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Old 04-13-2011, 11:39 AM   #1
Mercutio
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Join Date: May 2009
Posts: 14,729
Sunflora Kush-e-Mart

Note from 28/02/13 - Yes, this is out of date, yes, it is missing pokémon and yes, the site is now actually useful. I'll leave this up for posterity, but readers will probably want to consult more up to date sources.


Hey, do you wanna feel so good at the Pokémon Animé Style Battling League here on UPN and Serebii? Try the Kush-e-Mart. A source of knowledge for people who need gratuitous amounts of sauce. With all new flavours like Damage. A Damage Scale, it’s like adding maths to an electrical storm. Sound the alarm, you’re gonna be uncomfortably knowledgeable.

What’s that? You want strawberry? Well how about Switchberry? Made with Switching, real Switching! Gyms (aaahhhhhh!). You’ll be good at knowing where they are. It’s an energy drink for geeks. Geekergy. These aren’t your dad’s puns, these are knowledge puns. Poképuns.

Ash, Misty, Ash, Misty, Electivire, Magnemite, Dragonite, more lights than your body has room for. You’ll be so fast, Mother Zora will be like, “Sloooooowwww dooowwwwnn.” And you’ll be like, “Fuck you!” and kick her in the face with your knowledge legs.

You’ll have so much knowledge, knowledge (aaaahhhhh!) just reffing all the time. Power battling, power training, power sweeping, power trading, power gymming, power bitching, power writing signatures. You’ll have so many sugnatures. 400 signatures.

Give service points to your babies and they’ll be good at nothing. Make your babies run really slow. They’ll run as slow as this guy. People will watch you running and think you're diabetic. You'll run as slow as fat loser nerds, in a race with actual fat loser nerds, and it’ll be a tie, and they’ll get deported back to the Cataclysm.

Hey, go with the sure thing. Don’t gamble on your knowledge (IN FLAMES!!!). Try the Kush-e-Mart, the knowledge that will make you (aaahhh!) reffing (aaahhh!).


To come: Shop directory, Full SCs.

Last edited by Mercutio; 02-27-2013 at 09:07 PM.
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Old 04-24-2011, 05:35 PM   #2
Mercutio
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Scale (LC)

Minor Thunder Wave
Light Fake Out
Mild Quick Attack
Moderate Thundershock
Decent Charge Beam
Good Spark
Solid Thunder Punch
Considerable Discharge
Significant Thunderbolt
Heavy Zap Cannon
High Sky Attack
Major Thunder
Severe Bolt Strike (Reshiram)
Massive Leaf Storm
Extreme Hyper Beam

Critical Health = Significant Health Remaining
Critical Energy = Extreme Energy Remaining

Thank you, come again.

Last edited by Concept; 11-20-2013 at 01:08 PM.
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Old 06-08-2011, 07:29 PM   #3
Mercutio
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Posts: 14,729
Switching rules

1) Conventional switching is never a move, but takes a few seconds. No three movers allowed when switching.

2) When switching going second, the opponent gets a complete re-order which may not include his own switch (with the exception of switching moves). So the battling order switches.

3) Volt Switch/U-turn/Baton Pass counts as one move, and the round ends immediately after the new pokemon is sent out if the user is ordering second (obviously use some common sense here if the opponent is mid way through charging something). No re-orders.


Thank you, come again.

Last edited by Mercutio; 12-12-2011 at 02:31 PM.
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Old 06-15-2011, 06:36 PM   #4
Mercutio
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List of Gyms

Badge rules

Thank you, come again.

Last edited by Mercutio; 08-17-2011 at 04:28 PM.
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Old 08-02-2011, 07:15 AM   #5
Mercutio
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BW Species Chars

Spoiler: show
Victini: (Psychic/Fire) Victini is the essence of victory and it will do almost anything to bring its allies to victory. If at a significant disadvantage, its attacking abilities improve significantly.
Snivy: (Grass) Snivy, as a young snake, is a fairly swift and agile Pokémon, and the most agile of its line. Its body and coloring allow it to easily hide amongst trees and grass.
Servine: (Grass) Servine, as a young snake, is a fairly swift and agile Pokémon, and the fastest of its line. Its body and coloring allow it to easily hide amongst trees and grass. Since its hands are much less prehensile than its preevolution’s, it utilizes the vine-like extensions around its neck to manipulate items and foes, which it can extend and retract to attack or grasp.
Serperior: (Grass) Serperior are very royal and intimidating Pokémon and are difficult to discourage or scare. Their long, sinuous bodies, while not allowing for the speed and agility of their lower forms, does allow them to bind foes with ease. Like Servine, vines near its neck can be used for attack or manipulation of objects.
Tepig: (Fire) Tepig’s nose is very sensitive, allowing it to easily sniff out foes. It can release a large amount of smoke or smog from its nose in a short time to hide itself almost in an instant.
Pignite: (Fire/Fighting) Pignite is a somewhat temperamental Pokémon and is somewhat easily angered. Attacks fueled by anger are more effective against Pignite. It can release a large amount of smoke or smog from its nose in a short time to hide itself almost in an instant.
Emboar: (Fire/Fighting) Emboar’s “beard” of flames is constantly burning and grows and shrinks to indicate its attitude. It can release a large amount of smoke or smog from its nose in a short time to hide itself almost in an instant.
Oshawott: (Water) Oshawott constantly wields a shell which it uses as a weapon, performing slashing attacks with it. The shell is fairly solid and can be used to defend against many physical attacks or to counter some attacks.
Dewott: (Water) Dewott wields two sharp shells, much like its preevolution, generally only wielding one at a time. The shells are fairly solid and can be used to defend against many physical attacks or to counter some attacks.
Samurott: (Water) Samurott is extremely adept with the many sharp shell blades it wields on its body, able to use its long horn, tail and two sword shaped shell plates on its forefeet to attack. Despite typically standing on all fours, it can easily fight on two legs, especially when wielding its swords.
Patrat: (Normal) As lookouts, Patrat have extremely keen eyesight, allowing them to see long distances and in fogs, smoke or otherwise obstructing conditions.
Watchog: (Normal) As lookouts, Watchog have extremely keen eyesight, allowing them to see long distances and in fogs, smoke or otherwise obstructing conditions. It also can illuminate the rings on its body, allowing it to light up the arena for very little energy.
Lillipup: (Normal) Between its sensitive nose and sensitive fur, Lillipup has a great amount of awareness of its surroundings, able to sense the presence of the foe at all times, more likely to hit it through fog, haze or a Double Team clone. However, this sense is imperfect – if the foe is “washed out” (e.g. in a body of water or smells/is made to smell like the surroundings) they will be harder to locate this way. As dog Pokémon, they are fairly adept at digging and swimming, and do both with a bit more ease and speed than other Pokémon.
Herdier: (Normal) Herdier has a thick coating of fur across its back that acts as an insulator, allowing it to resist the cold and be less affected by it. As dog Pokémon, they are fairly adept at digging and swimming, and do both with a bit more ease and speed than other Pokémon.
Stoutland: (Normal) Stoutlant have a thick coating of fur covering their body that acts as an insulator, allowing it to resist the cold and be less affected by it. As dog Pokémon, they are fairly adept at digging and swimming, and do both with a bit more ease and speed than other Pokémon.
Purrloin: (Dark) Purrloin are mischievous and deceptive Pokémon, using their cuteness and playfulness to destract the foe and strike. Any attacks involving deception or distraction will be more successful.
Liepard: (Dark) Liepard are mischievous and deceptive Pokémon, using their cuteness and playfulness to destract the foe and strike. Any attacks involving deception or distraction will be more successful.
Pansage: (Grass) As a monkey, Pansage is 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.
Simisage: (Grass) As a monkey, Simisage is 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 is also somewhat temperamental and can be somewhat easily provoked.
Pansear: (Fire) As a monkey, Pansear is quite nimble and deft, able to navigate trees and branches with ease. The heat generated in Pansear’s body is often released through its 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.
Simisear: (Fire) As a monkey, Simisear is quite nimble and deft, able to navigate trees and branches with ease. The heat generated in Simisear’s body is often released through its 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.
Panpour: (Water) As a monkey, Panpour is quite nimble and deft, able to navigate trees and branches with ease. Although able to release water through its mouth, Water attacks can also be used through its tail, allowing for better accuracy and a wider range of fire. If in or near a source of water, its tail can be used to siphon extra water to slightly reduce the energy use for Water attacks fired from the mouth.

