Match
A match is a composition of multiple games. A match is over when one trainer wins two games.
Both players send in a team of 4 Pokemon.
Game 1:
- The ref flips a coin (or rolls a 1d2, you get the idea) to select who is "T1" and who is "T2"
- T1 strikes one of the five arenas
- T2 strikes two of the remaining four arenas
- T1 strikes one more arena
- The round is played on the remaining arena
- T1 is first sendout
Games 2+:
- The loser of the previous match decides whether they want to be T1 or T2 (if T1, the next step is done in the same post)
- T1 strikes one arena
- T2 picks one of the remaining arenas
- The round is played on the selected arena
- T2 is first sendout
Game
B4P2 Singles
72h DQ, 1 Warning
Abilities: All
Backpack Size: 7
Switch: OK
Megas: 1
Z-Moves: 1
Substitutions: 4
Recoveries: 2 per Pokemon
Chills: 5 per Pokemon
Arena: Variable
Special Rule #1: The game ends when the first KO is scored. The trainer of the KO'd pokemon loses that game.
Special Rule #2: When you send in your team, if a Pokemon has access to more than one form-changing item or attachment: submit one (1) form-changing item or attachment to your ref. The item you submitted to the ref is a secret. During battle, you may not attempt to equip form-changing items or attachments, other than what you submitted to the ref.
Tiebreaker rules:
A match is a composition of multiple games. A match is over when one trainer wins two games.
Both players send in a team of 4 Pokemon.
Game 1:
- The ref flips a coin (or rolls a 1d2, you get the idea) to select who is "T1" and who is "T2"
- T1 strikes one of the five arenas
- T2 strikes two of the remaining four arenas
- T1 strikes one more arena
- The round is played on the remaining arena
- T1 is first sendout
Games 2+:
- The loser of the previous match decides whether they want to be T1 or T2 (if T1, the next step is done in the same post)
- T1 strikes one arena
- T2 picks one of the remaining arenas
- The round is played on the selected arena
- T2 is first sendout
Game
B4P2 Singles
72h DQ, 1 Warning
Abilities: All
Backpack Size: 7
Switch: OK
Megas: 1
Z-Moves: 1
Substitutions: 4
Recoveries: 2 per Pokemon
Chills: 5 per Pokemon
Arena: Variable
Special Rule #1: The game ends when the first KO is scored. The trainer of the KO'd pokemon loses that game.
Special Rule #2: When you send in your team, if a Pokemon has access to more than one form-changing item or attachment: submit one (1) form-changing item or attachment to your ref. The item you submitted to the ref is a secret. During battle, you may not attempt to equip form-changing items or attachments, other than what you submitted to the ref.
Tiebreaker rules:
- KOing an opponent through a self-KO move or Destiny Bond grants them the win
- KOing an opponent through a move that results in your Pokémon ENKOing grants you the win
- KOing an opponent then taking recoil that KOes you too grants you the win
Arenas:
Alolan Trainers' School
By day, the Trainers' School is one of the best places in Alola to gather information about battling. By night... Well, you might also be forced to gather information about battling...
Camouflage: Normal
Nature Power: Shadow Ball
Secret Power: Causes Flinching
===================
Hau’oli Cemetery
The cemetery near the city of Hau’oli is a place of grief and sorrow, filled with Trainers having lost their Pokémon… and sometimes Pokémon having lost their Trainer. As per tradition, the place is crowded with Ghost-type Pokémon, who gladly feed on the negative energy floating around.
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Ten Carat Hill
This cave near Kukui’s lab is a rocky area embedded with shiny stones. Breakable stones are a common sight, and it is advised for newer travelers or would-be adventurers to take something to break them, lest they’d find themselves quickly blocked off.
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
===================
Melemele Meadow
This beautiful flower meadow is covered with yellow flowers. Oricorio usually feast on that nectar, strengthening their Electric abilities and transforming them into energetic cheerleaders.
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Ruins of Conflict
The ruins are supposed to host a sleeping Tapu Koko. However, it appears the island guardian often leaves them to tour Melemele Island. Its residual presence is still felt strongly: the air is crackling with electricity. You would do well to pay respects, otherwise you could anger the Tapu.
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Lowers Special Attack by 1 stage
By day, the Trainers' School is one of the best places in Alola to gather information about battling. By night... Well, you might also be forced to gather information about battling...
