your friendly neighborhood Snorb is coming to you live from the Announcement Forum to wish you all a Happy UPN Day! As usual, we've got a bunch of goodies in store for you all.

First things first, everyone will be able to pick up one of either the Firebreather's Token or the Harvester's Token for a price of 10 SP. We're also unveiling a new Holiday Token: The Myriad Token! Details on that below. Choose wisely!

Quote:
Myriad Token (10 SP): The Myriad Token shines in a brilliant display of many colors, exuding versatility and grace. It can be attached to a Normal Pokémon and greatly enhances their natural abilities. They will become extremely adept at support moves, with these sorts of moves occurring more quickly than usual and being much more potent in all cases. They will even be able to perform one extra "healing move" in a given match. Furthermore, these extremely adaptable Pokemon find themselves comfortable in any arena, completely unaffected by all negative affects typically associated with all arenas, terrains, and weathers. They retain the benefits of weathers and terrains when swapping between formes, even if their current forme would normally not receive any benefits.
Additionally, we're giving a full amnesty on Mega Stones again! You can switch out any one Mega Stone you have- be it free or purchased- for a new one, free of charge.

Finally, and perhaps most interestingly- we're unveiling a new purchasable type of slot!

Quote:
Extra Gym Slot (25 SP)- When purchased, this allows the owner to hop on a Gym queue of their choice, even if they're already on a different queue or fighting a Gym Leader/Trainer. This may not be used to jump on a queue you're already on or on the queue of a Gym Leader/Trainer you're already fighting. This is a single-use battle slot. Standard rules on switching queues apply to this slot. A single person may only buy one of these at a time.
To celebrate this new slot, we're giving a 5 SP discount on these during the sale, meaning for now they only cost 20 SP!

All of the above aspects of the UPN Day Sale will last until July 1st, 2017. Of course, the Extra Gym Slot is a permanent addition to the Poke Mart.

But wait! Some of you might be worried about how you're possibly going to pay for all this. Have no fear, because we've got you covered! Every match that ends within the next month will net an extra 1 SP before any multipliers! Hopefully, this little bonus will provide you all with the SP you need to get whatever your heart desires out of this sale.

There's one more big change we're unveiling this UPN Day, though. Starting today, all battlers can receive a Fast Orders Bonus on TP! This has the same multipliers and timing as the Fast Reffing Bonus- if you order within 48 hours every round, you get 2x the base TP. Within 96 hours, and you get 1.5x the base TP. Within a week, and you get 1.25x the base TP. This applies to ongoing battles as well, with the timer starting the minute this message goes up. This means that you can get the Fast Orders Bonus even if you've already taken longer than a benchmark in one of your matches... so long as you meet that benchmark from here on out, of course!

Happy UPN Day!~
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