Simipour: (Water) As a monkey, Simipour is quite nimble and deft, able to navigate trees and branches with ease. Although able to release water through its mouth, Water attacks can also be used through its tail, allowing for better accuracy and a wider range of fire. If in or near a source of water, its tail can be used to siphon extra water to slightly reduce the energy use for Water attacks fired from the mouth.
Munna: (Psychic) Munna thrives on the dreams of others, both Pokémon and humans. Its sleep attacks, including Dream Eater and Nightmare, are more potent than normal. Because they are so skilled at eating dreams, eating Nightmares or other negative dreams will not cause them to lose energy, though they will be uncomfortable and not gain as much energy.
Munsharna: (Psychic) Munsharna thrives on the dreams of others, both Pokémon and humans. Its sleep attacks, including Dream Eater and Nightmare, are more potent than normal. Because they are so skilled at eating dreams, eating Nightmares or other negative dreams will not cause them to lose energy, though they will be uncomfortable and not gain as much energy. Munsharna is almost always sleeping, though, much like Abra, is constantly aware of its surroundings in its sleep. This makes it hard to put to sleep against its will. While asleep, Munsharna also releases a wispy pink smoke from its forehead, called Dream Mist, which can produce confusing images of its dreams, possibly threatening the foe.
Pidove: (Normal/Flying) Pidove are not particularly bright Pokémon and may have some trouble understanding complex orders. However, they are very faithful to their owners and will rarely willingly deviate from orders, making them less vulnerable to moves like Taunt and Swagger.
Tranquill: (Normal/Flying) Tranquill are very peaceful and loyal Pokémon. They are very faithful to their owners and will rarely willingly deviate from orders, making them less vulnerable to moves like Taunt and Swagger.
Unfezant: (Normal/Flying) Unfezant are peaceful and loyal Pokémon. They are very faithful to their owners and will rarely willingly deviate from orders, making them less vulnerable to moves like Taunt and Swagger.
Blitzle: (Electric) Blitzle is brimming with electrical energy, often releasing small amounts through its mane, causing it to flash brightly. Its mane can be illuminated for a longer period of time, allowing it to illuminate an area much like an Ampharos. Blitzle, though quite fast, is not nearly as fast as its evolution, but somewhat more agile.
Zebstrika: (Electric) Zebstrika is brimming with electrical energy, often releasing small amounts through its mane, causing it to flash brightly. Its mane can be illuminated for a longer period of time, allowing it to illuminate an area much like an Ampharos. Though far less agile than Blitzle, Zebstrika can run at high speeds for a short time, making its speed-based attacks somewhat more effective.
Rogenrolla: (Rock) Despite resembling an eye, the artifice on Rogenrolla’s face is actually an ear, making them effectively blind. However, this ear is extremely sensitive to vibrations both in the earth and the air, allowing them to detect their foe despite any visual obstructions.
Boldore: (Rock) Despite resembling eyes, the holes on Boldore’s face are actually ears, making them effectively blind. However, these ears are extremely sensitive to vibrations both in the earth and the air, allowing them to detect their foe despite any visual obstructions. The orange gems on their bodies are shiny and glow when energy-based attacks are used, which can possibly give away their position when using the attack or help allies see in dark spaces.
Gigalith: (Rock) Despite resembling eyes, the holes on Gigalith’s face are actually ears, making them effectively blind. However, these ears are extremely sensitive to vibrations both in the earth and the air, allowing them to detect their foe despite any visual obstructions. The orange gems on their bodies are shiny and glow when energy-based attacks are used, which can possibly give away their position when using the attack or help allies see in dark spaces.
Woobat: (Psychic/Flying) Despite having eyes below their fur, Woobat primarily use supersonic waves to perceive their surroundings, much like Zubat. They can cling to surfaces using their heart-shaped nostrils, making them harder to remove.
Swoobat: (Psychic/Flying) Though, unlike Woobat, Swoobat utilizes its eyesight, it is also adept at using sound waves as a means of sensing its environment, allowing it to “see” its foe’s location despite visual trickery or obstructions. Its Supersonic is slightly more effective than normal.
Drillbur: (Ground) Drillbur digs like a drill using its long, pointed, shovel-like claws. This allows it to dig quickly and easily through almost any type of ground – even through some hard, impenetrable surfaces, like concrete – letting it travel fast and efficiently through the ground. Its tunnels are also sturdy, and, if desired, can be made so they do not collapse after being dug.
Excadrill: (Ground) Excadrill’s claws are as tough as steel and covered in sharp grooves, allowing them to dig through any surface with great ease. They dig like a drill, rotating extremely quickly, letting them travel very fast through the ground for little energy. It can dig through most surfaces and tunnel in almost anything aside from many feet of solid concrete or bedrock. Its tunnels are also sturdy, and, if desired, can be made so they do not collapse after being dug.
Audino: (Normal) Audino have sensitive hearing, at the expense of being more vulnerable to sound attacks. Audino are skilled healers, and their healing moves are slightly more effective than normal.
Timburr: (Fighting) Timburr carry around a fairly heavy plank of wood which can be used in Physical attacks involving smashing the foe. Using it this way grants them a fair boost in power (~25%) for an equivalent increase in energy use and a significant drop in speed. The plank can be dropped by Timburr to execute an attack under normal conditions and can be stolen from it, though it is somewhat heavy and the Theif must be fairly strong to do so.
Gurdurr: (Fighting) Gurdurr carry around heavy I-beam which can be used in Physical attacks involving smashing the foe. Using it this way grants them a fair boost in power (~25%) for an equivalent increase in energy use and a significant drop in speed. The beam can be dropped by Gurburr to execute an attack under normal conditions and can be stolen from it, though it is very heavy and the Theif must be quite strong to do so.
Conkledurr: (Fighting) Conkledurr carry around two concrete blocks which can be used in Physical attacks involving smashing the foe. Using it this way grants them a fair boost in power (~25%) for an equivalent increase in energy use and a significant drop in speed. The blocks can be dropped by Timburr to execute an attack under normal conditions and can be stolen from it, though they are very, very heavy, and the Theif must be extremely strong to steal them.
Tympole: (Water) The ear like structures on Tympole’s sides act as amplifiers, giving Tympole a boost to moves that involve sound or vibrations, including moves like Earthquake.
Palpitoad: (Water/Ground) The round structures on Palpitoad’s sides act as amplifiers, giving Palpitoad a boost to moves that involve sound or vibrations, including moves like Earthquake.
Seismitoad: (Water/Ground) The lump-like structures on Seismitoad’s sides act as amplifiers, giving Seismitoad a boost to moves that involve sound or vibrations, including moves like Earthquake. Also, using a move, Seismitoad can cause its lumps to vibrate, giving a slight boost to its next physical attack.
Throh: (Fighting) Throh is quite skilled in the forms of Judo and constantly practices its technique in throwing and other “passive” maneuvers. Therefore, all attacks involving grappling or throwing will receive a solid boost in power.
Sawk: (Fighting) Sawk is quite skilled in the forms of Karate and constantly practices its technique in chops and kicks and other “direct” maneuvers. Therefore, all attacks involving punches, kicks, or chops gain a solid boost in power.
Sewaddle: (Bug/Grass) Sewaddle is “dressed” in a wrapping of leaves, allowing it to easily hide amongst trees and bushes. If its clothing is shed willingly (using a move) or destroyed, Sewaddle will automatically craft a new one out of nearby foliage.
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 it are somewhat reinforced and can be used for protection against the elements or attacks. They also can hide well in bushes or trees due to their leafy covering.
Leavanny: (Bug/Grass) Leavanny are adept at forming clothes and repairing objects with their silk. If an object is broken, it can repair it using its silk. Leavanny, due to its leafy “clothing” can hide very well amongst foliage.
Venipede: (Bug/Poison) Venipede has developed a specialized poison as a method of self-defense against Flying Pokémon, with a slight (5%) additional chance of mild to moderate paralysis around the contact site.
Whirlipede: (Bug/Poison) Whirlipede moves much like a wheel, rotating the spiked shell around its body to move. It can also rev itself up to gain an immediate burst of speed. Thanks to the adaptation of its preevo, its poison also has a 5% chance of localized paralysis.
Scoliopede: (Bug/Poison) The arm-like extensions on its neck are actually spines that seep poison. Physical attacks used with or that hit these spines have a chance of causing light poisoning (about 10%, does not stack with any poison chance in a move). Thanks to the adaptation of its preevo, its poison also has a 5% chance of localized paralysis.
Cottonee: (Grass) Cottonee is very light and fluffy and has a body which allows them to be picked up by the wind, allowing it to ride wind currents. When attacked, it releases a light puff of cotton, which may cause light symptoms similar to the effects of Cotton Spore.
Whimsicott: (Grass) Whimsicott uses its cottony head to ride whirlwinds and currents. Although, like Jumpluff, it cannot explicitly fly, it can generate winds or ride currents allowing it to float with some level of control.
Petilil: (Grass) Petilil, despite lacking limbs, can move by hopping or shuffling, but prefers to stay relatively immobile. As a bulb Pokémon, Petilil’s Ingrain is a bit more effective than usual and can be retracted easier.
Lilligant: (Grass) Lilligant issues a pleasant smell from its large, crown-like flower. Being in close proximity to Lilligant may result in a mild Sweet Scent-like effect.
Basculin: (Water) Basculin come in two forms, one with a red stripe and one with a blue stripe. These two types also vary in fin and eye shape, but these differences are largely atheistic. Basculin are extremely aggressive and territorial, and two Basculin with different colored stripes may turn on a blind rage.
Sandile: (Ground/Dark) Sandlie have a dark membrane covering their eyes, acting like “sunglasses” to protect them from bright light and sandstorms. They are somewhat resistant to light-based attacks as a result and can see well in bright sunlight.
Krokorok: (Ground/Dark) Krokorok have a dark membrane covering their eyes, acting like “sunglasses” to protect them from bright light and sandstorms. They are somewhat resistant to light-based attacks as a result and can see well in bright sunlight. Their eyes are also somewhat sensitive to heat, allowing them to see very well in the dark.
Krookodile: (Ground/Dark) Krokorok have a dark membrane covering their eyes, acting like “sunglasses” to protect them from bright light and sandstorms. They are somewhat resistant to light-based attacks as a result and can see well in bright sunlight. Their eyes also can adjust and focus to act like binoculars, allowing for better accuracy and to see things at a great distance.
Darumaka: (Fire) Darumaka can curl up and sit completely immobile, mimicking a daruma. It will curl up like this when asleep or hiding.
Darmanitan: (Fire) Darmanitan’s “eyebrows” are actually two flickering flames that grow more intense the more excited it is. When it reaches half health, it may be ordered into “Zen Mode”, in which it withdraws its hands and legs and extinguishes its external fires and concentrates. In Zen Mode, Darmanitan gains a secondary Psychic type and all associated weaknesses and resistances. Though immobile, it can float low over the ground. When entering Zen Mode, it cannot come out of it until it faints.
Maractus: (Grass) Maractus’s body is filled with loose seeds and sand, causing it to make noises similar to maracas when it moves. This makes it hard to hide or move silently, but can be used, as a move similarly to the rattle of a rattlesnake to intimidate or spook unsuspecting foes. Because it lives in the desert, it is immune to the effects of Sandstorms and can see reasonably well in them.
Dweeble: (Bug/Rock) Dweeble’s shell is actually a hollowed out rock. Its body is fairly small, allowing to withdraw easily inside for defense. Though very rarely will it abandon its rock, it can in desperation or if otherwise required.
Crustle: (Bug/Rock) With a heavy shell of rock on its back, Crustle is a slow-moving Pokémon, having difficulty moving at much more than a fast crawl. However, Crustle’s shell is extremely hard and durable, granting it a boost in physical defense, though its vulnerable body will still take full damage.
Scraggy: (Dark/Fighting) The yellow portion around its lower body which resemble pants are actually a shed skin which is very thick and rubbery. This skin can be used as defense, reducing damage from attacks when pulled up over its torso.
Scrafty: (Dark/Fighting) The yellow portion around its lower body and its neck that resemble pants and a hood are actually a shed skin which is very thick and rubbery. This skin can be used as defense, reducing damage from attacks when pulled over its torso or head.
Sigilyph: (Psychic/Flying) Sigilyph don’t actually fly, but rather appear to float. Their floating is quite dynamic and resembles flying, but they can stop their momentum and change direction easily.
Yamask: (Ghost) Yamask carries around a mask resembling a human face. Though it appears to be a part of it, it is actually only carrying it, and can use it for defense or to attack.
Cofagrigus: (Ghost) Cofagrigus’ is composed of minerals and gold in the shape of a coffin which it has possessed, residing within this solid form. Though unable to change forms like other ghosts due to being bound to the coffin, it can close itself within the coffin for defense against physical and special attacks. Its four “hands” move wildly and erratically, but have no real substance, only somewhat able to manipulate objects.
Tirtouga: (Water/Rock) Tirtouga’s shell is rock hard. Physical attacks targeted at it will be quite reduced in strength. Though a fairly good swimmer, it has some trouble on land, only able to shuffle about with its flippers.
Carracosta: (Water/Rock) Carracosta’s shell is rock hard. Physical attacks targeted at it will be quite reduced in strength. Although much more mobile than its preevolution on land, it is still somewhat sluggish and is a little bit slow in the water as well.
Archen: (Rock/Flying) Archen is a poor flyer, though it is able to hop quite a distance and glide somewhat.
Archeops: (Rock/Flying) Archeops is much closer to a raptor than a bird and despite being able to fly, prefers to run. Due to its fairly primal wings, it needs to get a running start in order to take off.
Trubbish: (Poison) As a living bag of trash, Trubbish emits a horrid stench, and any Pokémon that smells in its odor within 3 feet has a chance of flinching.
Garbodor: (Poison) Garbodor is a living garbage monster and stinks horribly. Any Pokémon that smells in its odor within 6 feet has a chance of flinching. It shoots toxins and many attacks from its fingertips as well as its mouth, allowing for better aim.
Zorua: (Dark) Zorua are adept at creating illusions. As such, Double Team will create one extra clone and moves that are considered “deceptive” will be slightly more effective.
Zoroark: (Dark)
Minccino: (Normal) Minccino are very concerned with cleanliness and get quite annoyed when dirty. When attacked by “dirty” moves (e.g. Sludge, Mud Bomb, Sand-Attack), it will become annoyed and gain a slight boost to its general attack power, but have a slight chance of disobeying attacks to clean itself. The dirtier it gets, the more of a boost it receives and the more likely it is to disobey (capping at about 15% boost/disobeying rate).
Cinccino: (Normal) Cinccino are very concerned with cleanliness and get quite annoyed when dirty. When attacked by “dirty” moves (e.g. Sludge, Mud Bomb, Sand-Attack), it will become annoyed and gain a slight boost to its general attack power, but have a slight chance of disobeying attacks to clean itself. The dirtier it gets, the more of a boost it receives and the more likely it is to disobey (capping at about 15% boost/disobeying rate).
Gothita: (Psychic) Gothita are skilled illusionists, able to create illusions much like with Hypnosis to fool their foes. They also have an innate sense of the future, able to predict and anticipate attacks, making them slightly more likely to evade. They fight most enthusiastically at night.
Gothorita: (Psychic) Gothorita are skilled illusionists, able to create illusions much like with Hypnosis to fool their foes. They also have an innate sense of the future, able to predict and anticipate attacks, making them slightly more likely to evade. They fight most enthusiastically at night.
Gothitelle: (Psychic) Gothitelle are skilled illusionists, able to create illusions much like with Hypnosis to fool their foes. They also have an innate sense of the future, able to predict and anticipate attacks, making them slightly more likely to evade. They fight most enthusiastically at night.
Solosis: (Psychic) Solosis’s body is surrounded by a liquid chemically similar in composition to a cell’s cytoplasm, acting as a protective buffer from the outside environment. The damaging effects of weather, such as Hail or Sandstorm, will be buffered by this coating of liquid, and statuses, like poison or burn, may be weakened or distributed. Toxic will take an extra turn to set in as it diffuses through this liquid coat.
Duosion: (Psychic) Duosion’s body is surrounded by a liquid chemically similar in composition to a cell’s cytoplasm, acting as a protective buffer from the outside environment. The damaging effects of weather, such as Hail or Sandstorm, will be buffered by this coating of liquid, and statuses, like poison or burn, may be weakened or distributed. Toxic will take an extra turn to set in as it diffuses through this liquid coat. With two brains, Duosion is also somewhat more resistant to mentally-effecting attacks.
Reuniclus: (Psychic) Reuniclus’s body is surrounded by a liquid chemically similar in composition to a cell’s cytoplasm, acting as a protective buffer from the outside environment. The damaging effects of weather, such as Hail or Sandstorm, will be buffered by this coating of liquid, and statuses, like poison or burn, may be weakened or distributed. Toxic will take an extra turn to set in as it diffuses through this liquid coat. Its arms, despite being primarily composed of this liquid, are actually very firm, strong and prehensile, allowing for powerful attacks and a great ability to throw or smash.
Ducklett: (Water/Flying) Ducklett are only decent swimmers, able to stay underwater for a time but are not very mobile while underwater.
Swanna: (Water/Flying) Swanna are only decent swimmers, able to stay underwater for a time but are not very mobile while underwater.
Vanillite: (Ice) Vanillite moves by “skating” over the ground, propelling itself with bursts of mist, able to move fairly quickly but unable to change its direction easily. 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.
Vanillish: (Ice) Vanillish can move over the ground in short distances through slight levitation and bursts of mist, though is not quite as nimble as its preevolution. 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.
Vanilluxe: (Ice) Vanilluxe can move over the ground in short distances through slight levitation and bursts of mist, though is not quite as nimble as its preevolution. 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.
Deerling: (Normal/Grass) Deerling’s appearance changes with the seasons, its body changing to Pink in the Spring, Green in the Summer, Orange in the Autumn, and Brown in the Winter (this form can be determined by the user, but some environments that are clearly “wintery” or “summery” may trigger this change).
Sawsbuck: (Nor mal/Grass) Sawsbuck’s appearance changes with the season, its horns flowering in the spring, turning to leaves in the summer, changing colors in the Autumn, and losing its leaves and growing more fur in the Winter (this form can be determined by the user, but some environments that are clearly “wintery” or “summery” may trigger this change).
Emolga: (Electric/Flying) Emolga cannot actually “fly”, much like the Gligar family, instead gliding over the ground.
Karrablast: (Bug) Karrablast can spit an acidic irritant to ward off foes. Karrablast can see in the dark.
Escaliver: (Bug) Escaliver are covered in a thick, steely armor developed from the shell of a Shelmet. This provides him some level of defense against physical attack. Escaliver can float low over the ground and even reach high speeds, but has trouble turning.
Foongus: (Grass/Poison) When attacked physically or threatened, Foongus may release a small amount of spores causing a random mild status effect.
Amoongus: (Grass/Poison) When attacked physically or threatened, Amoongus may release a small amount of spores causing a random mild status effect.
Frillish: (Water/Ghost) Despite their resemblance to jellies, Frillish can actually survive outside of the water for long periods of time, and, additionally, are able to float above the ground. While not particularly fast or nimble, they can maneuver with some decent ability.
Jellicent: (Water/Ghost) Despite their resemblance to jellies, Jellicent can actually survive outside of the water for long periods of time, and, additionally, are able to float above the ground. While not particularly fast or nimble, they can maneuver with some decent ability.
Alomomola: (Water) Alomomola are natural healers. As such, all attacks dealing with healing are significantly more effective.
Joltik: (Bug/Electric) Joltik are the smallest Pokémon known, only a decameter in height. It’s extremely small size makes it difficult to spot, but makes it somewhat weaker to physical attacks and makes its physical attacks somewhat less effective. Joltik, however, have the special capabilities of any other Pokémon and are extremely nimble climbers, allowing for other forms of attack and evasion. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact.
Galvantula: (Bug/Electric) Galvantula are excellent climbers. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact.
Ferroseed: (Grass/Steel) Ferroseed is covered in large spines. Physical attacks dealt to it are likely to cause some decent recoil. Ferroseed, though typically fairly sessile, can move by rolling, spinning or hopping if need be.
Ferrothorn: (Grass/Steel) Like its preevolution, Ferrothorn is covered in large spines. Physical attacks dealt to it are likely to cause some decent recoil. Ferrothorn moves with the aid of its three vines, able to use them much like arms or claws to move or attack. They can also be used to stick to ceilings or other horizontal surfaces.
Klink: (Steel) Klink are bound together by a powerful electrical force and are constantly turning to maintain it. They can break apart for a short time (e.g. to perform an attack) but will be drawn back together immediately afterwards. If it stays apart much longer than that, it will suffer a rapid energy drain.
Klang: (Steel) Klang’s multiple gears are bound together by a powerful electrical force and are constantly turning to maintain it. The “minigear” (the faced gear) can break away from the rest for a short time to perform an attack, but will be drawn back immediately afterwards. If it stays apart much longer than that, it will suffer a rapid energy drain.
Klang: (Steel) Klang’s multiple gears are bound together by a powerful electrical force and are constantly turning to maintain it. The “minigear” (the faced gear) can break away from the rest for a short time to perform an attack, but will be drawn back immediately afterwards. If it stays apart much longer than that, it will suffer a rapid energy drain. The spikes on the outermost gear can cause some physical recoil if touched or hit.
Tynamo: (Electric) Tynamo constantly levitates using a magnetic field. This levitation allows for fairly quick and nimble travel and requires no energy to maintain. They are also fairly good swimmers and are able to stay underwater as long as any Water type.
Eelektrik: (Electric) Eelektrik constantly levitates using a magnetic field. This levitation allows for fairly quick and nimble travel and requires no energy to maintain. They are also fairly good swimmers and are able to stay underwater as long as any Water type.
Eelektross: (Electric) Eelektross constantly levitates using a magnetic field. This levitation allows for fairly quick and nimble travel and requires no energy to maintain. Unlike its preevolutions, it is able to ground itself for a short time and stand on its modified fins. They are also fairly good swimmers and are able to stay underwater as long as any Water type.
Elgyem: (Psychic) Elgyem are extremely intelligent Pokémon with potent psychic capabilities. Their abilities allow them to maintain Psychic levitation constantly with little energy cost.
Beheeyem: (Psychic) Beheeyem are extremely intelligent Pokémon with potent psychic capabilities. Their abilities allow them to maintain Psychic levitation constantly with little energy cost.
Litwick: (Ghost/Fire) Litwick’s flame is made from a ghostly flame 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 moves primarily by hopping, though, by melting some of its wax, it can ooze to move around the arena.
Lampent: (Ghost/Fire) Lampent’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. Lampent can float and move with a decent amount of agility in the air. Their arms, despite seeming solid, are actually relatively moveable and prehensile.
Chandelure: (Ghost/Fire) Chandelure’s flames are 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. Chandelure can float and move with a decent amount of agility in the air. Their arms, despite seeming solid, are actually relatively moveable and prehensile.
Axew: (Dragon) Axew’s tusks are tough and sharp. Any attacks utilizing these tusks are granted a slight boost in power.
Fraxure: (Dragon) Fraxure’s tusks are tough and sharp. Any attacks utilizing these tusks are granted a slight boost in power.
Haxorus: (Dragon) Haxorus’s tusks are tough and sharp. Any attacks utilizing these tusks are granted a slight boost in power. The armor covering its body also gives it a slight boost in physical defense.
Cubchoo: (Ice) Cubchoo constantly has a droplet of frozen water hanging from its nose, which it uses to power its attacks. If submerged in water or otherwise added to, Cubchoo will gain a slight boost in its next Ice or Water attack.
Beartic: (Ice) Beartic are surprisingly adept swimmers, able to both swim powerfully on the surface and stay underwater for a good period, though they will likely need air at least once in the course of a battle, depending on energy exhaustion.
Cryogonal: (Ice) Cryogonal can levitate for no energy cost. The chain of ice produced from its face can be lengthened and shortened at will for slight energy cost and also used to manipulate items or foes.
Shelmet: (Bug) A Shelmet’s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Shellder is its face, where its defense is considered to be halved. It moves mostly by hopping but can shuffle with its small legs to move.
Accelgor: (Bug) Accelgor is extremely speedy and nimble, able to move at almost lightning speed. Its body is very moist underneath the wrappings and it will feel uncomfortable if in a dry environment.
Stunfisk: (Ground/Electric) Despite being a Ground-type, Stunfisk dwells primarily underwater and can stay in water for an unlimited amount of time. Though still weak to Water attacks, it is somewhat less vulnerable than other Ground-types. Stunfisk, though able to swim somewhat, moves mostly through flopping and sliding, but it prefers to lie and await foes in mud or other similar substrate.
Meinfoo: (Fighting) Meinfoo train in conducting long strings of attacks, able to perform consecutive attacks with great ease. Attacks that score multiple hits will be harder to interrupt and get in additional hits and attacks that are combined or can be used in quick succession will be more likely to succeed.
Meinshao: (Fighting) Meinshao train in conducting long strings of attacks, able to perform consecutive attacks with great ease. Attacks that score multiple hits will be harder to interrupt and get in additional hits and attacks that are combined or can be used in quick succession will be more likely to succeed. The whip-like hairs extending from their hands can be used to give more range to their attacks and will cause a slight stinging sensation at the site of the hit.
Druddigon: (Dragon) Druddigon is very cold-blooded. In the sun and warmer temperatures, it will fight with great enthusiasm, but in cold temperatures or if chilled, it will quickly grow sluggish. Its skin is very tough and scaly and its body is covered in spikes; both of these factors will cause minor recoil to physical attacks.
Golett: (Ground/Ghost) Golett is entirely inorganic, meaning it is completely unaffected by poison. Though slow and robotic, it is quite heavy and bulky for its size, allowing it to deal slightly more damage from physical attacks.
Golurk: (Ground/Ghost) Golurk is entirely inorganic, meaning it is completely unaffected by poison. Though slow and robotic, it is quite heavy and bulky for its size, allowing it to deal more damage from physical attacks. Despite being very large and extremely heavy, Golurk has the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly.
Pawniard: (Dark/Steel) Pawniard’s body has multiple sharp steel blades on it, which it can use for attack or defense. Pokémon directly attacking Pawniard risk lacerations and decent recoil damage.
Bisharp: (Dark/Steel) Bisharp’s body has multiple sharp steel blades on it, which it can use for attack or defense. Pokémon directly attacking Bisharp risk lacerations and decent recoil damage.
Bouffalant: (Normal) Bouffalant’s “afro” is soft and spongy, acting as a buffer against attacks and recoil damage. Its whole head is actually quite heavy due to the large mass of hair and horns, giving it a slight boost to attacks involving headbutting.
Rufflet: (Normal/Flying) Rufflet is an extremely confident Pokémon and is difficult to intimidate or beguile. Attacks using fear or intimidating tactics are much less effective on Rufflet.
Braviary: (Normal/Flying) Braviary is an extremely confident Pokémon and is difficult to intimidate or beguile. Attacks using fear or intimidating tactics are much less effective on Braviary. Its powerful wings and talons are designed to lift foes, allowing them to lift Pokémon x1.5 their weight, though lifting Pokémon that weigh more than Braviary will take much more energy.
Vullaby: (Dark/Flying) The bones around its waist act as a defensive buffer, giving it a slight boost in defense for all attacks that hit around that area. Much like Cubone’s helmet, it can break and be replaced for a 1 SP fee or a stay in the Pokémon Center.
Mandibuzz: (Dark/Flying) The bones around its waist act as a defensive buffer, giving it a slight boost in defense for all attacks that hit around that area. Much like Cubone’s helmet, it can break and be replaced for a 1 SP fee or a stay in the Pokémon Center.
Heatmor: (Fire) Heatmor’s body is constantly producing and releasing fire. Heatmor can release fire from its mouth, fists and tail, allowing it to attack in a variety of fashions. Fire attacks issued from its mouth will be long and thin but easier to direct for a more centered hit, or used like a whip to lash the foe for a guaranteed hit but slightly less damage.
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, but still take massive damage from it.
Deino: (Dark/Dragon) Deino is blind, but due to this, is in a constant state of confusion and rage. This makes its attacks less accurate but as if powered permanently by a Howl. It does still have some perception of its world, though, able to hear and smell foes, and possibly sense their movement. Due to their eagerness, however, Deino have more energy than a normal Pokémon.
Zweilous: (Dark/Dragon) Zweilous is blind, but due to this, is in a constant state of confusion and rage. This makes its attacks less accurate but as if powered permanently by a Howl. It does still have some perception of its world, though, able to hear and smell foes, and possibly sense their movement. Its two heads will rarely work together, but when both do happen to perform the same attack on the same target (about a 10% chance, adjusted based on the circumstances), the power of the attack will rise. Due to their eagerness, however, Zweilous have more energy than a normal Pokémon.
Hydreigon: (Dark/Dragon) Hydreigon is an extremely frightening, violent, temperamental and intimidating Pokémon. It levitates constantly, now unable to stand, though is somewhat slow in the air due to its size. Its hands have developed into two heads, both completely under the control of the main head, and can be used to attack, both physically and specially. It is extremely sensitive to movement and is able to target a foe even at a significant distance or if they are hiding. Despite its great power, it is very hard to control and easy to anger, and may potentially disobey its trainer, especially if angered or otherwise displeased.
Larvesta: (Bug/Fire) Larvesta shoots fire from the five horns around its face. It moves mainly by crawling, and although somewhat slow at first, it can build significant momentum, especially when done in tandem with its ability to issue fire.
Volcorona: (Bug/Fire) Volcorona’s gigantic wings allow it to fly with great grace and ease. These wings constantly issue embers, and being within three or so feet can cause mild damage each round to foes due to the embers.


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Old 08-17-2011, 03:00 PM   #6
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(Refurbishment in progress)

MC/RP

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Old 08-17-2011, 03:03 PM   #7
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Archive rules (no longer necessary)

Pre 2011 descriptions

New descriptions beta list

A few random edits

Gen V moves

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Old 08-17-2011, 04:19 PM   #8
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Available legendaries.

Multiple specimens allowed in circulation:

Spoiler: show
Articuno
Zapdos
Moltres
Celebi
Regirock
Regice
Registeel
Latias
Latios
Heatran
Manaphy
Shaymin

One specimen allowed in circulation:

Spoiler: show
Raikou
Entei
Suicune
Azelf
Cresselia
Jirachi
Mesprit
Uxie
Cobalion
Terrakion
Virizion
Tornadus
Thundurus
Landorus

Note: Phione is available at TL2, with no need to battle it as with a normal legendary, but cannot evolve into Manaphy.

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Old 01-12-2012, 08:27 PM   #9
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Reposted so I have a copy. BW inclusive SCs (with thanks to Sneezey12 for compiling this).

Spoiler: show
A

Abomasnow: (Ice/Grass) Abomasnow is able to disguise itself well in blizzards and snowy areas.
Abra: (Psychic) Abras sleep most of their life. Therefore, they are more resistant (but not completely immune) to sleep-inducing attacks. Abra can see in the dark.
Absol: (Dark) Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks (Earthquake, Blast Burn, Explosion, Thunder, Hydro Pump, Sandstorm, exceptionally powerful sig moves, destruction of arena, etc, etc). This ds not guarantee escape, it merely increases the odds of dodging
Accelgor: (Bug) Accelgor is extremely speedy and nimble, able to move at almost lightning speed. Its body is very moist underneath the wrappings and it will feel uncomfortable if in a dry environment.
Aerodactyl: (Rock/Flying) Aerodactyl are a terrifying sight to some Pokemon. Against any Pokemon that would reasonably be afraid of Aerodactyl, an Aerodactyl’s fear-inducing attacks are more effective. Its biting attacks do slightly more damage.
Aggron: (Steel/Rock) Aggron can see in the dark. Due to its exceptional hardness, it will not take recoil damage from attacks it uses.
Aipom: (Normal) Aipom are more nimble, particularly with their tails. They can anchor themselves to something with their tails, leaving their limbs free to do other things. They are also more likely to stop from falling if there’s something within grabbing distance of their tail.
Alakazam: (Psychic) An Alakazam has one of the most acute minds amongst Pokemon, with the exception of some legendaries. Thus, any mentally effecting attack or hallucination-inducing move will be less effective (and less likely to succeed) against one.
Alomomola: (Water) Alomomola are natural healers. As such, all attacks dealing with healing are significantly more effective.
Altaria: (Dragon/Flying) Altaria's song-based attacks are slightly more effective than normal. On a cloudy day it can be sightly difficult to see in the air as well.
Ambipom: (Normal) Ambipom are more nimble, particularly with their tails. They can anchor themselves to something with their tails, leaving their limbs free to do other things. They are also more likely to stop from falling if there's something within grabbing distance of their tail. They prefer to use their hands on their tails for hand attacks.
Amoongus: (Grass/Poison) When attacked physically or threatened, Amoongus may release a small amount of spores causing a random mild status effect.
Ampharos: (Electric) Mareep, Flaaffy, and Ampharos have the ability to use the balls on their tails as lights. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Mareep/Flaaffy/Ampharos to light its tail. This will, however, make it a more obvious target for Pokemon who can see in dark areas.
Anorith: (Bug/Rock) Anorith is an adept swimmer. Despite its weakness to water, it can swim without taking damage. As a deep sea Pokemon, it can see in the dark. It can also hold its breath for a long time, about as long as the average Water-type.
Archeops: (Rock/Flying) Archeops is much closer to a raptor than a bird and despite being able to fly, prefers to run. Due to its fairly primal wings, it needs to get a running start in order to take off.
Archen: (Rock/Flying) Archen is a poor flyer, though it is able to hop quite a distance and glide somewhat.
Arceus: (Normal) LOLOLOLOL
Ariados: (Bug/Poison) Ariados may shoot strands of webbing out of both their fronts and rears. While not powerful enough to damage Pokemon and too weak to entangle most, they can use it to pull themselves from place to place more quickly. Ariados can see in the dark.
Armaldo: (Bug/Rock) Armaldo is an adequate swimmer, losing its ability to swim as well with its evolution. Like its earlier form, it can swim without taking damage despite its typing. As a deep sea Pokemon, it can see in the dark. It can also hold its breath for a long time, about as long as the average Water-type.
Aron: (Steel/Rock) Aron can see in the dark. Due to its exceptional hardness, it will not take recoil damage from attacks it uses.
Audino: (Normal) Audino have sensitive hearing, at the expense of being more vulnerable to sound attacks. Audino are skilled healers, and their healing moves are slightly more effective than normal.
Axew: (Dragon) Axew’s tusks are tough and sharp. Any attacks utilizing these tusks are granted a slight boost in power.
Azelf: (Psychic) Azelf naturally levitates nimbly and quickly, able to manuever in the air with ease. Due to being the spirit of willpower, will stay around for one round after it should have been Kd.
Azumarill: (Water) Azumarill’s hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks. Azumarills may use their tail-balls as a floatation device, making it difficult to force one underwater if it ds not wish to do so.
Azurill: (Normal) Azurill may use their tail-balls as a floatation device, making it difficult to force one underwater if it ds not wish to do so. All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective.