- When first sending out, a Trainer can choose to equip an Exp. Share to one of their Pokémon, even if the item is not in their backpack. This Exp. Share doesn't count towards the maximum number of items a Pokémon can carry
- If a Trainer brought an Exp. Share in their backpack, they can equip two during their sendout post
- When selecting this arena, and when the player who didn’t select this arena sends out, respectively: a Trainer picks a school mystery to investigate. Each mystery grants an additional bonus (to the Trainer's team only) for the game, as follows:
- Scary Lights: Pokémon cannot be Infatuated. Fire-type attacks have their damage halved
- Lord Slimy: All Pokémon gain the Stench and Sticky Hold Abilities, in addition to their other Abilities
- Scary PA system: Inflict Trapping on the other team's Active Pokémon at the start of every round
- Stairs to Nowhere: The first time each of the other's team Pokémon would gain a Switching marker, instead, the marker is not applied
- Cursed Diary: All Pokémon gain the Soundproof and Keen Eye Abilities
- Ghosts' Class: When sending out the first Pokémon, a Trainer can declare a reserve Pokémon. The Active Pokémon has its typing replaced by that of the declared Pokémon
- Vanishing Preschooler: When using Special attacks, all Pokémon's Accuracy are granted a +30% flat bonus and their critical hit stage is treated as one (1) higher
Camouflage: Normal
Nature Power: Shadow Ball
Secret Power: Causes Flinching
===================
Hau’oli Cemetery
The cemetery near the city of Hau’oli is a place of grief and sorrow, filled with Trainers having lost their Pokémon… and sometimes Pokémon having lost their Trainer. As per tradition, the place is crowded with Ghost-type Pokémon, who gladly feed on the negative energy floating around.
- At the end of a round: roll a d3 for each Active Pokémon and apply one of the effects below for the entirety of the next round, at random
- Spite: At the end of the step: reduce the Pokémon's Energy by 1 for every 5 Energy they are missing
- Grudge: When the Pokémon inflicts 18 damage or more, the move used doubles its EN cost
- Ghost Curse: At the end of the step, the afflicted Pokémon loses 5 HP and 10 EN, and cannot restore any HP or EN as long as they are on the field
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Ten Carat Hill
This cave near Kukui’s lab is a rocky area embedded with shiny stones. Breakable stones are a common sight, and it is advised for newer travelers or would-be adventurers to take something to break them, lest they’d find themselves quickly blocked off.
- At the beginning of the match, place a “Stone Barrier” (Arena element) into play (max. 1).
- While a Stone Barrier is in play, Pokémon cannot use contact moves other than Struggle or Rock Smash.
- If a Pokémon successfully uses Rock Smash, remove a Stone Barrier.
- If a Pokemon successfully uses Strength, place a Stone Barrier into play.
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
===================
Melemele Meadow
This beautiful flower meadow is covered with yellow flowers. Oricorio usually feast on that nectar, strengthening their Electric abilities and transforming them into energetic cheerleaders.
- Normal-type moves become Electric-type moves (before applying Abilities)
- Electric-type Pokémon using an attack their share a type with heal 25% of damage dealt, rounded down. If the attack already heals, the cap is increased by 50% (1.5x) instead
- The arena is surrounded by Pom-Pom Oricorio that encourage the battlers. Active Pokémon are under the following effects:
- The first time a Pokémon would be knocked out by direct damage, it drops to 1 HP instead
- Their critical hit stage is treated as two (2) higher
- At the end of the step: each Major status has a 20% chance to be discarded
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Ruins of Conflict
The ruins are supposed to host a sleeping Tapu Koko. However, it appears the island guardian often leaves them to tour Melemele Island. Its residual presence is still felt strongly: the air is crackling with electricity. You would do well to pay respects, otherwise you could anger the Tapu.
- Default Terrain is Electric Terrain. Other Terrain effects have their duration halved
- If an active Pokémon doesn’t successfully use at least one Fairy-type move during the round, it is hit with a STAB Thunder from r7 SpA. This occurs at the end of the Round (after end-of-Round effects, but before switching).
- This Thunder always hits and always deals damage, regardless of circumstances (it cannot be protected or evaded against, it ignores all immunities, it ignores Substitute, it bypasses Accuracy checks, etc.)