B

Bagon: (Dragon) Bagon’s skulls are very tough, and as a result, and attack Bagon performs with it’s head ds 125% damage, however, any physical attack that strikes Bagon’s skull will only do 50% damage.
Bannette: (Ghost) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light ds not hinder their ability to battle.
Barboach: (Water/Ground) Barboach is naturally wet. Its slime makes it difficult to hold onto and grab, although its movements are akward out of water. Its whiskers can also help locate a real opponent if it is nearby.
Baltoy: (Ground/Psychic) As they have eyes all around their heads, Baltoy are almost impossible to surprise or sneak up on. Baltoy naturally levitate, and can keep it up indefinitely.
Basculin: (Water) Basculin come in two forms, one with a red stripe and one with a blue stripe. These two types also vary in fin and eye shape, but these differences are largely atheistic. Basculin are extremely aggressive and territorial, and two Basculin with different colored stripes may turn on a blind rage.
Bastiodon: (Rock/Steel) Bastiodon's face plate is thick and extremely sturdy. Physical hits done to it will be greatly reduced in strength, but those done to its tender, unprotected back will do slightly more than normal damage. Also, attacks involving charging are less effective, as it is hard for Bastiodon to gain momentum.
Bayleef: (Grass) Bayleef has a spicy smell to it, which incites Pokemon within 5 feet of it to fight. Anyone who smells a Bayleef with have a slightly higher attack for the next 3 rounds, at the expense of a slightly lower defense, Bayleef are immune to their own smell.
Beartic: (Ice) Beartic are surprisingly adept swimmers, able to both swim powerfully on the surface and stay underwater for a good period, though they will likely need air at least once in the course of a battle, depending on energy exhaustion.
Beautifly: (Bug/Flying) Beautifly's large wings give a slight boost to wind-based attacks. Its powder attacks are also slightly more potent than normal and have greater range.
Beedrill: (Bug/Poison) Multiple Beedrill on the same side share a hive mind: thus, each one is aware of every other’s situation. One cannot be surprised unless they all are, and one cannot be affected mentally unless they all are. In a Grand Melee, all trainers must agree to a mental link between their Beedrill, and any trainer may break the link between the group and his Beedrill at any time. Beedrill can see in the dark.
Beheeyem: (Psychic) Beheeyem are extremely intelligent Pokémon with potent psychic capabilities. Their abilities allow them to maintain Psychic levitation constantly with little energy cost.
Beldum: (Steel/Psychic) Beldum may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Being inorganic, Beldum cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
Bellossom: (Grass) Bellossom are talented dancers. Any dancing attack (Petal Dance, Swagger) is more effective. Because they have some unknown belief in the sun, they fight more enthusiastically when the sun is up.
Bellsprout: (Grass/Poison) Provided that the ground is fertile, Bellsprout may root itself into the ground. It cannot move while rooted, but it slowly draws energy from the soil, replenishing energy and health. Poisoned ground will have the opposite effect, damaging Bellsprout instead of healing it. Rooting is one move, and uprooting itself counts as another.
Bibarel: (Normal/Water) A relatively simple minded Pokémon, Bibarel is more likely to misinterpret conditional commands, but is immune to confusion and resistant to other mind-altering attacks. Bibarel also have powerful teeth, and so any biting attack will deal 25% more damage.
Bidoof: (Normal) A relatively simple minded Pokémon, Bidoof is more likely to misinterpret conditional commands, but is immune to confusion and resistant to other mind-altering attacks. Bidoof also have powerful teeth, and so any biting attack will deal 25% more damage.
Bisharp: (Dark/Steel) Bisharp’s body has multiple sharp steel blades on it, which it can use for attack or defense. Pokémon directly attacking Bisharp risk lacerations and decent recoil damage.
Blaziken: (Fire/Fighting) Blaziken is a very good jumper, and can leap up to 20 feet. In addition kicking attacks will do 15% more damage then normal. Blaziken has flames on its wrists and can control whether their flames are ignited at any one time. When not ignited, they take less damage from water attacks, as there is no flame for the water to hit. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water, but allows them to use fire attacks. Igniting ds not count as a move, and happens automatically when the Pokemon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep.
Blissey: (Normal) Chansey and Blissey are resistant to special attacks, and will take less damage from them. However, they are weak to physical attacks, and take more damage from them than normal.
Blitzle: (Electric) Blitzle is brimming with electrical energy, often releasing small amounts through its mane, causing it to flash brightly. Its mane can be illuminated for a longer period of time, allowing it to illuminate an area much like an Ampharos. Blitzle, though quite fast, is not nearly as fast as its evolution, but somewhat more agile.
Boldore: (Rock) Despite resembling eyes, the holes on Boldore’s face are actually ears, making them effectively blind. However, these ears are extremely sensitive to vibrations both in the earth and the air, allowing them to detect their f despite any visual obstructions. The orange gems on their bodies are shiny and glow when energy-based attacks are used, which can possibly give away their position when using the attack or help allies see in dark spaces.
Bonsly: (Rock) Bonsly is capable of holding perfectly still, which makes it almost impossible to detect if it's hiding in forested or woody areas. Bonsly is very good at using Mimic, and can Mimic attacks with less energy and is more flexible the type energy for the attacks Mimicked.
Bouffalant: (Normal) Bouffalant’s “afro” is soft and spongy, acting as a buffer against attacks and recoil damage. Its whole head is actually quite heavy due to the large mass of hair and horns, giving it a slight boost to attacks involving headbutting.
Braviary: (Normal/Flying) Braviary is an extremely confident Pokémon and is difficult to intimidate or beguile. Attacks using fear or intimidating tactics are much less effective on Braviary. Its powerful wings and talons are designed to lift fs, allowing them to lift Pokémon x1.5 their weight, though lifting Pokémon that weigh more than Braviary will take much more energy.
Breloom: (Grass/Fighting) Breloom's arms are extremely stretchy, allowing them to hit their f from a distance with punches. Breloom's spores and powders are somewhat more effective.
Bronzong: (Steel/Psychic) Bronzong may levitate itself a short distance above the ground. Being inorganic, Bronzong cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
Bronzor: (Steel/Psychic) Bronzor may levitate itself a short distance above the ground. Being inorganic, Bronzor cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
Budew: (Grass/Poison) All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective.
Buizel: (Water) Buizel uses its tails similar to a propeller. This allows it to control its speed in the water and make sharp turns with great ease. By using a move, it can also hover over the ground slightly by rapidly spinning its tails, but each round its sustained costs good energy. The ring around its neck can be used as a floatation device, making it hard to force underwater.
Bulbasaur: (Grass/Poison) Bulbasaur are the most agile (though not fastest) of the Bulbasaur evolution line, meaning that any evasive maneuvers will be more effective. They have two vines.
Buneary: (Normal) Buneary is able to jump much higher than the typical Pokemon. It can use its ears in attacks, allowing it to extend its range for physical attacks.
Burmy: (Bug) Burmy can blend into the environment with ease, and is capable of staying perfectly still to avoid detection. It can hold onto things with its appendage on its head. It is also able to take camouflage from the environment when its coat is knocked off, adapting nearby debris to form a new one.
Butterfree: (Bug/Flying) Butterfree’s powders are slightly more effective than normal. It is also considered to be familiar with psychic abilities, and may use Psychic to lift Pokemon. Butterfree can see in the dark.

C

Cacnea: (Grass) Cacnea is covered in spikes. Therefore, those who attack Cacnea with physical attacks will recieve slight recoil damage (~10% of the attack). Being native to the desert where Sandstorms are frequent, Cacnea is immune to the effects of the attack.
Cacturne: (Grass/Dark) Cacturne is covered in spikes. Therefore, those who attack Cacturne with physical attacks will recieve slight recoil damage (~10% of the attack). Being native to the desert where Sandstorms are frequent, Cacturne is immune to the effects of the attack. It can stand perfectly still, allowing it to evade detection.
Camerupt: (Ground/Fire) Camerupt tend to be only slightly-less apathetic than their Numel bretheren, although their higher intelligence gives them a better ability to follow orders. However, they become extremely angry when struck in the face: a Camerupt struck in the face by an opponent will focus almost exclusively on that target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of Camerupts's revenge. Until its target has fallen Camerupt will be extremely emotional and responsive but more vulnerable to confusion. Camerupt will also be winded for up to three rounds after its beserker rage has ended, with longer periods of rage meaning more downtime.
Carnivine: (Grass) Carnivine may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Its bites and draining attacks are 10% more effective then normal.
Carracosta: (Water/Rock) Carracosta’s shell is rock hard. Physical attacks targeted at it will be quite reduced in strength. Although much more mobile than its preevolution on land, it is still somewhat sluggish and is a little bit slow in the water as well.
Carvahna: (Water/Dark) As a piranha, Carvanha's biting attacks are more effective. When Carvanha latches itself to something with its teeth, it is more difficult to shake or pry off.
Cascoon: (Bug) Cascoon is almost incapable of moving, and will not, except for attacks. Its movement consists of mostly hopping. Cascoon can see in the dark.
Castform: (Normal) Castform change their shape, as well as their type, depending on the weather. It will become a Water type while it's raining, a Fire type during a Sunny Day or something very similiar, etc. Castform remain Normal during "normal" weather.
Caterpie: (Bug) Caterpie, while not powerful Pokemon, have extremely sticky feet. If a throwing move dependent on the opponent’s weight is used, Caterpie is considered to weigh 100 pounds for the duration of the attack, if it is on the ground when the attack begins. Caterpie can see in the dark.
Celebi: (Grass/Psychic) Celebi is the only Pokemon known to be able to travel throughout the flow of time. Twice per match, Celebi can literally “freeze time.” While time is frozen, nothing moves or changes, with the exception of Celebi, who may move and attack. Celebi may also take allies into this frozen time pocket, though this is more stressful on Celebi and requires more energy. To observers outside the time pocket, Celebi and any in it seem to move faster than the speed of light, literally appearing and disappearing as they go. This counts as one move, and requires a good portion of Celebi’s energy to use.
Chandelure: (Ghost/Fire) Chandelure’s flames are made from a ghostly fire which only sheds light when Chandelure 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 ds not illuminate anything. Chandelure can float and move with a decent amount of agility in the air. Their arms, despite seeming solid, are actually relatively moveable and prehensile.
Chansey: (Normal) Chansey and Blissey are resistant to special attacks, and will take less damage from them. However, they are weak to physical attacks, and take more damage from them than normal.
Charizard: (Fire/Flying) Charizard is the fastest and most agile of the Charmander family in air. On the ground, it’s a different story. Charizard are hot-tempered and unwilling to give up a fight. This means that they will stay conscious for one round after they should’ve been knocked out, and are more resistant to fear attacks. However, they are more easily angered or confused. All of the Charmander family have flaming tails, which give off light to about 30 feet.
Charmander: (Fire) Charmander is the most agile of the Charmander family on the ground. All of the Charmander family have flaming tails, which give off light to about 30 feet.
Charmeleon: (Fire) Charmeleon is the fastest of the Charmander family on the ground, but not the most agile. Charmeleon are harder to scare, but are more easily angered or confused. All of the Charmander family have flaming tails, which give off light to about 30 feet.
Chatot: (Normal/Flying) Chatot's sound-based attacks are more effective than normal.
Cherrim: (Grass) Cherrim has two forms, Sunny form, during Sunny weather, and Overcast form (considered the default), during all other weather. When the arena is under the effect of Sunny Day, Cherrim automatically blossoms. In addition to the normal effects of Sunny Day, Cherrim also gains a general boost to its special attack. In double battles, this excess energy acts like a lasting Helping Hand, also giving the Pokemon's partner a slight boost in Special Attack power.
Cherubi: (Grass) Once a battle, using a move, Cherubi can absorb nutrients from the "small ball", restoring a good amount of health.
Chikorita: (Grass) A sweet smell emanates from Chikorita, and all within 6 feet have their attack and defense lowered slightly by it for as long as they can smell it. Chikoritas are immune to their own smell.
Chimchar: (Fire) The flames on Chimchar's back only go out when it is sleeping. They will increase and decrease in size depending on how intense the battle is, with more flames as the situation gs dire. The members of Chimchar line are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. The Chimchar line gets a boost in the power of its Fire attacks when low in health.
Chingling: (Psychic) Chingling moves primarily by bouncing, ringing lightly with every jump. Using a move, Chingling can produce a shrill sound that can distract or shock the f. Its sound attacks are slightly more powerful than normal.
Chimeco: (Psychic) Chimecho moves by floating, and while not the fastest nor the nimblest, it can move fairly well. It can use the suction cup on its head to attach itself to surfaces. If a throwing move dependent on Chimecho's weight is used on it while attached, it is considered to weigh 100 pounds for the duration of the attack.
Chinchou: (Water/Electric) Chinchou are fish, and thus are slow and nearly immobile on land, but are faster and more agile in the water. Whenever a Chinchou uses an electric attack in the water, it creates a small amount of electricity around it, shocking anything in the water with it within 10 feet of it (damage is considered equal to half a Thundershock for the most powerful electric attacks). As an electric type, it is immune to recoil from using electric attacks in the water or during a Rain Dance. It may also use its antennas as a light source in the same way that the Mareep family ds with their tails.
Cinccino: (Normal) Cinccino are very concerned with cleanliness and get quite annoyed when dirty. When attacked by “dirty” moves (e.g. Sludge, Mud Bomb, Sand-Attack), it will become annoyed and gain a slight boost to its general attack power, but have a slight chance of disobeying attacks to clean itself. The dirtier it gets, the more of a boost it receives and the more likely it is to disobey (capping at about 15% boost/disobeying rate).
Clampearl: (Water) Clampearl lacks legs, so its movement on land consists of hopping about a foot at a time. While swimming, Clampearl opens and closes its shell to move through the water. A Cloyster’s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Clampearl is its face, where its defense is considered to be halved.
Claydol: (Ground/Psychic) As they have eyes all around their heads, Claydol are almost impossible to surprise or sneak up on. Claydol naturally levitate, and can keep it up indefinantly.
Clefable: (Normal) Clefable are a bit reclusive, and are naturally shy, so they are not comfortable around large amounts of people, unless their bio states otherwise. Thus, stadiums or grandstands with onlookers make them nervous and reduce their accuracy slightly. Clefairy and Clefable can jump high and far, and can use their wings to fly (not fast or well, but they can). The Clefairy family cannot see in total darkness, but they can see better than most in low light.
Clefairy: (Normal) It is less shy than a Clefable, but is still made a bit nervous from large crowds of people. Clefairy and Clefable can jump high and far, and can use their wings to fly (not fast or well, but they can). The Clefairy family cannot see in total darkness, but they can see better than most in low-light.
Cleffa: (Normal) As a baby, Cleffa lacks the shyness of its higher evolutions. All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective. The Clefairy family cannot see in total darkness, but they can see better than most in low-light.
Cloyster: (Water/Ice) Cloyster lacks legs, so its movement on land consists of hopping a few feet at a time. While swimming, Cloyster opens and closes its shell to move through the water. A Cloyster’s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Cloyster is its face, where its defense is considered to be halved.
Cofagrigus: (Ghost) Cofagrigus’ is composed of minerals and gold in the shape of a coffin which it has possessed, residing within this solid form. Though unable to change forms like other ghosts due to being bound to the coffin, it can close itself within the coffin for defense against physical and special attacks. Its four “hands” move wildly and erratically, but have no real substance, only somewhat able to manipulate objects.
Combee: (Bug/Flying) Only female Combee can evolve.
Combusken: (Fire/Fighting) Combusken's legs are very powerful. It can jump fairly high (about 15 feet in the air) and its kicking attacks are slightly more powerful than normal.
Conkledurr: (Fighting) Conkledurr carry around two concrete blocks which can be used in Physical attacks involving smashing the f. Using it this way grants them a fair boost in power (~25%) for an equivalent increase in energy use and a significant drop in speed. The blocks can be dropped by Timburr to execute an attack under normal conditions and can be stolen from it, though they are very, very heavy, and the Theif must be extremely strong to steal them.
Corphish: (Water) Corphish are highly aggressive and territorial, as such they will react more enthusiastically when using any offensive technique, and less enthusiastically when using any defensive technique
Corsola: (Water/Rock) Corsola have limited movement ability on land, and are better suited to shallow water, where they can move more quickly with the water carrying some of their weight. Corsola are fairly resistant to water despite their rock type, and only powerful water attacks will deal noticeable damage to them.
Cottonee: (Grass) Cottonee is very light and fluffy and has a body which allows them to be picked up by the wind, allowing it to ride wind currents. When attacked, it releases a light puff of cotton, which may cause light symptoms similar to the effects of Cotton Spore.
Cradily: (Rock/Grass) Cradily can stick to the ground to absorb nutrients. Lifting or trying to move this Pokemon will count as it having double weight. Cradily's Ingrain is more effective then normal. While it is capable of movement when not rooted down, it is quite slow, as it must hop or crawl to get around. As a sea lily, its natural habitat is the ocean, allowing it to stay underwater indefinitely. It is capable of seeing in the dark.
Cranidos: (Rock) Cranidos's extremely hard and somewhat pointed skull gives it a 25% boost in head-based attacks. However, its skull is very vulnerable, and attacks targeting this area do more damage.
Crawdaunt: (Water/Dark) Crawdaunt can swim, but prefers to walk along the bottom of the water instead of swim in it. Its claw attacks are stronger then normal.
Cresselia: (Psychic) Cresselia levitate naturally, and are rather fast and agile. Cresselia fight more enthusiastically at night. They are also extremely resistant to sleep, and will rarely do so against their will.
Croagunk: (Poison/Fighting) Croagunk has sacs in its mouth that store toxins. Utilizing these stored poisons, Poison attacks from the mouth take slightly less energy.
Crobat: (Poison/Flying) Crobat is a silent flier: only the most acute listening Pokemon will be able to hear it. Crobat can see in the dark, although it can use sonar like a Zubat if needed.
Croconaw: (Water) Croconaw is the middling of speed and agility in the Totodile family. As an alligator Pokemon, the Totodile family has the strongest bite attack of any Pokemon relative to their size. However, their jaw muscles are meant for clamping down, not opening up: most Pokemon 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.
Crustle: (Bug/Rock) With a heavy shell of rock on its back, Crustle is a slow-moving Pokémon, having difficulty moving at much more than a fast crawl. However, Crustle’s shell is extremely hard and durable, granting it a boost in physical defense, though its vulnerable body will still take full damage.
Cryogonal: (Ice) Cryogonal can levitate for no energy cost. The chain of ice produced from its face can be lengthened and shortened at will for slight energy cost and also used to manipulate items or fs.
Cubchoo: (Ice) Cubchoo constantly has a droplet of frozen water hanging from its nose, which it uses to power its attacks. If submerged in water or otherwise added to, Cubchoo will gain a slight boost in its next Ice or Water attack.
Cubone: (Ground) Cubone wear a skull helmet, which they will not willingly take off. This reduces damage from attacks to the head, but if the skull is destroyed, it costs 1 SP to replace or 1 battle for the Cubone to go out and find another. Cubone cannot use their respective “Bone” attacks (Bone Club, Bonemerang, etc.) unless they are holding their bone.
Cyndaquil: (Fire) Cyndaquil is the most agile of the Cyndaquil family. Cyndiquil, Quilava, and Typhlosion can control whether their flames are ignited at any one time. When not ignited, they take less damage from water attacks, as there is no flame for the water to hit. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water, but allows them to use fire attacks. Igniting ds not count as a move, and happens automatically when the Pokemon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep.