- If both active Pokémon are KOed, resulting in a tie, the Trainer ordering first during that round is declared winner
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Lowers Special Attack by 1 stage
Team Gemini Taurus:
Berserk Gene
Normalium-Z
Kommoium-Z
Oran Berry
Barometer
Shell Bell
Red Card
Normalium-Z
Kommoium-Z
Oran Berry
Barometer
Shell Bell
Red Card
Zinnia the Heliolisk
Level: 4 | EXP: --
#695
Advanced Techniques:
Z-Moves
Nature:
Timid (+Speed, +10% Accuracy, -Attack)
Abilities:
Dry Skin, Sand Veil, Solar Power
Stats:
HP: 85
Attack: Rank 3 ⇓
Defence: Rank 4
Special Attack: Rank 8
Special Defence: Rank 7
Speed: 126 ⇑ (+10% Accuracy)
Size Class: 2
Weight Class: 2
Moves:
Level 0
Attract
Confide
Dark Pulse
Double Team
Dragon Pulse
Facade
Fire Punch
Flash
Focus Blast
Glare
Hyper Voice
Mud-Slap
Protect
Rock Slide
Round
Signal Beam
Surf
Tail Whip
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Level 1
Brutal Swing
Charge
Cut
Discharge
Dragon Tail
Mega Punch
Parabolic Charge
Pound
Quick Attack
Rain Dance
Sandstorm
Shock Wave
Snore
Sunny Day
Swagger
Swift
Thunder Shock
Weather Ball
Level 2
Agility
Dragon Rush
Eerie Impulse
Electric Terrain
Grass Knot
Iron Tail
Low Kick
Mega Kick
Razor Wind
Rest
Rising Voltage
Scale Shot
Secret Power
Solar Beam
Thunder
Wild Charge
Level 3
Breaking Swipe
Bulldoze
Charge Beam
Dig
Electro Ball
Electroweb
Frustration
Light Screen
Low Sweep
Psych Up
Return
Rock Tomb
U-turn
Volt Switch
Level 4
Ally Switch
Camouflage
Electrify
Endure
Giga Impact
Hidden Power (Fairy)
Hyper Beam
Magnet Rise
Sleep Talk
Substitute
Indigo the Kecleon
Level: 4 | EXP: --
#352
Nature:
Brave (+Attack, -Speed, -10% Evasion)
Abilities:
Color Change, Protean
Stats:
HP: 85
Attack: Rank 8 ⇑
Defence: Rank 5
Special Attack: Rank 5
Special Defence: Rank 9
Speed: 34 ⇓ (-10% Evasion)
Size Class: 2
Weight Class: 2
Moves:
Level 0
Aerial Ace
Ancient Power
Astonish
Attract
Brick Break
Confide
Counter
Defense Curl
Dizzy Punch
Double Team
Facade
Feint Attack
Fire Punch
Flamethrower
Flash
Ice Beam
Ice Punch
Mud-Slap
Protect
Rock Slide
Round
Shadow Ball
Shadow Claw
Slash
Strength
Tail Whip
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Level 1
Cut
Detect
Fake Out
Hone Claws
Incinerate
Lick
Magic Coat
Mega Punch
Power-Up Punch
Psybeam
Rain Dance
Recycle
Rock Smash
Role Play
Scratch
Seismic Toss
Shadow Sneak
Shock Wave
Snore
Sucker Punch
Sunny Day
Swagger
Swift
Trick
Water Pulse
Work Up
Level 2
After You
Aqua Tail
Bind
Blizzard
Captivate
Disable
Double-Edge
Dynamic Punch
Feint
Fire Blast
Focus Punch
Foul Play
Fury Swipes
Grass Knot
Iron Tail
Low Kick
Mega Kick
Nasty Plot
Recover
Rest
Screech
Secret Power
Solar Beam
Stealth Rock
Thief
Thunder
Level 3
Body Slam
Charge Beam
Dig
Drain Punch
Frustration
Fury Cutter
Headbutt
Icy Wind
Knock Off
Psych Up
Return
Rock Tomb
Rollout
Level 4
Camouflage
Endure
Fling
Hidden Power (Fairy)
Last Resort
Metronome
Mimic
Natural Gift
Reflect Type
Retaliate
Skill Swap
Sleep Talk
Snatch
Substitute
Synchronoise
Trick Room
Wonder Room
Alfalfa the Kommo-O
Level: 4 | EXP: --
#784
Advanced Techniques:
Z-Moves
Nature:
Impish (+Defence, -Special Attack)
Abilities:
Bulletproof, Soundproof, Overcoat
Stats:
HP: 90
Attack: Rank 8
Defence: Rank 11 ⇑
Special Attack: Rank 6 ⇓
Special Defence: Rank 7
Speed: 85
Size Class: 3
Weight Class: 4
Moves:
Level 0
Aerial Ace
Attract
Aura Sphere
Brick Break
Confide
Counter
Double Team
Dragon Claw
Dragon Pulse
Earthquake
Facade
Fire Punch
Flamethrower
Flash Cannon