D

Darkrai: (Dark) As the embodiment of nightmares, Darkrai emits a malicious energy constantly. When a Pokemon falls asleep within the vicinity of this Pokemon will immediately experience Nightmares.
Darmanitan: (Fire) Darmanitan’s “eyebrows” are actually two flickering flames that grow more intense the more excited it is. When it reaches half health, it may be ordered into “Zen Mode”, in which it withdraws its hands and legs and extinguishes its external fires and concentrates. In Zen Mode, Darmanitan gains a secondary Psychic type and all associated weaknesses and resistances. Though immobile, it can float low over the ground. When entering Zen Mode, it cannot come out of it until it faints.
Darumaka: (Fire) Darumaka can curl up and sit completely immobile, mimicking a daruma. It will curl up like this when asleep or hiding.
Deerling: (Normal/Grass) Deerling’s appearance changes with the seasons, its body changing to Pink in the Spring, Green in the Summer, Orange in the Autumn, and Brown in the Winter (this form can be determined by the user, but some environments that are clearly “wintery” or “summery” may trigger this change).
Deino: (Dark/Dragon) Deino is blind, but due to this, is in a constant state of confusion and rage. This makes its attacks less accurate but as if powered permanently by a Howl. It ds still have some perception of its world, though, able to hear and smell fs, and possibly sense their movement. Due to their eagerness, however, Deino have more energy than a normal Pokémon.
Delcatty: (Normal) Delcatty's Attract, Charm and similar attacks are more effective then normal. It prefers to use its tail for slapping and similar attacks.
Delibird: (Ice/Flying) Delibird are used to frigid temperatures, and they have a warm down similar to penguins (though they are not quite as talented as swimmers). Delibird may carry items in its sack, as long as the items are reasonable (aka no halberds in a Delibird sack), but a Delibird may not bring an item in its sack into battle unless the item is part of its sig move.
Dewgong: (Water/Ice) Seel and Dewgong can move on land, but it’s slow and awkward, so they prefer to swim if they can. Both Seel and Dewgong can survive freezing temperatures, and the Seel family is one of the most nimble in the water.
Dewott: (Water) Dewott wields two sharp shells, much like its preevolution, generally only wielding one at a time. The shells are fairly solid and can be used to defend against many physical attacks or to counter some attacks.
Dialga: (Water/Dragon)
Diglett (Ground) Anatomically, with the exception of the head, a Diglett looks almost exactly like a mole. While Diglett can fight on the ground, they prefer not to, as they are more comfortable digging. If on ground they can’t Dig, however, they will stand above it. A Diglett can quickly duck back into its hole to dodge an attack if ordered to do so, provided that it sees the attack coming. However, doing so makes it vulnerable to special attacks and water being blasted down its hole. Diglett can see in the dark.
Ditto: (Normal) A Ditto may disguise itself as an inanimate object in the arena with its Transform attack. This requires less energy than a normal transform, and a Ditto is almost impossible to tell apart from the object it’s copying. Ditto, however, cannot copy complicated mechanisms or things with complicated moving parts accurately (thus, if it were to copy a Pokéball, it wouldn’t be able to use a Pokéball’s buffer scan/recall beam).
Dodrio: (Normal/Flying) The heads of a Dodrio share a hive mind of sorts. One head cannot be surprised or snuck up on unless the others are. When Resting, one head remains awake, which means that a Dodrio cannot be dealt a critical hit while using Rest (sleep induced by other means, such as through an attack, will put all 3 heads to sleep and make Dodrio vulnerable to a critical hit). Dodrio and Doduo can fly, though not far or well.
Doduo: (Normal/Flying) The heads of a Doduo share a hive mind of sorts. One head cannot be surprised or snuck up on unless the others are. When Resting, one head remains awake, which means that a Doduo cannot be dealt a critical hit while using Rest (sleep induced by other means, such as through an attack, will put both heads to sleep and make Doduo vulnerable to a critical hit). Dodrio and Doduo can fly, though not far or well.
Donphan: (Ground) The strip of black, leathery skin acts as treads for when Donphan is performing a Rollout, thus giving it better traction (and accuracy) when using a Rollout attack. Like all elephants, Donphan are sure-footed, even though they cannot see their own feet.
Dragonair: (Dragon) Dragonair are capable of flight, though it is levitation through an unknown method that allows them to do so without wings. This, however, allows them to hover in the air, though they are more agile than fast. Sunny Day or Rain Dance will last one round longer than normal if used by a Dragonair.
Dragonite: (Dragon/Flying) Despite its short wings, a Dragonite can fly well. However, Dragonites are more speed fliers than finesse fliers, and need a good distance to turn at high speeds. On the ground, it can move and dodge at a decent speed.
Drapion: (Poison/Dark) Drapion is able to rotate its head 360 degrees.
Dratini: (Dragon) Dratini can move equally well in the water and the ground, but they prefer water, as they cannot fly like their higher evolutions.
Drifblim: (Ghost/Flying) Drifloon is considered familiar with Psychic abilities. It can inflate itself to either provide a slight defense against physical attacks or for propulsion.
Drifloon: (Ghost/Flying) Drifloon is considered familiar with Psychic abilities. It can inflate itself to either provide a slight defense against physical attacks or for propulsion.
Drillbur: (Ground) Drillbur digs like a drill using its long, pointed, shovel-like claws. This allows it to dig quickly and easily through almost any type of ground – even through some hard, impenetrable surfaces, like concrete – letting it travel fast and efficiently through the ground. Its tunnels are also sturdy, and, if desired, can be made so they do not collapse after being dug.
Drowzee: (Psychic) Drowzee and Hypno are both Pokemon that focus on sleep-related attacks. Their Hypnosis, Dream Eater, and Nightmare attacks are more powerful than normal.
Druddigon: (Dragon) Druddigon is very cold-blooded. In the sun and warmer temperatures, it will fight with great enthusiasm, but in cold temperatures or if chilled, it will quickly grow sluggish. Its skin is very tough and scaly and its body is covered in spikes; both of these factors will cause minor recoil to physical attacks.
Ducklett: (Water/Flying) Ducklett are only decent swimmers, able to stay underwater for a time but are not very mobile while underwater.
Dugtrio: (Ground) Dugtrio share a linked mind, just like Dodrio do. Thus, a Dugtrio member cannot be surprised unless they all are. While individual Dugtrio are nothing more than big Digletts, the healthiest one will attempt to take the hits for the weakest ones to keep them in the battle. A Dugtrio is considered knocked out when all 3 of its individuals are. As individuals are knocked out, a Dugtrio loses power. Dugtrio can see in the dark.
Dunsparce: (Normal) Dunsparce can see in the dark. A Dunsparce can also fly with its wings, though neither fast nor well.
Duosion: (Psychic) Duosion’s body is surrounded by a liquid chemically similar in composition to a cell’s cytoplasm, acting as a protective buffer from the outside environment. The damaging effects of weather, such as Hail or Sandstorm, will be buffered by this coating of liquid, and statuses, like poison or burn, may be weakened or distributed. Toxic will take an extra turn to set in as it diffuses through this liquid coat. With two brains, Duosion is also somewhat more resistant to mentally-effecting attacks.
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, but still take massive damage from it.
Dusclops: (Ghost) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light ds not hinder their ability to battle.
Dusknoir: (Ghost) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light ds not hinder their ability to battle.
Dustox: (Bug/Poison) A Dustox's poison attacks are more potent than most Pokémons, with slightly increased effects. Dustox can see in the dark.
Dwebble: (Bug/Rock) Dweeble’s shell is actually a hollowed out rock. Its body is fairly small, allowing to withdraw easily inside for defense. Though very rarely will it abandon its rock, it can in desperation or if otherwise required.

E

Eelektrik: (Electric) Eelektrik constantly levitates using a magnetic field. This levitation allows for fairly quick and nimble travel and requires no energy to maintain. They are also fairly good swimmers and are able to stay underwater as long as any Water type.
Eelektross: (Electric) Eelektross constantly levitates using a magnetic field. This levitation allows for fairly quick and nimble travel and requires no energy to maintain. Unlike its preevolutions, it is able to ground itself for a short time and stand on its modified fins. They are also fairly good swimmers and are able to stay underwater as long as any Water type.
Eevee: (Normal) Eevees have sensitive hearing, at the expense of being more vulnerable to sound attacks.
Ekans: (Poison) An Ekans, while not as big as its evolution, is much quieter when moving. It may shake its rattle as an attack, which will make an opponent who hears and sees Ekans more hesitant to attack.
Electabuzz: (Electric) If an Electabuzz sees the color red, it may launch into a blind rage. While in this rage, an Electabuzz’s attack is doubled, at the expense of a halved defense. A trainer may, with a note in their bio, however, say they’ve trained Electabuzz not to respond to red. However, Electabuzz will lose the ability to go into this rage if they do so.
Electivire: (Electric) Electivire is able to use its tails to channel Electric attacks. Direct contact with the f using its tails will give a slight boost in the chance of paralysis for the attack and will make paralysis in the contact area far more likely.
Electrike: (Electric) It is filled with electricity, and physical attacks have a 5% chance of dealing slight paralysis as recoil.
Electrode: (Electric) Electrode moves by rolling, and consequently is one of the fastest Pokemon. However, its movement speed is dependent on the smoothness of the terrain: an Electrode is fastest on flat, smooth ground, and slowest on rocky ground. Koffing, Weezing, Voltorb, and Electrode have a 5% chance of Exploding when KO’ed.
Elekid: (Electric) An Elekid may take one turn to recharge half of its electrical energy. This can only be used once per match, and it must take a turn to recharging, in which no other moves may be ordered. Unlike Electabuzz, it ds not react to the color red.
Elgyem: (Psychic) Elgyem are extremely intelligent Pokémon with potent psychic capabilities. Their abilities allow them to maintain Psychic levitation constantly with little energy cost.
Emboar: (Fire/Fighting) Emboar’s “beard” of flames is constantly burning and grows and shrinks to indicate its attitude. It can release a large amount of smoke or smog from its nose in a short time to hide itself almost in an instant.
Emolga: (Electric/Flying) Emolga cannot actually “fly”, much like the Gligar family, instead gliding over the ground.
Empoleon: (Water/Steel)
Entei: (Fire) An Entei’s Roar attack is more effective than normal. When an Entei is first sent out or appears, the weather (if applicable) is considered to automatically change to a Sunny Day for the usual amount of time (5 rounds).
Escavalier: (Bug) Escavalier are covered in a thick, steely armor developed from the shell of a Shelmet. This provides him some level of defense against physical attack. Escaliver can float low over the ground and even reach high speeds, but has trouble turning.
Espeon: (Psychic) An Espeon’s fur is sensitive to the movements of the wind, caused by the movements of an opponent, so it has a slightly higher chance of evading any attack from an opponent, and is very difficult to surprise. An Espeon has sensitive hearing, at the expense of higher vulnerability to sound attacks.
Excadrill: (Ground) Excadrill’s claws are as tough as steel and covered in sharp grooves, allowing them to dig through any surface with great ease. They dig like a drill, rotating extremely quickly, letting them travel very fast through the ground for little energy. It can dig through most surfaces and tunnel in almost anything aside from many feet of solid concrete or bedrock. Its tunnels are also sturdy, and, if desired, can be made so they do not collapse after being dug.
Exeggcute: (Grass/Psychic) Exeggcute share a linked mind: none can be surprised unless they all are. While individually weak, they display strong group tactics, and the healthiest one will take the hits for the weakest ones. An Exeggcute is considered knocked out when all its individual eggs are.
Exeggutor: (Grass/Psychic) An Exeggutor literally has eyes everywhere: it is impossible to surprise from behind. It is capable of attacking an opponent with most of its attacks, no matter which direction it is “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, provided it has the energy to do so. An Exeggutor is considered to be knocked out when its body is, as the heads will all faint when the body ds.
Exploud: (Normal) Exploud is completely immune to any sound-based attack, any sound based attack used by Exploud is 25% more effective then usual

F

Finneon: (Water) As a butterfly fish, its wind attacks are more effective then normal. Finneon have more type energy then normal for all of its "wind" based attacks, such as Silver Wind, Gust, Icy Wind etc.
Farfetch’d: (Normal/Flying) A Farfetch’d uses its leek like a weapon: if it loses it, it will be unable to use Cut, Slash, or False Swipe. As duck Pokemon, Farfetch’d can float on top of the water, and have a limited diving ability.
Fearow: (Normal/Flying) While not as agile as its previous evolution, the large wings of a Fearow make it faster and able to fly longer.
Feebas: (Water) Feebas is very ugly.
Feraligatr: (Water) While not the most agile of the Totodile line, Feraligatr is the fastest on land and in water. It will travel on all fours for extended distances. As an alligator Pokemon, the Totodile family has the strongest bite attack of any Pokemon relative to their size. However, their jaw muscles are meant for clamping down, not opening up: most Pokemon 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.
Ferroseed: (Grass/Steel) Ferroseed is covered in large spines. Physical attacks dealt to it are likely to cause some decent recoil. Ferroseed, though typically fairly sessile, can move by rolling, spinning or hopping if need be.
Ferrothorn: (Grass/Steel) Like its preevolution, Ferrothorn is covered in large spines. Physical attacks dealt to it are likely to cause some decent recoil. Ferrothorn moves with the aid of its three vines, able to use them much like arms or claws to move or attack. They can also be used to stick to ceilings or other horizontal surfaces.
Flaaffy: (Electric) Mareep, Flaaffy, and Ampharos have the ability to use the balls on their tails as lights. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Mareep/Flaaffy/Ampharos to light its tail. This will, however, make it a more obvious target for Pokemon who can see in dark areas.
Flareon: (Fire)[/b] Flareon has sensitive hearing, at the expense of greater vulnerability to sound attacks.
Floatzel: (Water) Floatzel uses its tails similar to a propeller. This allows it to control its speed in the water and make sharp turns with great ease. By using a move, it can also hover over the ground slightly by rapidly spinning its tails, but each round its sustained costs good energy. The sac around its neck can be used as a flotation device, making it hard to force underwater.
Flygon: (Ground/Dragon) Flygon’s enlarged eyes are adapted to seeing in a sandstorm, are and such are not hindered in heavy sand or fog. They also have slightly improved vision in low light, but are more vulnerable to Flash and similar effects.
Foongus: (Grass/Poison) When attacked physically or threatened, Foongus may release a small amount of spores causing a random mild status effect.
Forretress: (Bug/Steel) Forretress is almost completely covered by its shell, reducing damage from all attacks. However, it is almost completely immobile. Foretress have a natural levitation ability, and move rather well in the air, although they are not the fastest
Fraxure: (Dragon) Fraxure’s tusks are tough and sharp. Any attacks utilizing these tusks are granted a slight boost in power.
Frillish: (Water/Ghost) Despite their resemblance to jellies, Frillish can actually survive outside of the water for long periods of time, and, additionally, are able to float above the ground. While not particularly fast or nimble, they can maneuver with some decent ability.
Froslass: (Ice/Ghost)
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 Pokemon cannot.

G

Gabite: (Dragon/Ground) Gabite's large teeth and firm jaw give it a slight boost in power to all biting attacks. Gabite can see in the dark.
Gallade: (Psychic/Fighting) Gallade is able to extend its arms and elbows. Its arms are also very sharp, and cutting attacks do slightly more damage.
Galvantula: (Bug/Electric) Galvantula are excellent climbers. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact.
Garchomp: (Dragon/Ground) Garchomp is capable of limited gliding, which works similar to agility in regards to speed and maneuvering. It can see in the dark.
Garbodor: (Poison) Garbodor is a living garbage monster and stinks horribly. Any Pokémon that smells in its odor within 6 feet has a chance of flinching. It shoots toxins and many attacks from its fingertips as well as its mouth, allowing for better aim.
Gardevoir: (Psychic) Gardevoir's empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective.
Gastly: (Ghost/Poison) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light ds not hinder their ability to battle. Gastly can see in the dark.
Gastrodon: (Water/Ground) Gastrodon has two different forms, although they are not different from each other other then looks. Gastrodon move at a decent speed on land, and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. Gastrodon are coated with a slimy substance, which makes them harder to grab. They are also able to stick to the ground. Any weight attack used against them will when stuck will have them considered to be double their weight.
Gengar: (Ghost/Poison) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light ds not hinder their ability to battle. Gengar can see in the dark.
Geodude: (Rock/Ground) Geodude have the greatest variety of locomotion options amongst the Geodude family: they are capable of rolling, walking on their hands, or floating. However, Geodude is the slowest in the Geodude line. Geodude can see in the dark.
Gible: (Dragon/Ground) Gible can effectively "swim" through the ground, able to dig very quickly and nimbly. While it can do this underground to some extent, it moves the fastest when just below the surface, its fin sticking out of the ground. Gible's large teeth and firm jaw give it a slight boost in power to all biting attacks. Gible can see in the dark.
Gigalith: (Rock) Despite resembling eyes, the holes on Gigalith’s face are actually ears, making them effectively blind. However, these ears are extremely sensitive to vibrations both in the earth and the air, allowing them to detect their f despite any visual obstructions. The orange gems on their bodies are shiny and glow when energy-based attacks are used, which can possibly give away their position when using the attack or help allies see in dark spaces.
Girafarig: (Normal/Psychic) Girafarig’s head and tail are linked: thus, one head is not surprised unless they both are. The tail relies mostly on instinct, and will Bite at anything that comes near it, regardless of what it might be.
Giratina: (Ghost/Dragon)
Glalie: (Ice) Glalie can naturally levitate, and can keep it up indefinitely. Its appearance makes it slightly intimidating. Due to its massive jaw, biting attacks are also somewhat stronger then normal.
Gligar: (Flying/Ground) Gligar are not true fliers: instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Gligar can see in the dark.
Glaceon: (Ice) Glaceon have sensitive hearing, at the expense of being more vulnerable to sound attacks. Their light coloring and ice-like body patterns allow them to hide better among ice and in blizzards.
Glameow: (Normal) Though slower than its evolved form, Glameow is much more agile.
Gliscor: (Ground/Flying) Gliscor are not true fliers: instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Upon evolving, their claws got quite stronger and attacks that use it are 15% stronger then normal. Gliscor can see in the dark, and fight more enthusiastically at night.
Gloom: (Grass/Poison) Gloom smell rather unpleasant, and any Pokemon that smells in its odor within 3 feet has a chance of flinching.
Golbat: (Poison/Flying) Golbat, unlike Zubat, can see, though it can use sonar if needed. Golbat can see in the dark.
Goldeen: (Water) Goldeen is an excellent swimmer in the water. However, it is basically helpless out of water.
Golduck: (Water) the Psyduck family is considered to be familiar with psychic abilities, and can use Psychic to lift Pokemon. Golduck is fast and agile both in and out of water.
Golem: (Rock/Ground) Golem have extremely hard shells: and are hard to damage with physical attacks. However, they are weighted down by their girth, and are the slowest of all the Geodude family. Golem can see in the dark.
Golett: (Ground/Ghost) Golett is entirely inorganic, meaning it is completely unaffected by poison. Though slow and robotic, it is quite heavy and bulky for its size, allowing it to deal slightly more damage from physical attacks.
Golurk: (Ground/Ghost) Golurk is entirely inorganic, meaning it is completely unaffected by poison. Though slow and robotic, it is quite heavy and bulky for its size, allowing it to deal more damage from physical attacks. Despite being very large and extremely heavy, Golurk has the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly.
Gorebyss: (Water) Gorebyss is considered familiar with Psychic attacks. As a deep sea Pokemon, it can see in the dark well and is resistant to high pressure.
Gothita: (Psychic) Gothita are skilled illusionists, able to create illusions much like with Hypnosis to fool their fs. They also have an innate sense of the future, able to predict and anticipate attacks, making them slightly more likely to evade. They fight most enthusiastically at night.
Gothitelle: (Psychic) Gothitelle are skilled illusionists, able to create illusions much like with Hypnosis to fool their fs. They also have an innate sense of the future, able to predict and anticipate attacks, making them slightly more likely to evade. They fight most enthusiastically at night.
Gothorita: (Psychic) Gothorita are skilled illusionists, able to create illusions much like with Hypnosis to fool their fs. They also have an innate sense of the future, able to predict and anticipate attacks, making them slightly more likely to evade. They fight most enthusiastically at night.
Granbull: (Normal) Granbull has sensitive hearing, at the expense of greater vulnerability to sound attacks. Any biting attacks it uses are more powerful than normal.
Graveler: (Rock/Ground) Graveler lacks the diversity of movement options and the toughness of Golem, however, they are the fastest and most agile of the Geodude family. Graveller can see in the dark.
Grimer: (Poison) These Pokemon 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 cannot see in complete darkness, though they see better than most in low light. They are also very flexible, and can fit through gaps that most pokemon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 85% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.
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.
Grovyle: (Grass) Thanks to the small hooks on their feet, Grovyle are able to scale most vertical walls. Grovyle cannot be intimidated easily, and are therefore more resistant to Fear-inducing attacks. When low in health, Grovyle's grass type attacks get a small boost in power
Growlithe: (Fire) Arcanines and Growlithes 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. Finally, their hearing is more sensitive than normal, at the expense of being more vulnerable to sound attacks.
Grumpig: (Psychic) Grumpig is excellent at using Bounce. It will use the attack much quicker then normal, and can Bounce much higher then normal as well. This boost also treats Grumpig as if though it is 100lbs heavier than normal in regards to additional strength.
Gulpin: (Poison) Gulpin is stretchy and elastic, allowing it to easily change its shape and size. It can inflate to raise its defense. It can swallow almost anything, and can do so as a move.
Gurdurr: (Fighting) Gurdurr carry around heavy I-beam which can be used in Physical attacks involving smashing the f. Using it this way grants them a fair boost in power (~25%) for an equivalent increase in energy use and a significant drop in speed. The beam can be dropped by Gurburr to execute an attack under normal conditions and can be stolen from it, though it is very heavy and the Theif must be quite strong to do so.
Gyarados: (Water/Flying) Gyarados are terrifying, and for good reason. If a Pokemon would be afraid of Gyarados, then Gyarados’ fear attacks are more effective. Gyarados is equally at home on land or in the water.

H

Happiny: (Normal) Happiny always brings a roughly egg-shaped stone into battle, which can be utilized in battle. If this stone is lost or broken, Happiny will search for a replacement. All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective.
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 125% damage. This ds not apply to fist attacks, such as Mega Punch or Dynamic Punch. Thanks to the thick layer of fat in their skin, Hariyama take 50% the normal damage from Ice and Fire type attacks.
Haunter: (Ghost/Poison) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light ds not hinder their ability to battle. Haunter’s Lick attack has a 50% chance to paralyze, instead of the usual 30%. Haunter can see in the dark.
Haxorus: (Dragon) Haxorus’s tusks are tough and sharp. Any attacks utilizing these tusks are granted a slight boost in power. The armor covering its body also gives it a slight boost in physical defense.
Heatmor: (Fire) Heatmor’s body is constantly producing and releasing fire. Heatmor can release fire from its mouth, fists and tail, allowing it to attack in a variety of fashions. Fire attacks issued from its mouth will be long and thin but easier to direct for a more centered hit, or used like a whip to lash the f for a guaranteed hit but slightly less damage.
Heatran: (Fire/Steel) Heatran is very comfortable in magma, and can stay in it indefinitely. It can walk on walls and ceilings.
Heracross: (Bug/Fighting) Heracross can fly, though they are faster than they are agile in the air. Heracross can see in the dark.
Herdier: (Normal) Herdier has a thick coating of fur across its back that acts as an insulator, allowing it to resist the cold and be less affected by it. As dog Pokémon, they are fairly adept at digging and swimming, and do both with a bit more ease and speed than other Pokémon.
Hippopotas: (Ground) Like the Larvitar family, can release Sand from their body for the purpose of Sandstorm. Official update to be made later, take this as official.
Hippowdon: (Ground) Hippowdon is full of sand, and is able to use the sand in its body to produce Sandstorms, instead of relying on the sand in the arena.
Hitmonchan: (Fighting) Hitmonchan practice extensively in the way of the fist. Their punch attacks do 125% damage, but their kick attacks deal only 75% damage.
Hitmonlee: (Fighting) Hitmonlee train extensively in the way of the foot. Their kicking attacks do 125% damage, but their punch attacks deal only 75% damage. Hitmonlee can extend their limbs to up to twice their length to hit distant targets or to increase their stride.
Hitmontop: (Fighting) Hitmontop is equally happy punching or kicking. It stands on its head for most attacks.
Ho-Oh: (Fire/Flying) the second-largest legendary bird, Ho-Oh is a beautiful, but terrifying sight. The weather will immediately clear when it appears.
Honchkrow: (Dark/Flying) Honchkrow have influence over Murkrow. If Honchkrow is fighting a Murkrow, the Murkrow will be more reluctant to damage it.
Hoothoot: (Normal/Flying) As an owl, Hoothoot and Noctowl are the quietest fliers amongst Pokemon, and are almost inaudible as they fly. Hoothoot can see in the dark.
Hoppip: (Grass/Flying) Hoppip fly mostly by the force of the wind, or, if there is no wind, it glides. While it is able to fly somewhat under its own power, it is tiring for a Hoppip and used only to catch a breeze. Thus, a Hoppip will try to stay in the air unless it has no alternative.
Horsea: (Water) A Horsea is much more at home in the water than on land. On land, it can only hop, and is easily knocked over.
Houndoom: (Dark/Fire) Any burns caused by a Houndoom’s attack do more damage than usual. A Houndoom can see in the dark, and has sensitive hearing, at the expense of increased vulnerability to sound attacks. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. Houndour and Houndoom have a unique language (composed of barks and howls) that only they understand. In events like the Grand Melee, trainers may order their Houndour or Houndoom to deliver a message in such a language. Only trainers with Houndour or Houndoom will be able to understand the message.
Houndour: (Dark/Fire) Houndour can see in the dark, and has sensitive hearing, at the expense of increased vulnerability to sound attacks. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. Houndour and Houndoom have a unique language (composed of barks and howls) that only they understand. In events like the Grand Melee, trainers may order their Houndour or Houndoom to deliver a message in such a language. Only trainers with Houndour or Houndoom will be able to understand the message.
Huntail: (Water)
Hydreigon: (Dark/Dragon) Hydreigon is an extremely frightening, violent, temperamental and intimidating Pokémon. It levitates constantly, now unable to stand, though is somewhat slow in the air due to its size. Its hands have developed into two heads, both completely under the control of the main head, and can be used to attack, both physically and specially. It is extremely sensitive to movement and is able to target a f even at a significant distance or if they are hiding. Despite its great power, it is very hard to control and easy to anger, and may potentially disobey its trainer, especially if angered or otherwise displeased.
Hypno: (Psychic) Drowzee and Hypno are both Pokemon that focus on sleep-related attacks. Their Hypnosis, Dream Eater, and Nightmare attacks are more powerful than normal. Hypno’s Hypnosis attack is released through its pendulum.

I

Igglybuff: (Normal) Igglybuff is somewhat bouncy. If it gets hit or tossed, it will take less damage than normal. However, it will instead bounce, which could be potentially disrupting. All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective.
Illumise: (Bug) Volbeat and Illumise are considered male and female variations of the same Pokemon, and therefore the Attracts of both species are considered to work as if both Volbeat and Illumise were the same species of Pokemon. Illumise has a light on its tail that it can use to illuminate areas though it makes it more visible in the dark. Illumise has slightly more Electric energy than other non-Electric Pokemon.
Infernape: (Fire/Fighting) Its flames on its head only go out when it is sleeping. They will increase and decrease in size depending on how intense the battle is, with more flames as the situation gs dire. The members of Chimchar line are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. The Chimchar line gets a boost in the power of its Fire attacks when low in health.
Ivysaur: (Grass/Poison) Ivysaur is the middle of the road speed and agility-wise in the Bulbasaur family.

J

Jellicent: (Water/Ghost) Despite their resemblance to jellies, Jellicent can actually survive outside of the water for long periods of time, and, additionally, are able to float above the ground. While not particularly fast or nimble, they can maneuver with some decent ability.
Jolteon: (Electric) Jolteon has sensitive hearing, at the expense of greater vulnerability to sound attacks. Its body is also spiky, making physical contact and grabbing/wrap attacks painful for the Pokémon wrapping Jolteon
Joltik: (Bug/Electric) Joltik are the smallest Pokémon known, only a decameter in height. It’s extremely small size makes it difficult to spot, but makes it somewhat weaker to physical attacks and makes its physical attacks somewhat less effective. Joltik, however, have the special capabilities of any other Pokémon and are extremely nimble climbers, allowing for other forms of attack and evasion. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact.

K

Kabuto: (Rock/Water) Kabuto’s have a protected top, where their top eyes are located. However, their underside is weak and unprotected, and they have a hard time righting themselves if knocked over.
Kabutops: (Rock/Water) Unlike its previous form, it’s a fairly sleek swimmer. It is equally at home in or out of the water.
Kadabra: (Psychic) Kadabra emits special alpha waves as a byproduct of its psychic abilities. These waves induce headaches and will disrupt the concentration of Pokemon within 5 feet of Kadabra.
Kakuna: (Bug/Poison) Kakuna is almost incapable of moving, and will not, except for attacks. Its movement consists of mostly hopping. Kakuna can see in the dark.
Kangaskhan: (Normal) Kangaskhan come in both genders, though females are more likely to have babies (almost 100%) 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 Pokemon or Kangaskhan is unconscious. During this time, Kangaskhan’s attack is doubled, at the expense of a halved defense.
Karrablast: (Bug) Karrablast can spit an acidic irritant to ward off fs. Karrablast can see in the dark.
Kecleon: (Normal) As noted in the move description, Kecleon performs Camouflage more quickly, and expends less energy while doing so, however, Kecleon’s stripe remains visible, so it can still be tracked, although it is much harder.
Kingdra: (Water/Dragon) The largest of the Horsea family, it is also the fastest and most agile. However, just like its predecessors, this translates only into the water.
Kingler: (Water) Kingler can swim, but prefers to walk along the bottom of the water instead of swim in it. Kingler uses its pincers based on the attack: attacks that are quicker and more precise use its smaller claw, while the most powerful attacks take advantage of its powerful claw, which can crush almost anything. Krabby and Kingler can easily move side to side, but have difficulty walking forwards and backwards.
Kirlia: (Psychic) Kirlia's empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective. It also has a very good sense of balance and is hard to knock down.
Klang: (Steel) Klang’s multiple gears are bound together by a powerful electrical force and are constantly turning to maintain it. The “minigear” (the faced gear) can break away from the rest for a short time to perform an attack, but will be drawn back immediately afterwards. If it stays apart much longer than that, it will suffer a rapid energy drain.
Klink: (Steel) Klink are bound together by a powerful electrical force and are constantly turning to maintain it. They can break apart for a short time (e.g. to perform an attack) but will be drawn back together immediately afterwards. If it stays apart much longer than that, it will suffer a rapid energy drain.
Klinklang: (Steel) Klinklang’s multiple gears are bound together by a powerful electrical force and are constantly turning to maintain it. The “minigear” (the faced gear) can break away from the rest for a short time to perform an attack, but will be drawn back immediately afterwards. If it stays apart much longer than that, it will suffer a rapid energy drain. The spikes on the outermost gear can cause some physical recoil if touched or hit.
Koffing: (Poison) Koffing are made of poison. Thus, they thrive in environments where such poisons abound. They are healed by toxic chemicals instead of harmed, and poison attacks heal them instead of harm them. Koffing use their internal gases to move and float about: however, they cannot go under water, instead it will float at the top. Koffing, Weezing, Voltorb, and Electrode have a 5% chance of Exploding when KO’ed.
Krabby: (Water) while it can swim, Krabby prefers to walk along the bottom of the water instead of swim. Krabby and Kingler can easily move side to side, but have difficulty walking forwards and backwards.
Kricketot: (Bug) Kricketot can produce sounds and patterns that only those of its species can understand in order to communicate.
Kricketune: (Bug) Kricketot can produce sounds and patterns that only those of its species can understand in order to communicate. Kricketune's sound based attacks are more potent and have greater range.
Krokorok: (Ground/Dark) Krokorok have a dark membrane covering their eyes, acting like “sunglasses” to protect them from bright light and sandstorms. They are somewhat resistant to light-based attacks as a result and can see well in bright sunlight. Their eyes are also somewhat sensitive to heat, allowing them to see very well in the dark.
Krookodile: (Ground/Dark) Krokorok have a dark membrane covering their eyes, acting like “sunglasses” to protect them from bright light and sandstorms. They are somewhat resistant to light-based attacks as a result and can see well in bright sunlight. Their eyes also can adjust and focus to act like binoculars, allowing for better accuracy and to see things at a great distance.

L

Lairon: (Steel/Rock) Lairon can see in the dark. Due to its exceptional hardness, it will not take recoil damage from attacks it uses.
Lampent: (Ghost/Fire) Lampent’s flame is made from a ghostly fire which only sheds light when Lampent 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 ds not illuminate anything. Lampent can float and move with a decent amount of agility in the air. Their arms, despite seeming solid, are actually relatively moveable and prehensile.
Lanturn: (Water/Electric) Lanturn are fish, and thus are slow and nearly immobile on land, but are faster and more agile in the water. Whenever a Lanturn uses an electric attack in the water, it creates a small amount of electricity around it, shocking anything in the water with it within 10 feet of it (damage is considered equal to a Thundershock for the most powerful electric attacks). As an electric type, it is immune to recoil from using electric attacks in the water or during a Rain Dance. It may also use its antennas as a light source in the same way that the Mareep family ds with their tails.
Lapras: (Water/Ice) Lapras is slow and ungainly on land, but is incredibly fast and agile in water, particularly on top. As a carrier Pokemon, Lapras can carry up to 1.5 times its weight and not have its speed affected. Lapras’ shell is hard, and any attacks there are reduced to 75% damage.
Larvesta: (Bug/Fire) Larvesta shoots fire from the five horns around its face. It moves mainly by crawling, and although somewhat slow at first, it can build significant momentum, especially when done in tandem with its ability to issue fire.
Larvitar: (Rock/Ground) A trainer may order Larvitar to eat the soil as a move. Larvitar will eat a mouthful, increasing its health and energy a little. Poisonous soil will have the opposite effect, damaging Larvitar instead of healing it. Larvitar can see in the dark.
Leafeon: (Grass) Leafeon have sensitive hearing, at the expense of being more vulnerable to sound attacks. Leafeon constantly produces clean air, especially when in sunlight, allowing it to rid areas of Smog, Mist or other pollutants at a faster rate than normal.
Leavanny: (Bug/Grass) Leavanny are adept at forming clothes and repairing objects with their silk. If an object is broken, it can repair it using its silk. Leavanny, due to its leafy “clothing” can hide very well amongst foliage.
Ledian: (Bug/Flying) Ledian are the fastest in the Ledyba family in the air, but not as agile. Ledian can see in the dark.
Ledyba: (Bug/Flying) Ledyba are the most agile of the Ledyba family in the air. Ledyba can see in the dark.
Lickilicky: (Normal) Lickilicky has a long tongue, which it can extend out to 30 feet to hit enemies. Any attack a Lickitung ds with its tongue ds additional damage equal to Lick, with a 10% chance of paralysis. Lickilicky's rotund body allows it to gain momentum through Rollout easier.
Lickitung: (Normal) Lickitung has a long tongue, which it can extend out to 30 feet to hit enemies. Any attack a Lickitung ds with its tongue ds additional damage equal to Lick, with a 10% chance of paralysis.
Liepard: (Dark) Liepard are mischievous and deceptive Pokémon, using their cuteness and playfulness to destract the f and strike. Any attacks involving deception or distraction will be more successful.
Lileep: (Grass/Rock) Lileep can stick to the ground to absorb nutrients. Lifting or trying to move this Pokemon will count as it having double weight. Lileep's Ingrain is more effective then normal. While it is capable of movement when not rooted down, it is quite slow, as it must hop around to get around. As a sea lily, its natural habitat is the ocean, allowing it to stay underwater indefinitely. It is capable of seeing in the dark.
Lilligant: (Grass) Lilligant issues a pleasant smell from its large, crown-like flower. Being in close proximity to Lilligant may result in a mild Sweet Scent-like effect.
Lillipup: (Normal) Between its sensitive nose and sensitive fur, Lillipup has a great amount of awareness of its surroundings, able to sense the presence of the f at all times, more likely to hit it through fog, haze or a Double Team clone. However, this sense is imperfect – if the f is “washed out” (e.g. in a body of water or smells/is made to smell like the surroundings) they will be harder to locate this way. As dog Pokémon, they are fairly adept at digging and swimming, and do both with a bit more ease and speed than other Pokémon.
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
Litwick: (Ghost/Fire) Litwick’s flame is made from a ghostly flame 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 ds not illuminate anything. Litwick moves primarily by hopping, though, by melting some of its wax, it can ooze to move around the arena.
Lombre: (Grass/Water) Though able to swim and stay underwater for a fair amount of time, Lombre are not the best swimmers and prefer to stay near the surface of the water. Lombre are capable of restoring more health and energy then grass Pokemon normally get in the rain.
Lopunny: (Normal) Lopunny is able to jump much higher than the typical Pokemon. Its Charm, Attract, and similar attacks are more effective than normal.
Lotad: (Grass/Water) Though able to swim and stay underwater for a fair amount of time, Lotad are not the best swimmers and prefer to stay near the surface of the water. Lotad are capable of restoring more health and energy then grass Pokemon normally get in the rain.
Loudred: (Normal) Loudred is completely immune to any sound-based attack, any sound based attack used by Loudred is 25% more effective then usual
Lucario: (Fighting/Steel) Lucario is very sensitive the energies ("aura") of Pokemon. Using a move, Lucario can close its eyes and sense the location of a Pokemon. This can be sustained indefinitely as long as Lucario's eyes are closed.
Ludicolo: (Grass/Water) Though able to swim and stay underwater for a fair amount of time, Ludicolo are not the best swimmers and prefer to stay near the surface of the water. Ludicolo are capable of restoring more health and energy then grass Pokemon normally get in the rain.
Lugia: (Psychic/Flying) Lugia is one of the most powerful legendaries, and one of the best swimmers aside from Suicune. It can breathe underwater indefinitely.
Lumineon: (Water) As a butterfly fish, its wind attacks are more effective then normal. Lumineon have more type energy then normal for all of its "wind" based attacks, such as Silver Wind, Gust, Icy Wind etc.
Lunatone: (Rock/Psychic) Lunatone can levitate freely for no energy cost. Lunatone fights more enthusiastically at night and can see in the dark.
Luvdisc: (Water) Attract, Sweet Kiss and similar attacks are greatly boosted. It is less affected by emotion, and attacks attempting to change its emotional state are less effective.
Luxio: (Electric) Luxios hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks.
Luxray: (Electric) Luxrays hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks.

M

Machamp: (Fighting) One of the strongest Pokemon alive, it can restrain most opponents with two hands and use the other two for something else. Of the Machop line, it is the fastest and most agile. Machop, Machoke, and Machamp can lift twice as much for a particular attack than what is normally stated.
Machoke: (Fighting) it is the middle of the Machop line. It wears a power belt, which restricts how much energy it expends. A trainer can order Machoke to adjust the setting up or down, which counts as one move. The higher it is set, the more powerful the moves and the faster Machoke is, but the more energy he expends. Set down, Machoke moves slower and is less powerful, but uses less energy. Machop, Machoke, and Machamp can lift twice as much for a particular attack than what is normally stated.
Machop: (Fighting) the weakest of the Machop line, but not weak Pokemon-wise by a long shot. Machop, Machoke, and Machamp can lift twice as much for a particular attack than what is normally stated.
Magby: (Fire) Because they gestate in magma, Magbys, Magmars, and Magmortar can stay in lava/hot chemicals indefinitely.
Magcargo: (Fire/Rock) This Pokemon can survive in molten lava indefinitely. It can use Acid Armor in lava they way water Pokemon can use Acid Armor in water (aka turn invisible). Its rocky shell provides little defense, unless it's had a good amount of time to cool. Any Pokemon that comes into contact with a Slugma or Magcargo has a 5% chance of being burned.
Magikarp: (Water) Magikarp have decent speed in the water, but are helpless on land.
Magmar: (Fire) Because they gestate in magma, Magbys and Magmars can stay in lava/hot chemicals indefinitely. A Magmar's tail flame gives off light up to 30 feet.
Magmortar: (Fire) Because they gestate in magma, Magbys, Magmars, and Magmortar can stay in lava/hot chemicals indefinitely.
Magnemite: (Electric/Steel) Moves using antigravity propulsion. While this limits its speed and flight ceiling (how high it can float over the ground), this allows it to perform amazing aerial evasive maneuvers that cannot be performed by any other flier. Being inorganic, Magnemite cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
Magneton: (Electric/Steel) Magneton are considered to be one Pokemon, though their three eyes help them with vision. Damage is distributed equally throughout all three individual Magneton, and thus when one is KO'ed, all three are. Being inorganic, Magneton cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
Magnezone: (Electric/Steel) Magnezone moves using antigravity propulsion. While this limits its speed and "flight ceiling" (how high it can float over the ground), this allows it to perform amazing aerial evasive maneuvers that cannot be performed by any other flier. Being inorganic, Magnemite cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
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 25% more damage.
Mamoswine: (Ice/Ground) Mamoswine is large and sturdy, making it difficult to knock over. When it starts charging, it is difficult to stop.
Manectric: (Electric) It is filled with electricity, and physical attacks have a 10% chance of dealing slight paralysis as recoil. In situations where an electric attack not originating from Manectric are used, there is a 50% chance it will be redirected to it, if it is within 10 feet of the attack.
Manaphy: (Water) Manaphy can restore health from clean water or rain once per battle, restoring up to 1/4th of its maximum health. Heart Swap, as its signature move, uses far less energy.
Mandibuzz: (Dark/Flying) The bones around its waist act as a defensive buffer, giving it a slight boost in defense for all attacks that hit around that area. Much like Cubone’s helmet, it can break and be replaced for a 1 SP fee or a stay in the Pokémon Center.
Mankey: (Fighting) Mankey and Primeape interpret being stared in the eyes a challenge to their authority. Thus, any eye contact attacks an opponent uses will raise Mankey or Primeape's attack power and energy use for the next two rounds. During these two rounds, Mankey and Primeape will attack the one who did the staring incessantly, and will ignore any orders to attack something else.
Mantine: (Water/Flying) Mantine are fish: thus, they are helpless on land but elegant in the water. Fortunately for Mantine, it can fly above the ground, though it is difficult for it to get airborne on the ground.
Mantyke: (Water/Flying)
Maractus: (Grass) Maractus’s body is filled with loose seeds and sand, causing it to make noises similar to maracas when it moves. This makes it hard to hide or move silently, but can be used, as a move similarly to the rattle of a rattlesnake to intimidate or spook unsuspecting fs. Because it lives in the desert, it is immune to the effects of Sandstorms and can see reasonably well in them.
Mareep: (Electric) Mareep's fur is slightly charged: any Pokemon not resistant to electricity who comes into physical contact with Mareep has a 25% chance of flinching. 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 Pokemon who can see in dark areas
Marill: (Water) Marrill's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks. Marrills may use their tail-balls as a floatation device, making it difficult to force one underwater if it ds not wish to do so.
Marowak: (Ground) Marowak's face is covered by a skull, which it will not remove willingly. If the helmet is shattered, it will cost 1 SP or 1 battle for Marowak to go and find another. Marowak may not use its respective bone attacks if it is not holding its bone.
Marshtomp: (Water/Ground) Being a wet and slimy Pokemon, attacks involving grabs or holds are difficult to execute. It may also use its fin to detect things happening in the arena.
Masquerain: (Bug/Flying) The eye-like symbols on Masquerain's wings have an intimidating effect. If a Pokemon could be reasonably intimidated, Masquerain can flash these symbols with an 80% chance of success. Doing so counts as one move and the success rate drops by half with each consecutive use.
Mawile: (Steel) Its metal jaw is very strong and exceptionally difficult to force open. Attacks involved with it are 25% stronger then normal. Also, attacks like Charm and Attract are slightly more effective.
Medicham: (Fighting/Psychic) Medicham meditates constantly, and therefore has a very sharp mind. This makes it far more resistant to mind-altering statuses. Meditate and Calm Mind are slightly more effective.
Meditite: (Fighting/Psychic) Meditite meditates constantly, and therefore has a very sharp mind. This makes it far more resistant to mind-altering statuses. Meditate and Calm Mind are slightly more effective.
Meganimum: (Grass) Meganimum has a calming smell. Any Pokemon within 5 feet of it who smells it will have their attack reduced for 2 turns. Also, there is a 25% chance that they will lose any attack increases from moves (Swords Dance, Curse, etc.). Meganimum are immune to their own smell.
Meowth: (Normal) Meowth and Persian can see in the dark, and are well adapted to moving silently so that no one can hear them move. A Meowth's Payday attack produces more coins and ds more damage than normal.
Mesprit: (Psychic) Mesprit naturally levitates nimbly and quickly, able to maneuver in the air with ease. As the spirit of emotion, it is not effected by any mind alterting attacks, and will remain calm in any situation.
Metagross: (Steel/Psychic) Metagross may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Being inorganic, Metagross cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
Metang: (Steel/Psychic) Metang may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Being inorganic, Metang cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
Metapod: (Bug) Like Kakuna, Metapod are almost completely immobile, and move only when attacking.
Mew: (Psychic) Mew uses its psychic powers to fly, and will always hover unless there's greater incentive to be on the ground. It contains the genetic templates for all Pokemon, so its Transform attack requires less energy than normal.
Mewtwo: (Psychic) Mewtwo is created from Mew. Almost all wild Mewtwo escaped Team Rocket after being trained in psychic abilities, so their psychic attacks are 1.5 times as powerful. Like Mew, Mewtwo also use their psychic powers to fly, but will usually stand on the ground when not moving.
Mienfoo: (Fighting) Mienfoo train in conducting long strings of attacks, able to perform consecutive attacks with great ease. Attacks that score multiple hits will be harder to interrupt and get in additional hits and attacks that are combined or can be used in quick succession will be more likely to succeed.
Mienshao: (Fighting) Mienshao train in conducting long strings of attacks, able to perform consecutive attacks with great ease. Attacks that score multiple hits will be harder to interrupt and get in additional hits and attacks that are combined or can be used in quick succession will be more likely to succeed. The whip-like hairs extending from their hands can be used to give more range to their attacks and will cause a slight stinging sensation at the site of the hit.
Mightyena: (Dark) If Mightyena is sent into battle, it's opponent's attack will be slightly lowered as long as Mightyena is in battle, as long as the opponent would reasonably be afraid of Mightyena. Mightyena has sensitive hearing, at the expense of increased vulnerability to sound attacks.
Miltank: (Normal) Miltank are known only to appear in female varieties. All Miltank can stand on their hind legs, but can also run on all fours if needed. Miltank and Tauros are speculated to have a common ancestor, so the Attracts of both species are considered to work as if both Miltank and Tauros were the same species of Pokemon.
Milotic: (Water) Milotic's Attract and similar attacks are much more effective then normal. As an attack once per battle, it can calm down an opponent with a calming aura. Doing so can get rid of any mental boosting moves the opponent might have.
Mime Jr.: (Psychic) As a mime, Mime Jr. is very adept at using Mimic. Mimic takes less energy to use and can Mimic a greater variety of attacks.
Minccino: (Normal) Minccino are very concerned with cleanliness and get quite annoyed when dirty. When attacked by “dirty” moves (e.g. Sludge, Mud Bomb, Sand-Attack), it will become annoyed and gain a slight boost to its general attack power, but have a slight chance of disobeying attacks to clean itself. The dirtier it gets, the more of a boost it receives and the more likely it is to disobey (capping at about 15% boost/disobeying rate).
Minun: (Electric) Plusle and Minun share a symbiotic relationship when fighting together. First, both Pokemon fight more enthusiastically together than any other possible Pokemon pair, cooperating as if each had been fighting with the other its entire life. Second, when one uses an electric attack within 30 feet of its partner, the partner acts an "amplifier" for the attack, increasing its power by 25%.
Misdreavus: (Ghost) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light ds not hinder their ability to battle. Misdreavus can see in the dark.
Mismagius: (Ghost) Mismagius uses 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).
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.
Monferno: (Fire/Fighting) When threatened, Monferno increases the size of its flame to appear larger then it really is in order to intimidate its oppponent. If a Pokemon would reasonably be afraid of Monferno, said Pokemon will be slightly less effective in battle. The members of Chimchar line are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. The Chimchar line also gets a boost in the power of its Fire attacks when low in health.
Mothim: (Bug/Flying) Mothim has a heightened sense of smell. Its smell can help find the true location of an opponent, in a manner similar to Odor Sleuth. Mothim can see in the dark.
Mr. Mime: (Psychic) Mr. Mime are mainly proficient in wall defensive attacks, and can perform such moves (Barrier, Light Screen, Reflect, etc.) almost instantaneously.
Mudkip: (Water) Being a wet and slimy Pokemon, attacks involving grabs or holds are difficult to execute. It may also use its fin to detect things happening in the arena. Though not truly a Ground type, Mudkip has more Ground energy and is considered familiar with the type.
Muk: (Poison) These Pokemon 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 cannot see in complete darkness, though they see better than most in low light. Muk also leave poison in their path, poisoning the ground and leaving a substance that can cause minor poisoning to Pokemon if they come in contact with it. They are also very flexible, and can fit through gaps that most pokemon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 85% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.
Munchlax: (Normal) Being quite hungry, it can eat anything. Munchlax will recover a slight amount of energy for things eaten, though toxic substances can poison Munchlax or cause damage.
Munna: (Psychic) Munna thrives on the dreams of others, both Pokémon and humans. Its sleep attacks, including Dream Eater and Nightmare, are more potent than normal. Because they are so skilled at eating dreams, eating Nightmares or other negative dreams will not cause them to lose energy, though they will be uncomfortable and not gain as much energy.
Murkrow: (Dark/Flying) Murkrow are symbols of w amongst Pokemon and people, particularly when seen at night. Murkrow can see in the dark, and fight more enthusiastically at night.
Musharna: (Psychic) Musharna thrives on the dreams of others, both Pokémon and humans. Its sleep attacks, including Dream Eater and Nightmare, are more potent than normal. Because they are so skilled at eating dreams, eating Nightmares or other negative dreams will not cause them to lose energy, though they will be uncomfortable and not gain as much energy. Musharna is almost always sleeping, though, much like Abra, is constantly aware of its surroundings in its sleep. This makes it hard to put to sleep against its will. While asleep, Munsharna also releases a wispy pink smoke from its forehead, called Dream Mist, which can produce confusing images of its dreams, possibly threatening the f.

N

Natu: (Psychic/Flying) Natu can fly, but not fast or well, so most of their movement consists of hopping. They are capable of holding very still, which makes them harder to spot if they're hiding.
Nidoking: (Poison/Ground) Of the Nido monarchy, Nidoking has the higher offensive power, and any attacks it uses with its tail are 1.25 times as powerful. All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks.
Nidoqueen: (Poison/Ground) Of the Nido monarchy, Nidoqueen has the higher defense, thanks to its tougher scales. Females in the Nidoran family may any attack requiring their horn (such as Horn Attack), but since the horn is not as long or as tough, their horn attacks deal three-fourths the damage. All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks.
Nidoran female: (Poison) Females in the Nidoran family may any attack requiring their horn (such as Horn Attack), but since the horn is not as long or as tough, their horn attacks deal three-fourths the damage. All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks.
Nidoran male: (Poison) All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks.
Nidorina: (Poison) Females in the Nidoran family may any attack requiring their horn (such as Horn Attack), but since the horn is not as long or as tough, their horn attacks deal three-fourths the damage. All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks.
Nidorino: (Poison) All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks. Nidorino are the most tenacious of the Nidoran family, and hence the hardest to scare.
Nincada: (Bug/Ground) Nincada are very good diggers, and can do so with speed and ease.
Ninjask: (Bug/Flying) Ninjask is an exceptionally fast Pokemon, able to outspeed practically everything. However, they lack agility and must stop to change directions.
Ninetales: (Fire) as foxes, Vulpix and Ninetales are more inclined to combat by deception. They can go twice as far while invisible using Faint Attack, Confuse Ray is more effective, and their Double Team produces one additional copy. Vulpix and Ninetales have sensitive hearing, at the expense of greater vulnerability to sound attacks.
Noctowl: (Normal/Flying) As an owl, Hoothoot and Noctowl are the quietest fliers amongst Pokemon, and are almost inaudible as they fly. Noctowl can see in the dark.
Nosepass: (Rock) Nosepass' nose acts as a magnetic compass, and can track the general direction (though not distance) of a Pokemon by homing in on the electric currents in their body, aiding them in situations where they cannot see the Pokemon in question. This of course works most efficiently against Electric types
Numel: (Ground/Fire) Numel are not particularly quick-witted Pokemon. While some might argue that this makes them similar to Slakoth and Slaking, this is due more to the fact that Numel aren't particularly bright instead of lazy. Because of this, Numel don't often get the initiative and have trouble comprehending more complex orders. However, this same slowness also makes Numels extremely resistant to mentally-affecting abilities and abilities that rely on manipulating emotions, such as Attract, Charm, etc. The flipside to this is that abilities that rely on extreme emotions, such as Rage, are less effective when used by a Numel.
Nuzleaf: (Grass/Dark) The leaf on a Nuzleaf's head is sacred to them, and any damage done to it will greatly anger Nuzleaf and cause it to fight more aggressively, focusing their attention against the offender, for the next few rounds. The length of the time for their rage, as well as the extent of their aggression, depends on the extent of the damage, as well as whether it was intentional or not. Nuzleaf will NOT under any circumstance allow their leaf to be damaged, as such, they cannot be ordered to have their leaf damaged to gain the benefits of the rage. Nuzleaf will, regardless of their orders, consider the protection of their leaf top priority.

O

Octillery: (Water) Octillery has suction cups on its tentacles, which it can use to hold fast to certain surfaces. Thus, if the opponent uses attacks dependent on Octillery's weight, Octillery is considered to weigh 200 pounds for the duration of the attack, provided it's touching something it can hold on to. Octillery are fastest in water, though they can move somewhat well on land.
Oddish: (Grass/Poison) Oddish spreads its seeds at night. While it cannot see completely in the dark, it sees better than most in low-light conditions.
Omanyte: (Rock/Water) Omanyte move much more quickly than their evolved brethren, because their shells are lighter. Their shell is hard, but their flesh is weak, and their defense is 75% of normal where their flesh is exposed. Omanyte and Omaster move relatively quickly in the water, but somewhat slowly on land.
Omastar: (Rock/Water) Omastar's shells are heavier, and provide 125% defense wherever they cover. However, the price Omastar pays is that it is slower than its unevolved brethren, and it has more flesh exposed, where its defense is 75% of normal. Omanyte and Omaster move relatively quickly in the water, but somewhat slowly on land.
Onix: (Rock/Ground) Onix are large Pokemon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). Onix can see in the dark.
Oshawott: (Water) Oshawott constantly wields a shell which it uses as a weapon, performing slashing attacks with it. The shell is fairly solid and can be used to defend against many physical attacks or to counter some attacks.

P

Pachirisu: (Electric) As a squirrel, Pachirisu is very nimble and climbs well.
Palkia: (Water/Dragon)
Palpitoad: (Water/Ground) The round structures on Palpitoad’s sides act as amplifiers, giving Palpitoad a boost to moves that involve sound or vibrations, including moves like Earthquake.
Pansage: (Grass) As a monkey, Pansage is 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.
Pansear: (Fire) As a monkey, Pansear is quite nimble and deft, able to navigate trees and branches with ease. The heat generated in Pansear’s body is often released through its 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.
Panpour: (Water) As a monkey, Panpour is quite nimble and deft, able to navigate trees and branches with ease. Although able to release water through its mouth, Water attacks can also be used through its tail, allowing for better accuracy and a wider range of fire. If in or near a source of water, its tail can be used to siphon extra water to slightly reduce the energy use for Water attacks fired from the mouth.
Paras: (Bug/Grass) If there are trees in the arena, Paras may Dig underground and gain nutrients from the tree roots by sucking nutrients from them. During this, Paras may not attack, though it is underground. Paras can see in the dark.
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 Pokemon to sneak up behind a Parasect, as the mushroom will be able to see them. A Parasect will protect its mushroom above all else. Parasect can see in the dark.
Patrat: (Normal) As lookouts, Patrat have extremely keen eyesight, allowing them to see long distances and in fogs, smoke or otherwise obstructing conditions.
Pawniard: (Dark/Steel) Pawniard’s body has multiple sharp steel blades on it, which it can use for attack or defense. Pokémon directly attacking Pawniard risk lacerations and decent recoil damage.
Pelipper: (Water/Flying) Pelipper can carry up to three small Pokemon in it's beak, as long as their combined weight is within reason, Pokemon inside Pelipper's beak can still launch attacks from within, however, such attacks will be less accurate. Pelipper cannot have a Pokemon in it's beak as a sig move
Persian: (Normal) Meowth and Persian can see in the dark, and are well adapted to moving silently so that no one can hear them move.
Petilil: (Grass) Petilil, despite lacking limbs, can move by hopping or shuffling, but prefers to stay relatively immobile. As a bulb Pokémon, Petilil’s Ingrain is a bit more effective than usual and can be retracted easier.
Phanpy: (Ground) Its leathery skin acts as treads for when Phanpy is performing a Rollout, thus giving it better traction (and accuracy) when using a Rollout attack. Like all elephants, Phanpy are sure-footed, even though they cannot see their own feet.
Phione: (Water) Phione can restore health from clean water or rain once per battle, restoring up to a Thunderbolt worth of health.
Pichu: (Electric) Pichu have loose control of their electric energy. Any electric attacks they use will cause minor recoil damage to them. Also, if they are surprised or startled, they will let out a burst of electricity, which ds damage equal to Thundershock to all within 3 feet of Pichu. Pichu has sensitive hearing, at the expense of increased vulnerability to sound attacks.
Pidgeot: (Normal/Flying) Is one of the fastest common flying Pokemon. It has amazing speed and agility in the air. Any wind attack (Whirlwind, Gust, etc.) used by a Pidgeot is 1.5 times as powerful.
Pidgeotto: (Normal/Flying) This Pokemon has decent speed and agility in the air. Any wind attack used by a Pidgeotto is 1.25 times as powerful.
Pidgey: (Normal/Flying) The slowest and least agile of the Pidgey family, the common Pidgey is still a force to be reckoned with. Any wind attack used by a Pidgey is 1.1 times as powerful.
Pidove: (Normal/Flying) Pidove are not particularly bright Pokémon and may have some trouble understanding complex orders. However, they are very faithful to their owners and will rarely willingly deviate from orders, making them less vulnerable to moves like Taunt and Swagger.
Pignite: (Fire/Fighting) Pignite is a somewhat temperamental Pokémon and is somewhat easily angered. Attacks fueled by anger are more effective against Pignite. It can release a large amount of smoke or smog from its nose in a short time to hide itself almost in an instant.
Pikachu: (Electric) The most popular Pokemon, Pikachu is the most agile of its evolutionary line, if not the fastest. Pikachu have sensitive hearing, at the expense of increased vulnerability to sound attacks.
Piloswine: (Ice/Ground) Piloswine has a large amount of fur, which keeps it warm in otherwise unbearably cold temperatures. While its vision is obscured by its fur, this makes attacks that blind (such as Flash) weaker and eye-contact attacks (such as Leer) more difficult to execute. To compensate, Piloswine has an excellent sense of smell.
Pineco: (Bug) Their movement (if anything) consists of mostly rolling, and thus all their body contact attacks (like Tackle and Take Down) are simple variations of Rollout. Pineco can bind themselves to trees as a move, using the tree bark to add additional armor to their shells, which will increase its defense, at the expense of making it more vulnerable to fire attacks. Adding bark happens automatically, provided Pineco has enough time to strip it and add it without being disrupted. When all usable bark is stripped, Pineco will detach from a tree (it may be ordered to detach earlier, if needed). Pineco can see in the dark.
Pinsir: (Bug) Pinsir's arms aren't very strong, and its short, stubby legs make it difficult to run long distances. To compensate, its pincers are fairly powerful, and any attack requiring them is 1.25 times as powerful as normal.
Piplup: (Water) Piplup is a very proud Pokemon and will not be discouraged easily. If its attack fails, it will become more energetic and has a 10% chance of getting a slight boost to both attack and special attack. It has a fine layer of down that allows it to swim in cold water comfortably and endure freezing temperatures.
Plusle: (Electric) Plusle and Minun share a symbiotic relationship when fighting together. First, both Pokemon fight more enthusiastically together than any other possible Pokemon pair, cooperating as if each had been fighting with the other its entire life. Second, when one uses an electric attack within 30 feet of its partner, the partner acts an "amplifier" for the attack, increasing its power by 25%.
Politd: (Water) While not as good a swimmer as a Poliwrath, a Politd can jump much farther. Politd are equally adept on land or in water. A Politd may croak as a move. This has effects identical to Charm against any Poliwag or Poliwhirl in the area. All of the Poliwag family secretes a sort of slime when out of the water, which makes them more slippery and harder to grab, though Politd are not as slippery as its tadpole counterparts.
Poliwag: (Water) Poliwag cannot run on land, so it prefers swimming to walking. All of the Poliwag family secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.
Poliwhirl: (Water) Poliwhirl are capable of decent movement on land, though they still prefer the water. All of the Poliwag family secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.
Poliwrath: (Water/Fighting) Poliwrath are the best and fastest swimmers of all the Poliwag family, but are just as adept on land as they are in the water. All of the Poliwag family secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.
Ponyta: (Fire) Ponyta can control the intensity of their flames, so that people can ride them without being burned. Any attack a Ponyta or Rapidash executes with its hoofs is 1.25 times as powerful. When using Agility, Ponyta and Rapidash leave flaming trails, which do light fire damage to anything that walks over or stands on them.
Poochyena: (Dark) If Poochyena is sent into battle, it's opponent's attack will be slightly lowered as long as Poochyena is in battle, as long as the opponent would reasonably be afraid of Poochyena. Poochyena has sensitive hearing, at the expense of increased vulnerability to sound attacks.
Porygon: (Normal) Porygon is created entirely of programming code. While the slowest of the two, Porygon is more agile. Porygon and is evolutions are capable of hovering, which gives them greater maneuverability but restricts how high they can fly (about 10 feet above the surface or so, though they typically float about a foot off the ground unless ordered otherwise).
Porygon2: (Normal) Porygon is sleeker, and hence faster than Porygon, but less agile. Porygon and Porygon 2 are capable of hovering, which gives them greater maneuverability but restricts how high they can fly (about 10 feet above the surface or so, though they typically float about a foot off the ground unless ordered otherwise).
Porygon-Z: (Normal) Of the Porygon line, Porygon-Z possesses higher agility and speed than its bretheren, at the cost of slightly lower defenses. Like its prevolutions, it moves by hovering with the same restrictions (flight ceiling = 10 feet max). Porygon-Z's head is also capable of moving indepedently of its body (including full 360-degree rotation without having to turn its body), but the head cannot go beyond or be forced more than half a foot away from its body.
Primeape: (Fighting) Mankey and Primeape interpret being stared in the eyes a challenge to their authority. Thus, any eye contact attacks an opponent uses will raise Mankey or Primeape's attack power and energy use for the next two rounds. During these two rounds, Mankey and Primeape will attack the one who did the staring incessantly, and will ignore any orders to attack something else.
Prinplup: (Water) The Prinplup family have a layer of fine down covering them, enabling to easily survive freezing and even hot temperatures.
Probopass: (Rock/Steel) Probopass moves about exclusively by levitation. The mini-noses can be controlled as if psychically and can be moved to the edge of its magnetic field (about 10 feet), allowing Probopass to use punching attacks from a distance. It has more electric energy then normal.
Psyduck: (Water) While Psyduck are perceived to be idiotic, it's a somewhat unwarranted perception. The Psyduck family is considered to be familiar with psychic abilities, and can use Psychic to lift Pokemon. While Psyduck isn't as fast or agile as Golduck is, its psychic abilities become more powerful as its pain increases.
Pupitar: (Rock/Ground) Pupitar moves mostly through hopping. To compensate, its shell is much tougher, and any physical attacks against it are reduced to 75% strength.
Purrloin: (Dark) Purrloin are mischievous and deceptive Pokémon, using their cuteness and playfulness to destract the f and strike. Any attacks involving deception or distraction will be more successful.
Purugly: (Normal) Despite its size and look, Purugly is a very fast Pokemon, but not terribly agile. It is also fairly intimidating and resistant to intimidation.

Q

Quagsire: (Water/Ground) Quagsire move at a decent clip on land, and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. Wooper and Quagsire are coated with a slimy substance, which makes them harder to grab.
Quilava: (Fire) Quilava is the middle of the road speed and agility wise in the Cyndaquil family. Cyndiquil, Quilava, and Typhlosion can control whether their flames are ignited at any one time. When not ignited, they take less damage from water attacks, as there is no flame for the water to hit. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water, but allows them to use fire attacks. Igniting ds not count as a move, and happens automatically when the Pokemon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep.
Qwilfish: (Water/Poison) Qwilfish is somewhat slow in water, and nearly immobile on land. In water, Qwilfish may inflate as a move. When inflated, Qwilfish moves more slowly, but has a higher defense, and any enemy that comes into contact with Qwilfish may hit a spike, taking damage equal to Poison Sting (with the same chance of poison). Qwilfish must inflate before it can fire any of its spikes or use any spike attack (Poison Sting, Pin Missile). Its pins are coated with a poison, which have a 10% chance of causing poison. Qwilfish may automatically deflate, and doing so ds not count as a move.

R

Raichu: (Electric) Raichu is the fastest of the Pikachu family, if not the most agile. Its tail acts as a ground for its electric attacks. If its tail is not touching the ground when it uses an electric attack, it will take slight recoil damage. Raichu have sensitive hearing, at the expense of increased vulnerability to sound attacks.
Raikou: (Electric) A Raikou's Roar attack is more effective than normal. If it rains while Raikou is out, it will also be a thunderstorm. Lightning bolts with the power of Thunderbolt will rain down for each turn that it is raining, with a 50% chance of hitting a trainer (Grand Melee only) or a Pokemon.
Ralts: (Psychic) Ralts's empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective. Teleporting also requires slightly less energy as well.
Rampardos: (Rock) Rampardos's extremely hard and somewhat pointed skull gives it a 25% boost in head-based attacks. However, its skull is very vulnerable, and attacks targeting this area do more damage.
Rapidash: (Fire) Rapidash can control the intensity of their flames, so that people can ride them without being burned. Any attack a Ponyta or Rapidash executes with its hoofs is 1.25 times as powerful. When using Agility, Ponyta and Rapidash leave flaming trails, which do light fire damage to anything that walks over or stands on them.
Raticate: (Normal) A Raticate's whiskers give it better balance than most Pokemon. However, if they are cut off, it will slow their speed and agility. Rattata and Raticate have powerful biting attacks, and any biting attack used by a Rattata or a Raticate ds 1.25 times the damage. Raticate can see in the dark and have sensitive hearing, at the expense of greater vulnerability to sound attacks.
Rattata: (Normal) Rattata and Raticate have powerful biting attacks, and any biting attack used by a Rattata or a Raticate ds 1.25 times the damage. Rattata can see in the dark and have sensitive hearing, at the expense of greater vulnerability to sound attacks.
Regice: (Ice) Effectively a living glacier, Regice is always extremely cold. Pokemon 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.
Regigigas: (Normal)
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.
Registeel: (Steel) Being inorganic, Registeel cannot be affected by Poison in any way. Its body is made of solid steel and is resistant to slashing or scratching attacks.
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.
Remoraid: (Water) Remoraid is a fish Pokemon, so it is almost helpless on land. It has excellent accuracy, and its attacks have a greater chance of hitting.
Reuniclus: (Psychic) Reuniclus’s body is surrounded by a liquid chemically similar in composition to a cell’s cytoplasm, acting as a protective buffer from the outside environment. The damaging effects of weather, such as Hail or Sandstorm, will be buffered by this coating of liquid, and statuses, like poison or burn, may be weakened or distributed. Toxic will take an extra turn to set in as it diffuses through this liquid coat. Its arms, despite being primarily composed of this liquid, are actually very firm, strong and prehensile, allowing for powerful attacks and a great ability to throw or smash.
Rhydon: (Ground/Rock) Rhydon are extremely heat-resistant, and can survive in hot liquids (such as lava) for extended periods of time. A Rhydon's horn is made of metal, and any electric attacks that hit the horn will do normal damage to Rhydon. Any electric attack used in the presence of a Rhydon is 100% accurate, but regardless of where it's aimed, will go toward Rhydon.
Rhyhorn: (Ground/Rock) Slung low to the ground, Rhyhorn are excellent at charging and tackling attacks. Any ramming attacks a Rhyhorn uses are more effective, as a Rhyhorn will be able to hit the Pokemon and keep running, adding a little trampling damage.
Rhyperior: (Ground/Rock) Rhyperior can create rocks from its hands for any rock based attack requiring some from the arena. Its charging based attacks do slightly more damage then normal as well.
Riolu: (Fighting) Riolu has an underdeveloped ability to sense aura. This gives it a vague idea of the opponent's whereabouts, making it more likely to hit a f when unable to see it.
Rogenrolla: (Rock) Despite resembling an eye, the artifice on Rogenrolla’s face is actually an ear, making them effectively blind. However, this ear is extremely sensitive to vibrations both in the earth and the air, allowing them to detect their f despite any visual obstructions.
Roselia: (Grass/Poison) As a rose plant, Roselia emanates a soothing scent constantly that acts much the same way as Sweet Scent. Its effects are potent in close quarters, but quickly lose strength outside of a foot from it.
Roserade: (Grass/Poison) As a rose plant, Roselia emanates a soothing scent constantly that acts much the same way as Sweet Scent. Its effects are potent in close quarters, but quickly lose strength outside of a foot from it.
Rotom: (Electric/Ghost) Rotom is very fast and able to turn corners sharply and instantly.
Rufflet: (Normal/Flying)[/b] Rufflet is an extremely confident Pokémon and is difficult to intimidate or beguile. Attacks using fear or intimidating tactics are much less effective on Rufflet.

S

Sableye: (Dark/Ghost) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Sableye can see in the dark. Due to their keen eyesight, Sableye's accuracy cannot be lowered.
Salamence: (Dragon/Flying) Though large and slow on land, Salamence is very fast in the air and prefers to fly rather than walk. It is a very intimidating Pokemon and its intimidation attacks are more effective.
Samurott: (Water) Samurott is extremely adept with the many sharp shell blades it wields on its body, able to use its long horn, tail and two sword shaped shell plates on its forefeet to attack. Despite typically standing on all fours, it can easily fight on two legs, especially when wielding its swords.
Sandile: (Ground/Dark) Sandlie have a dark membrane covering their eyes, acting like “sunglasses” to protect them from bright light and sandstorms. They are somewhat resistant to light-based attacks as a result and can see well in bright sunlight.
Sandshrew: (Ground) Sandshrew, as their name implies, are at home most amongst the sand or dusty areas of the world. They can also bounce when using Defense Curl, which reduces the damage they take from falls or impacts. Sandshrew can see in the dark.
Sandslash: (Ground) Sandslash are more effective diggers than Sandshrew are, thanks to their longer claws. Their claw-related attacks (Slash, Cut, etc.) are 1.25 times as powerful. While not bouncy in Defense Curl, they are spiky, and any Pokemon who comes into physical contact with them will take a little piercing damage. Sandslash can see in the dark.
Sawk: (Fighting) Sawk is quite skilled in the forms of Karate and constantly practices its technique in chops and kicks and other “direct” maneuvers. Therefore, all attacks involving punches, kicks, or chops gain a solid boost in power.
Sawsbuck: (Nor mal/Grass) Sawsbuck’s appearance changes with the season, its horns flowering in the spring, turning to leaves in the summer, changing colors in the Autumn, and losing its leaves and growing more fur in the Winter (this form can be determined by the user, but some environments that are clearly “wintery” or “summery” may trigger this change).
Sceptile: (Grass) Thanks to the small hooks on their feet, Sceptile are able to scale most vertical walls. Sceptile cannot be intimidated easily, and are therefore more resistant to Fear-inducing attacks.
Scizor: (Bug/Steel) Scizor are statistically equally to their Scyther brethren. The main difference is, where a Scyther is faster, a Scizor is slower, but much tougher. It cannot fly as far or as fast as a Scyther can, but it is not affected by the color red. Scizor can see in the dark.
Scoliopede: (Bug/Poison) The arm-like extensions on its neck are actually spines that seep poison. Physical attacks used with or that hit these spines have a chance of causing light poisoning (about 10%, ds not stack with any poison chance in a move). Thanks to the adaptation of its preevo, its poison also has a 5% chance of localized paralysis.
Scrafty: (Dark/Fighting) The yellow portion around its lower body and its neck that resemble pants and a hood are actually a shed skin which is very thick and rubbery. This skin can be used as defense, reducing damage from attacks when pulled over its torso or head.
Scraggy: (Dark/Fighting) The yellow portion around its lower body which resemble pants are actually a shed skin which is very thick and rubbery. This skin can be used as defense, reducing damage from attacks when pulled up over its torso.
Scyther: (Bug/Flying) Scyther are statistically equal to Scizor. The main difference is, where a Scizor is tougher but slower, a Scyther is much faster, but has a weak defense. It is the fastest and most agile flier in the Scyther family, but it is angered by the color red just as an Electabuzz is (though a note in the bio can cancel this). Scyther can see in the dark.
Seadra: (Water) Seadra is very fast and agile in the water. Like Horsea, however, it is just as vulnerable and slow on land.
Seaking: (Water) Seaking are excellent swimmers, but are helpless on land. However, in the water, they can swim against incredibly powerful currents, and are much more likely to get out of attacks like Whirlpool.
Sealeo: (Water/Ice) Sealeo is able to hold objects on its nose, allowing it to manipulate objects and use them in attacks.
Seedot: (Grass) Seedot can recover health and energy at the rate of Absorb by latching onto a tree. Latching counts as one move, and Seedot is easy to remove by force, and can even be knocked off by a sufficient wind.
Seel: (Water) Seel and Dewgong can move on land, but it's slow and awkward, so they prefer to swim if they can. Both Seel and Dewgong can survive freezing temperatures, and the Seel family is one of the most nimble in the water.
Seismitoad: (Water/Ground) The lump-like structures on Seismitoad’s sides act as amplifiers, giving Seismitoad a boost to moves that involve sound or vibrations, including moves like Earthquake. Also, using a move, Seismitoad can cause its lumps to vibrate, giving a slight boost to its next physical attack.
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 Magnitude, as well as reducing the damage they take from electric attacks a bit (as the electricity gs through their tail to the ground).
Serperior: (Grass) Serperior are very royal and intimidating Pokémon and are difficult to discourage or scare. Their long, sinuous bodies, while not allowing for the speed and agility of their lower forms, ds allow them to bind fs with ease. Like Servine, vines near its neck can be used for attack or manipulation of objects.
Servine: (Grass) Servine, as a young snake, is a fairly swift and agile Pokémon, and the fastest of its line. Its body and coloring allow it to easily hide amongst trees and grass. Since its hands are much less prehensile than its preevolution’s, it utilizes the vine-like extensions around its neck to manipulate items and fs, which it can extend and retract to attack or grasp.
Seviper: (Poison) Gs into a rage whenever on a battlefield at the same time as Zangoose, it will only follow orders to attack Zangoose, and will ignore any other orders, if not given any orders involving Zangoose, it will automatically attack using random physical attacks.
Sewaddle: (Bug/Grass) Sewaddle is “dressed” in a wrapping of leaves, allowing it to easily hide amongst trees and bushes. If its clothing is shed willingly (using a move) or destroyed, Sewaddle will automatically craft a new one out of nearby foliage.
Sharpedo: (Water/Dark) Any Pokemon that strikes Sharpedo with a physical attack will suffer Âź recoil damage from Sharpedo's rough skin (Unless unique traits says otherwise). During a Grand Melee, this will also apply to any trainer that touches Sharpedo, unless the trainer is the Sharpedo's, or a known ally.
Shaymin: (Grass) Shaymin is connected directly to all plants and flowers. It is able to cause flowers to spontaneously grow in any environment. The air around Shaymin is extremely pure and, using a move, it can almost instantly remove pollutants from the air. It can curl up in a ball to hide in almost any green area, making it difficult to detect.
Shedinja: (Bug/Ghost) See Ghost rules.
Shelgon: (Dragon) A Shelgons body is covered by a tough, bone-like Shell. The Shell is very hard and any Physical attack ds 80% damage. However, Its weak spot are its legs and any physical attack ds 125% damage. Shelgon has a fairly tough time righting it self.
Shellder: (Water) Shellder lacks legs, so its movement on land consists of hopping a few feet at a time. While swimming, Shellder opens and closes its shell to move through the water. A Shellder's shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Shellder is its face, where its defense is considered to be halved.
Shellos: (Water) Shellos has two different forms, although they are not different from each other other then looks. Shellos move at a decent speed on land, and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. Shellos are coated with a slimy substance, which makes them harder to grab. They are also able to stick to the ground. Any weight attack used against them will when stuck will have them considered to be double their weight. This stickiness also allows it to scale some vertical surfaces.
Shelmet: (Bug) A Shelmet’s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Shellder is its face, where its defense is considered to be halved. It moves mostly by hopping but can shuffle with its small legs to move.
Shieldon: (Rock/Steel) Shieldon's face plate is thick and extremely sturdy. Physical hits done to it will be greatly reduced in strength, but those done to its tender, unprotected back will do slightly more than normal damage. Also, attacks involving charging are less effective, as it is hard for Shieldon to gain momentum.
Shiftry: (Grass/Dark) Shiftry are quite adept jumpers, and can jump higher then normal. Its wind-based attacks are more powerful than normal.
Shinx: (Electric) Shinx' hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks.
Shroomish: (Grass) Shroomish's spores and powders are somewhat more effective.
Shuckle: (Bug/Rock) This Pokemon has extremely high defense, making it difficult to harm unless it is hit somewhere other than its shell. However, it is very weak, and its attacks do little damage. Shuckle can see in the dark.
Shuppet: (Ghost) See ghost Pokemon rules.
Sigilyph: (Psychic/Flying) Sigilyph don’t actually fly, but rather appear to float. Their floating is quite dynamic and resembles flying, but they can stop their momentum and change direction easily.
Silcoon: (Bug) Silcoon is almost incapable of moving, and will not, except for attacks. Its movement consists of mostly hopping.
Simisage: (Grass) As a monkey, Simisage is 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 is also somewhat temperamental and can be somewhat easily provoked.
Simisear: (Fire) As a monkey, Simisear is quite nimble and deft, able to navigate trees and branches with ease. The heat generated in Simisear’s body is often released through its 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.
Simipour: (Water) As a monkey, Simipour is quite nimble and deft, able to navigate trees and branches with ease. Although able to release water through its mouth, Water attacks can also be used through its tail, allowing for better accuracy and a wider range of fire. If in or near a source of water, its tail can be used to siphon extra water to slightly reduce the energy use for Water attacks fired from the mouth.
Skarmory: (Steel/Flying) Skarmory's skin is in response to the barbous places in which they live, so piercing or scratching attacks do less damage than normal against them.
Skiploom: (Grass/Flying) In the middle of the Hoppip family, Skiploom find it slightly more difficult to get in the air. However, they are much better fliers than Hoppips.
Skitty: (Normal) Skitty's Attract, Charm and similar attacks are more effective then normal. It prefers to use its tail for slapping and similar attacks.
Skorupi: (Poison/Bug) Skorupi is adept at digging and can stay underground for longer than other non-Grounds.
Skuntank: (Poison/Dark) Skuntank is capable of producing very bad odors. Twice per battle it can release a terrible odor which can cause the opponent to flinch, and uses two Poison Gases worth of energy to do so.
Slakoth: (Normal) Slakoth is quite lazy and unmotivated. It is unlikely to react to attacks unless directly ordered to do so. In a dire situation where it seems unlikely Slakoth can win, it might lose motivation and do what it wants.
Slaking: (Normal) Slaking is quite lazy and unmotivated, although less so then its previous form. In a dire situation where it seems unlikely Slaking can win, it has a small chance to lose motivation and do what it wants. It is very strong, however, and stores up its energy. If inactive for a round, it gains a solid boost to its next physical attack.
Slowbro: (Water/Psychic) A Slowbro and a Shellder share a symbiotic relationship: the Shellder acts as a second pair of eyes for the Slowbro. A Slowbro has a higher defense than a Slowking, but a lower attack. The Slowpoke family is the slowest of all Pokemon families, and will usually move last under normal circumstances.
Slowking: (Water/Psychic) A Slowking is given increased power by its Shellder. Its Shellder also acts as an additional pair of eyes, which are oriented behind the Slowking. A Slowking has a higher attack than a Slowbro, but a lower defense. The Slowpoke family is the slowest of all Pokemon families, and will usually move last under normal circumstances.
Slowpoke: (Water/Psychic) The slowest Pokemon. However, it gs into battle as if it had one Amnesia in effect. A Slowpoke will potentially evolve early if a Shellder bites its tail or head: wild Shellder may do this, or a Slowpoke's ally may do so. An enemy Shellder will never bite a Slowpoke willingly. Once the Shellder and Slowpoke are connected, they share a symbiotic bond that cannot be broken: thus, they will count as one Pokemon.
Slugma: (Fire) This Pokemon can survive in molten lava indefinitely. It can use Acid Armor in lava they way water Pokemon can use Acid Armor in water (aka turn invisible). Any Pokemon that comes into contact with a Slugma or Magcargo has a 5% chance of being burned.
Smeargle: (Normal) Smeargle may use its tail to mark its territory or write messages. This counts as a move, and can serve a variety of purposes, from marking gathering points or writing taunts. Smeargle has sensitive hearing, at the expense of being more vulnerable to sound attacks.
Smoochum: (Ice/Psychic) A Smoochum's kiss attacks are more effective. In the dark, it feels using its lips, and any Pokemon it feels with its lips has a 10% chance of paralysis or confusion.
Sneasel: (Dark/Ice) A Sneasel can retract or extend its claws at will. When moving and trying to be stealthy, a Sneasel will retract its claws. When attacking or moving on slippery surfaces, they will be extended. Sneasels can move as quietly as a Meowth or Persian can. Sneasel can see in the dark.
Snivy: (Grass) Snivy, as a young snake, is a fairly swift and agile Pokémon, and the most agile of its line. Its body and coloring allow it to easily hide amongst trees and grass.
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 the float on the surface of the water.
Snorunt: (Ice) Snorunt has powerful jaws that allow it to eat ice and snow. Its biting attacks are 10% more effective than normal.
Snover: (Ice/Grass) Snover is able to disguise itself well in blizzards and snowy areas.
Snubbull: (Normal)[/b] Granbull has sensitive hearing, at the expense of greater vulnerability to sound attacks.
Solosis: (Psychic) Solosis’s body is surrounded by a liquid chemically similar in composition to a cell’s cytoplasm, acting as a protective buffer from the outside environment. The damaging effects of weather, such as Hail or Sandstorm, will be buffered by this coating of liquid, and statuses, like poison or burn, may be weakened or distributed. Toxic will take an extra turn to set in as it diffuses through this liquid coat.
Solrock: (Rock/Psychic) Solrock is capable of generating vast amounts of heat by spinning, enough to vaporise moderate and weaker water attacks or dissipate fog. Energy use is equal to Fire Spin and is usable twice per battle. It has slightly more fire energy then normal and can levitate indefinitely.
Spearow: (Normal/Flying) Spearow have short wings, which makes them more agile when flying. However, they cannot fly as far, as high, or as fast as most Pokemon with such short wings.
Spheal: (Water/Ice) Spheal's rotund body allows it to gain speed and momentum very quickly with Rollout. It moves primarily by rolling.
Spinarak: (Bug/Poison) Spinarak may shoot strands of webbing out of both their fronts and rears. While not powerful enough to damage Pokemon and too weak to entangle most, they can use it to pull themselves from place to place more quickly. Spinarak can see in the dark.
Spinda: (Normal) Spinda is constantly teetering about. Its constant movements make it somewhat unpredictable. Its confusion-inducing moves are more effective than normal.
Spiritomb: (Ghost/Dark) Spiritomb can levitate. When KO'd or asleep, Spiritomb will go into its Keystone. If the Keystone is targeted by an attack, it will take full damage regardless of the state that Spiritomb is currently in.
Spoink: (Psychic) Spoink's pearl boosts its Psychic abilities, and will be weakened when it is away from it. The pearl can be lost or broken, and will require a 1 SP fee to purchase a new one. Spoink is excellent at using Bounce. It will use the attack much quicker then normal, and can Bounce much higher then normal as well.
Squirtle: (Water) Squirtle are the most agile of the Squirtle family on land, and decent swimmers in the water to boot. Squirtle, Wartortle, and Blastoise are vulnerable if knocked on their backs, as they have a hard time getting up.
Stantler: (Normal) Stantler's horns are used for its Hypnosis attack. They can create illusions more easily with their Hypnosis attack thanks to these horns, which makes the illusions more believable and effective.
Staraptor: (Normal/Flying) Staraptor is a very intimidating Pokemon. Its intimidation attacks are more effective than normal.
Staravia: (Normal/Flying) Staravia are more effective in numbers. When battling alongside another Flying Pokemon, they gain a boost in confidence that gives them a boost in attack.
Starly: (Normal/Flying) Starly are more effective in numbers. When battling alongside another Flying Pokemon, they gain a boost in confidence that gives them a boost in attack.
Starmie: (Water/Psychic) Starmie and Staryu are, technically, blind. However, they use their senses, along with an excellent sense of touch, to detect opponents. Starmie and Staryu are capable of limited flight by using psychic energy. A Starmie or Staryu's core is its most vulnerable point.
Staryu: (Water) Starmie and Staryu are, technically, blind. However, they use their senses, along with an excellent sense of touch, to detect opponents. Starmie and Staryu are capable of limited flight by using psychic energy. A Starmie or Staryu's core is its most vulnerable point. While not as adept at psychic abilities as Starmie, Staryu are considered familiar with psychic abilities, and can use Psychic to lift Pokemon.
Steelix: (Steel/Ground) Steelix are large Pokemon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). They are also more resistant to extreme pressures. Steelix can see in the dark.
Stoutland: (Normal) Stoutlant have a thick coating of fur covering their body that acts as an insulator, allowing it to resist the cold and be less affected by it. As dog Pokémon, they are fairly adept at digging and swimming, and do both with a bit more ease and speed than other Pokémon.
Stunfisk: (Ground/Electric) Despite being a Ground-type, Stunfisk dwells primarily underwater and can stay in water for an unlimited amount of time. Though still weak to Water attacks, it is somewhat less vulnerable than other Ground-types. Stunfisk, though able to swim somewhat, moves mostly through flopping and sliding, but it prefers to lie and await fs in mud or other similar substrate.
Stunky: (Poison/Dark) Stunky is capable of producing very bad odors. Once per battle it can release a terrible odor which can flinch the opponent, and uses two Poison Gases worth of energy to do so.
Sudowoodo: (Rock) it is capable of holding perfectly still, which makes it almost impossible to detect if it's hiding in forested or woody areas.
Suicune: (Water) the legendary of water, Suicune is an excellent swimmer and can stay under water indefinitely. Any water it comes into contact with is instantly purified of all impurities, poisons, toxins, etc. A Suicune's Roar is more effective than normal.
Sunflora: (Grass) Sunflora battle more enthusiastically in the sunlight. When it is dark, they are capable of standing very still, making them difficult to detect if the opponent ds not have good night vision.
Sunkern: (Grass) Sunkern can rotate their petals like a helicopter blade, allowing them to fly. They may plant themselves in ground or soil as a move. While they cannot move while planted, they slowly regain health and energy from the soil. Toxic soil has the opposite effect, harming them instead of healing them.
Surskit: (Bug/Water) Because it's feet have a substance to affect surface tension, Surskit can walk, or at least glide, on top of water.
Swablu: (Normal/Flying) On cloudy days, Swablu can be difficult to see.
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 it are somewhat reinforced and can be used for protection against the elements or attacks. They also can hide well in bushes or trees due to their leafy covering.
Swalot: (Poison) Swalot is stretchy and elastic, allowing it to easily change its shape and size. It can inflate to raise its defense. It can swallow almost anything, and can do so as a move.
Swampert: (Water/Ground) Being a wet and slimy Pokemon, attacks involving grabs or holds are difficult to execute. It may also use its fin to detect things happening in the arena.
Swanna: (Water/Flying) Swanna are only decent swimmers, able to stay underwater for a time but are not very mobile while underwater.
Swellow: (Normal/Flying) Swellow are among the most nimble fliers of all Pokemon, able to make sharp turns and sudden dives.
Swinub: (Ice/Ground) Swinub are more resistant to cold then usual, and have an excellent sense of smell.
Swoobat: (Psychic/Flying) Though, unlike Woobat, Swoobat utilizes its eyesight, it is also adept at using sound waves as a means of sensing its environment, allowing it to “see” its f’s location despite visual trickery or obstructions. Its Supersonic is slightly more effective than normal.

T

Taillow: (Normal/Flying) Tailow are extremely stubborn, and will stay conscious for one round after they should have been knocked out
Tangela: (Grass) The thick mass of vines surrounding Tangela cushion it from blows somewhat, so physical attacks do less damage than normal.
Tangrowth: (Grass) The thick mass of vines surrounding Tangrowth cushion it from blows somewhat, so physical attacks do less damage than normal. Its arms can be extended 10 feet as well to reach or to attack.
Tauros: (Normal) Tauros is a powerful charger. Any tackling or ramming attacks do extra damage, as Tauros continues over the opponent, doing extra trampling damage.
Teddiursa: (Normal) Teddiursa are good at climbing, and have an easier go of it than most Pokemon.
Tentacool: (Water/Poison) It has two tentacles. While it is a far better swimmer, it can move on land. However, it ds so by walking with its tentacles, and if it’s using its tentacles for something else, it is immobile.
Tentacruel: (Water/Poison) Has over 10 tentacles, so, unlike Tentacool, it can use its tentacles and still be able to move on land, provided at least half of its tentacles are free. They are still far better swimmers, however.
Tepig: (Fire) Tepig’s nose is very sensitive, allowing it to easily sniff out fs. It can release a large amount of smoke or smog from its nose in a short time to hide itself almost in an instant.
Throh: (Fighting) Throh is quite skilled in the forms of Judo and constantly practices its technique in throwing and other “passive” maneuvers. Therefore, all attacks involving grappling or throwing will receive a solid boost in power.
Timburr: (Fighting) Timburr carry around a fairly heavy plank of wood which can be used in Physical attacks involving smashing the f. Using it this way grants them a fair boost in power (~25%) for an equivalent increase in energy use and a significant drop in speed. The plank can be dropped by Timburr to execute an attack under normal conditions and can be stolen from it, though it is somewhat heavy and the Theif must be fairly strong to do so.
Tirtouga: (Water/Rock) Tirtouga’s shell is rock hard. Physical attacks targeted at it will be quite reduced in strength. Though a fairly good swimmer, it has some trouble on land, only able to shuffle about with its flippers.
Togekiss: (Normal/Flying)
Togepi: (Normal) All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective. Its shell provides a slightly higher defense where it covers. Togepi is able to levitate through minor expendure of energy.
Togetic: (Normal) Despite their appearance, they are fast and agile fliers. Togetic can be trained only by trainers that make them happy, so Return is more powerful when used by one.
Torchic: (Fire) Torchic constantly radiates heat. While not particularly intense, it can make Pokemon who dislike fire uncomfortable in close quarters.
Torkoal: (Fire) Attacks on its shell will deal reduced damage, as it is quite sturdy. Smokescreen produced by Torkoal are much more potent then normal. However they are vulnerable if knocked on their backs.
Torterra: (Grass/Ground) Due to the tree growing out of it, Torterra is impossible to knock completely on its back. Torterra is also able to blend into its surroundings on certain terrain, making it difficult to spot in forest areas
Totodile: (Water) Totodile is the slowest of the Totodile family, but the most agile. As an alligator Pokemon, the Totodile family has the strongest bite attack of any Pokemon relative to their size. However, their jaw muscles are meant for clamping down, not opening up: most Pokemon 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.
Toxicroak: (Poison/Fighting) Croagunk has sacs in its mouth that store toxins. Utilizing these stored poisons, Poison attacks from the mouth take slightly less energy. The claws on its hands secrete poison, and attacks using hands have an additional 10% chance of poisoning.
Tranquill: (Normal/Flying) Tranquill are very peaceful and loyal Pokémon. They are very faithful to their owners and will rarely willingly deviate from orders, making them less vulnerable to moves like Taunt and Swagger.
Trapinch: (Ground) Trapinch is a great digger and can do so with ease and speed. It also digs relatively silently and is hard to detect when underground. Its large jaws make its biting attacks more effective. Trapinch can see in the dark.
Tropius: (Grass/Flying) Tropius, while not the most agile or fastest flyers, have the largest wingspans (ignoring legendaries), allowing them to produce much greater winds with attacks. Any Pokémon may use a move to eat a fruit from Tropius' neck, with effects similar to softboiled.
Treecko: (Grass) Thanks to the small hooks on their feet, Treecko are able to scale most vertical walls. Treecko cannot be intimidated easily, and are therefore more resistant to Fear-inducing attacks.
Trubbish: (Poison) As a living bag of trash, Trubbish emits a horrid stench, and any Pokémon that smells in its odor within 3 feet has a chance of flinching.
Turtwig: (Grass) Attacks on its shell will deal slightly reduced damage, as it is quite sturdy. However they are vulnerable if knocked on their backs.
Tympole: (Water) The ear like structures on Tympole’s sides act as amplifiers, giving Tympole a boost to moves that involve sound or vibrations, including moves like Earthquake.
Tynamo: (Electric) Tynamo constantly levitates using a magnetic field. This levitation allows for fairly quick and nimble travel and requires no energy to maintain. They are also fairly good swimmers and are able to stay underwater as long as any Water type.
Typhlosion: (Fire) Typhlosion is the fastest of the Cyndaquil family, but the least agile. Cyndiquil, Quilava, and Typhlosion can control whether their flames are ignited at any one time. When not ignited, they take less damage from water attacks, as there is no flame for the water to hit. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water, but allows them to use fire attacks. Igniting ds not count as a move, and happens automatically when the Pokemon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep.
Tyranitar: (Rock/Dark) Having gone through various stages, Tyranitar are now very powerful. Their Earthquake attacks are the most powerful among Pokemon. It also carries over its tough hide from Pupitar, which reduces all damage it receives from physical attacks.
Tyrogue: (Fighting) Tyrogue are very energetic (meaning they use energy more quickly, but have more of it) and hate to lose. A Tyrogue can keep fighting up to one round after when it should’ve been knocked out.

U

Umbreon: (Dark) Umbreon can see in the dark and has sensitive hearing, at the expense of greater vulnerability to sound attacks. Once per every 10 rounds, an Umbreon may sweat poison out of its pores as a move. Any Pokemon not resistant to poison who comes into physical contact with Umbreon risks being poisoned. The poison stays on Umbreon unless it is somehow washed off. Umbreon is immune to its own poison produced by this method. By concentrating and holding still, Umbreon can cause it's rings to glow, brightening the area something at the cost of very little energy.
Unfezant: (Normal/Flying) Unfezant are peaceful and loyal Pokémon. They are very faithful to their owners and will rarely willingly deviate from orders, making them less vulnerable to moves like Taunt and Swagger.
Unown: (Psychic) Unown come in varying shapes, each shape corresponding to a letter of the English alphabet. Unown can see in the dark, and also share a hive mind with all Unown in the area automatically, regardless of allegiance. Unown are capable of psychic-powered flight.
Ursaring: (Normal) Ursaring’s forelegs are extremely powerful, doing additional damage to any attack used with them. They are also skilled climbers, though their girth makes them more interested in alternative methods if they exist.
Uxie: (Psychic) Uxie naturally levitates nimbly and quickly, able to manuever in the air with ease. As the spirit of knowledge, Uxie will have a permanant boost of Cosmic Power, raising defense and special defense. However like other boosting moves, attempts to further boost defense will be reduced.

V

Vanillish: (Ice) Vanillish can move over the ground in short distances through slight levitation and bursts of mist, though is not quite as nimble as its preevolution. 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
Vanillite: (Ice) Vanillite moves by “skating” over the ground, propelling itself with bursts of mist, able to move fairly quickly but unable to change its direction easily. 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.
Vanilluxe: (Ice) Vanilluxe can move over the ground in short distances through slight levitation and bursts of mist, though is not quite as nimble as its preevolution. 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.
Vaporeon: (Water) Vaporeon have sensitive hearing, at the expense of greater vulnerability to sound attacks. They are also good swimmers, and just as agile on land as they are in the water.
Venipede: (Bug/Poison) Venipede has developed a specialized poison as a method of self-defense against Flying Pokémon, with a slight (5%) additional chance of mild to moderate paralysis around the contact site.
Venomoth: (Bug/Poison) Venomoth is capable of flying, and is considered to be a slower flier than Butterfree, but more agile. A Venomoth’s poison attacks are slightly more effective, and it is considered to be familiar with psychic abilities, so it can use Psychic to lift Pokemon. Venomoth can see in the dark.
Venonat: (Bug/Poison) Venonat have a sort of radar vision, which allows them to see almost completely around themselves. Venonat are considered to be familiar with psychic abilities, and can use Psychic to lift Pokemon. Venonat can see in the dark.
Venusaur: (Grass/Poison) Venusaur is the fastest of the Bulbasaur family: however, it is the heaviest, and it lacks the agility of its lower evolutions. It is also incapable of standing on its hind legs, which means it has more trouble executing moves like Earthquake. Venusaur have multiple vines, which means they can hit and grab multiple things with their Vine Whip attacks.
Vespiquen: (Bug/Flying) Vespiquen is capable of controlling Combee in the area. If they are present, it can use its "order" attacks with them instead, requiring much less energy to do so. Vespiquen also shares a hivemind with its bees (including Beedrill), and thus one cannot be surprised unless they all are, and one cannot be affected mentally unless they all are.
Vibrava: (Ground/Dragon) Vibrava is capable of flying in the air with much ease. It flaps its wings quite fast, and any physical attack involving its wings will have a chance to make the opponent flinch. It can see in the dark.
Victini: (Psychic/Fire) Victini is the essence of victory and it will do almost anything to bring its allies to victory. If at a significant disadvantage, its attacking abilities improve significantly.
Victreebel: (Grass/Poison) Victreebel, despite their size, are mostly hollow, with most of their body dedicated to their pitcher. Once per Pokemon, Victreebel can attempt to grab and swallow anything smaller than it in its pitcher. This counts as a two-move combo, and Victreebel can attempt no other moves that round. If the opponent is swallowed, Victreebel will move more slowly, from the added weight. However, Victreebel is considered to use Leech Life on anything inside of it automatically each round, draining health and energy from the opponent and giving it to Victreebel (this ds not count as a move). This lasts until the Pokemon escapes or Victreebel or the Pokemon inside are KO’ed, in which case Victreebel will eject the Pokemon. Pokemon inside Victreebel may still be ordered, though their first priority will be to escape. Victreebel’s pitcher has slippery walls and is half-filled with digestive fluids.
Vigoroth: (Normal) Vigoroth always want to be active, and find it impossible to remain still. A Vigoroth has more energy than normal, but uses it at a quicker rate. Because of their active nature, Vigoroth are immune to effects that cause Sleep.
Vileplume: (Grass/Poison) Vileplume’s head is heavy, making movement harder for it. However, it smells absolutely horrible. Any Pokemon within 10 feet of it has a 50% chance of not executing an attack, as the smell makes it hard to concentrate. The smell also reduces their attack for 3 rounds.
Volbeat: (Bug) Volbeat and Illumise are considered male and female variations of the same Pokemon, and therefore the Attracts of both species are considered to work as if both Volbeat and Illumise were the same species of Pokemon. Volbeat has a light on its tail that it can use to illuminate areas, though it makes it more visible in the dark. Volbeat has slightly more Electric energy than other non-Electric Pokemon.
Volcorona: (Bug/Fire) Volcorona’s gigantic wings allow it to fly with great grace and ease. These wings constantly issue embers, and being within three or so feet can cause mild damage each round to fs due to the embers.
Voltorb: (Electric) Voltorb move by rolling. Thus, they move more quickly on flat, smooth surfaces than they do on rough, steep ones. Koffing, Weezing, Voltorb, and Electrode have a 5% chance of Exploding when KO’ed.
Vullaby: (Dark/Flying) The bones around its waist act as a defensive buffer, giving it a slight boost in defense for all attacks that hit around that area. Much like Cubone’s helmet, it can break and be replaced for a 1 SP fee or a stay in the Pokémon Center.
Vulpix: (Fire) as foxes, Vulpix and Ninetales are more inclined to combat by deception. They can go twice as far while invisible using Faint Attack, Confuse Ray is more effective, and their Double Team produces one additional copy. Vulpix and Ninetales have sensitive hearing, at the expense of greater vulnerability to sound attacks.

W

Watchog: (Normal) As lookouts, Watchog have extremely keen eyesight, allowing them to see long distances and in fogs, smoke or otherwise obstructing conditions. It also can illuminate the rings on its body, allowing it to light up the arena for very little energy.
Wailmer: (Water) Wailmer is large, slow, and somewhat gangly. It's neither great on land nor a fantastic swimmer in water. Its fat, round body, however, allows it to survive intesne pressures, swim comfortably in freezing water, and take slightly less damage from physical attacks. It can also control its depth very well and is hard to force under or up.
Wailord: (Water) Wailord is huge, and even more awkward on land than its preevolution. However, it is a better swimmer and an even better diver, having full control over its depth and able to swiftly dive up or down. Its blubbery, massive body gives it a resistance against physical attacks. It is far more comfortable in large, open arenas where it can move freely, and if too restricted, it may be completely unable to fight.
Walrein: (Water/Ice) Walrien is a slow but sturdy Pokemon. Though not very mobile on land, it is an excellent swimmer. Its large tusks add additional crushing damage to biting attacks, making them more potent.
Wartortle: (Water) The most militant of the Squirtle family, Wartortle are the middle of the line in speed and agility. Like all of the Squirtle family, they are vulnerable if knocked on their backs.
Weavile: (Dark/Ice) A Weavile can retract or extend its claws at will. When moving and trying to be stealthy, a Weavile will retract its claws. When attacking or moving on slippery surfaces, they will be extended. Weaviles can move as quietly as a Meowth or Persian can. Weavile can see in the dark.
Weedle: (Bug/Poison) Weedle, while not powerful Pokemon, have extremely sticky feet. If a throwing move dependent on the opponent’s weight is used, Weedle is considered to weigh 100 pounds for the duration of the attack, if it is on the ground when the attack begins. Weedle can see in the dark.
Weepinbell: (Grass/Poison) A Weepinbell exhales air out of its pitcher to keep itself in the air: it moves by hovering, though it is more agile than quick.
Weezing: (Poison) Weezing are made of poison. Thus, they thrive in environments where such poisons are abound. They are healed by toxic chemicals instead of harmed, and poison attacks heal them instead of harm them. Weezing use their internal gases to move and float about: however, they cannot go under water, instead it will float at the top. Koffing and Weezing have a 5% chance of Exploding when KO’ed.
Whimsicott: (Grass) Whimsicott uses its cottony head to ride whirlwinds and currents. Although, like Jumpluff, it cannot explicitly fly, it can generate winds or ride currents allowing it to float with some level of control.
Whirlipede: (Bug/Poison) Whirlipede moves much like a wheel, rotating the spiked shell around its body to move. It can also rev itself up to gain an immediate burst of speed. Thanks to the adaptation of its preevo, its poison also has a 5% chance of localized paralysis.
Whiscash: (Water/Ground) Whiscash is naturally wet. Its slime makes it difficult to hold onto and grab, although its movements are awkward out of water. These Pokemon can set off earthquakes with ease, and any earth based ground attacks are quicker to use and will require less energy. Its whiskers can also help locate a real opponent if it is nearby.
Whismur: (Normal) Whismur is completely immune to any sound-based attack, any sound based attack used by Whismur is 25% more effective then usual
Wigglytuff: (Normal) Jigglypuff and Wigglytuff can inflate themselves larger as a move to intimidate opponents, making them more hesitant to attack. While inflated, Jigglypuff and Wigglytuff have a harder time moving, but a moderately higher defense. Wigglytuff have more sensitive hearing, at the expense of greater vulnerability to sound attacks.
Wingull: (Water/Flying) Though Wingull is an adequate flyer, its body is built for gliding. It can easily take advantage of wind currents to increase its speed. Therefore, Tailwind is more beneficial to it and it can easily fight an opposing Tailwind. Wingull can dive underwater for a short time, though it's not very fast nor able to go very deep.
Wobbuffet: (Psychic) (Description reserved for Mozz over a year ago)
Wooper: (Water/Ground) Wooper are good swimmers, but they are just as comfortable on land. Wooper and Quagsire are coated with a slimy substance, which makes them harder to grab
[b]Wormadam: (Bug/Varies) Wormadam’s second type (and associated moveset) is dependent on its cloak. Plant cloak will make it Bug/Grass, Sandy Cloak will make it Bug/Ground, and Trash Cloak will a make it Bug/Steel.
Wurmple: (Bug) Wurmple, while not powerful Pokemon, have extremely sticky feet. If a throwing move dependent on the opponent’s weight is used, Wurmple is considered to weigh 100 pounds for the duration of the attack, if it is on the ground when the attack begins. Wurmple can see in the dark.
Wynaut: (Psychic) Wynaut is far more energetic than its evolution, but still shares much of the same advantages and disadvantages as Wobbuffet. Unlike Wobbuffet, it is much more mobile and can move around at a decent speed.
Woobat: (Psychic/Flying) Despite having eyes below their fur, Woobat primarily use supersonic waves to perceive their surroundings, much like Zubat. They can cling to surfaces using their heart-shaped nostrils, making them harder to remove.

X

Xatu: (Psychic/Flying) Xatu is not the best of fliers. What it ds have over them, however, is two things. It can see a few seconds into the future, allowing it to avoid attacks more easily. Also, once every 10 rounds, Xatu may use a move to see into the past and recall what has happened in a particular area during the battle, relaying what it sees psychically to its trainer. The last ability only works during a Grand Melee. Xatu can hold very still, making it harder to spot if it is hiding.

Y

Yamask: (Ghost) Yamask carries around a mask resembling a human face. Though it appears to be a part of it, it is actually only carrying it, and can use it for defense or to attack.
Yanma: (Bug/Flying) Yanma makes a humming noise as it flaps its wings. This makes it easier to locate, however, the noise is very irritating close up, and any Pokemon within 10 feet of Yanma have a 10% chance of flinching from the sound (20% if the Pokemon has sensitive hearing). Yanma can see in the dark.
Yanmega: (Bug/Flying) Yanmega makes a humming noise as it flaps its wings. This makes it easier to locate, however, the noise is very irritating close up, and any Pokemon within 10 feet of Yanma have a 15% chance of flinching from the sound (20% if the Pokemon has sensitive hearing). Yanmega can see in the dark.

Z

Zangoose: (Normal) Zangoose have a traditional feud with Sevpiers, and gs into a rage whenever on a battlefield at the same time as a Seviper. Zangoose will only follow orders to attack Seviper, and will ignore any all orders. if not given any orders involving Seviper, it will automatically attack using random physical attacks.
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 Pokemon within 10 feet of Zapdos will receive electrical damage equal to a Spark every time it flaps its wings. This ds not occur within 3 feet of Zapdos, allowing people to ride it without being shocked.
Zebstrika: (Electric) Zebstrika is brimming with electrical energy, often releasing small amounts through its mane, causing it to flash brightly. Its mane can be illuminated for a longer period of time, allowing it to illuminate an area much like an Ampharos. Though far less agile than Blitzle, Zebstrika can run at high speeds for a short time, making its speed-based attacks somewhat more effective.
Zigzagoon: (Normal) Zigzagoon aren't terribly fast, but they are very agile. When they run, they typically zigzag, lending it its name, and as such, can turn very easily and quickly.
Zoroark: (Dark)
Zorua: (Dark) Zorua are adept at creating illusions. As such, Double Team will create one extra clone and moves that are considered “deceptive” will be slightly more effective.
Zubat: (Poison/Flying) Zubat is completely blind, as it has no eyes. However, it uses sonar to detect things, which means that it cannot be fooled by visual illusions (such as Double Team). Zubat have sensitive hearing, at the expense of increased vulnerability to sound attacks.
Zweilous: (Dark/Dragon) Zweilous is blind, but due to this, is in a constant state of confusion and rage. This makes its attacks less accurate but as if powered permanently by a Howl. It ds still have some perception of its world, though, able to hear and smell fs, and possibly sense their movement. Its two heads will rarely work together, but when both do happen to perform the same attack on the same target (about a 10% chance, adjusted based on the circumstances), the power of the attack will rise. Due to their eagerness, however, Zweilous have more energy than a normal Pokémon.

Last edited by Mercutio; 01-28-2012 at 02:09 PM.
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Old 01-13-2012, 12:03 PM   #10
Mercutio
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Weakness/Resistence clarification.

Normal type energy clarification.
Sophie: Kush doesn't ref according to this ruling as it's retarded
Thank you, come again.

Last edited by Mercutio; 01-28-2012 at 01:38 PM.
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Old 01-16-2012, 10:00 PM   #11
Mercutio
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This is how sound moves work (type wise).

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