Focus Blast
Hyper Voice
Ice Punch
Iron Head
Leer
Poison Jab
Protect
Rock Slide
Round
Shadow Claw
Tackle
Thunder Punch
Toxic
X-Scissor
Level 1
Brutal Swing
Bulk Up
Coaching
Dragon Breath
Dragon Dance
Dragon Tail
Dual Chop
Echoed Voice
False Swipe
Mega Punch
Noble Roar
Roar
Safeguard
Sandstorm
Shock Wave
Snore
Swagger
Taunt
Water Pulse
Work Up
Level 2
Aqua Tail
Autotomize
Close Combat
Focus Punch
Iron Defense
Iron Tail
Low Kick
Mega Kick
Payback
Rest
Revenge
Reversal
Rock Polish
Scale Shot
Scary Face
Screech
Stealth Rock
Superpower
Swords Dance
Level 3
Bide
Boomburst
Breaking Swipe
Bulldoze
Clanging Scales
Drain Punch
Frustration
Headbutt
Laser Focus
Outrage
Return
Rock Tomb
Sky Uppercut
Uproar
Level 4
Belly Drum
Body Press
Clangorous Soul
Draco Meteor
Endeavor
Endure
Fling
Giga Impact
Hidden Power (Fairy)
Hyper Beam
Sleep Talk
Stomping Tantrum
Substitute
Hickory the Slowking Galar
Level: 4 | EXP: --
#199
Nature:
Bold (+Defence, -Attack)
Abilities:
Curious Medicine, Own Tempo, Regenerator
Stats:
HP: 95
Attack: Rank 4 ⇓
Defence: Rank 8 ⇑
Special Attack: Rank 8
Special Defence: Rank 8
Speed: 30
Size Class: 3
Weight Class: 4
Moves:
Level 0
Attract
Avalanche
Brick Break
Earthquake
Facade
Fire Punch
Flamethrower
Focus Blast
Growl
Ice Beam
Ice Punch
Liquidation
Poison Jab
Protect
Psychic
Round
Shadow Ball
Surf
Tackle
Thunder Punch
Thunder Wave
Toxic
Tri Attack
Waterfall
Zen Headbutt
Level 1
Acid
Calm Mind
Confusion
Curse
Hail
Mega Punch
Psybeam
Rain Dance
Safeguard
Sludge Bomb
Snore
Snowscape
Sunny Day
Swagger
Swift
Taunt
Trick
Venom Drench
Water Pulse
Weather Ball
Yawn
Level 2
Acid Spray
Amnesia
Belch
Blizzard
Disable
Expanding Force
Fire Blast
Foul Play
Grass Knot
Gunk Shot
Heal Pulse
Hydro Pump
Iron Defense
Iron Tail
Mega Kick
Nasty Plot
Psychic Terrain
Rest
Scary Face
Slack Off
Take Down
Toxic Spikes
Venoshock
Whirlpool
Level 3
Body Slam
Brine
Bulldoze
Chilling Water
Chilly Reception
Dig
Dive
Drain Punch
Eerie Spell
Headbutt
Hex
Icy Wind
Light Screen
Low Sweep
Mud Shot
Muddy Water
Power Gem
Psych Up
Psyshock
Razor Shell
Scald
Sludge Wave
Snarl
Stomp
Level 4
Belly Drum
Block
Endure
Fling
Future Sight
Giga Impact
Helping Hand
Hyper Beam
Imprison
Metronome
Pay Day
Skill Swapw
Sleep Talk
Stomping Tantrum
Stored Power
Substitute
Tera Blast
Trick Room
Wonder Room
Team LouisCyphre:
Gunhilde (Tyranitar)
★★★★ Level 4 — EXP: -- / 10
Techniques:
Mega Evolution
Z-Moves
Impish nature ( +Defense, -Special Attack )
Typing: Rock/Dark
Abilities: Sand Stream Hidden Ability: Unnerve
HP: 95
Attack: 9
Defen.: 10 (+)
Sp.Atk: 6 (-)
Sp.Def: 7
Speed: 61
Size: 4
Weight: 6
Mega Tyranitar
Typing: Rock/Dark
Abilities: Sand Stream, Unnerve
HP: 95
Attack: 11
Defen.: 13 (+)
Sp.Atk: 6 (-)
Sp.Def: 9
Speed: 71
Size: 4
Weight: 6
Movepool
Level 0:
Aerial Ace
Ancient Power
Attract
Avalanche
Brick Break
Confide
Counter
Crunch
Dark Pulse
Double Team
Dragon Claw
Dragon Pulse
Earth Power
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Ice Beam
Ice Punch
Iron Head
Leer
Mud-Slap
Protect
Rock Slide
Round
Shadow Claw
Strength
Surf
Tackle
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Level 1:
Bite
Brutal Swing
Chip Away
Curse
Cut
Detect
Dragon Breath
Dragon Dance
Dragon Tail
High Horsepower
Hone Claws
Ice Fang
Incinerate
Mega Punch
Power-Up Punch
Rage
Rain Dance
Roar
Rock Climb
Rock Smash
Rock Throw
Sandstorm
Seismic Toss
Shock Wave
Snore
Sunny Day
Swagger
Taunt
Water Pulse
Level 2:
Aqua Tail
Assurance
Blizzard
Captivate
Double-Edge
Dynamic Punch
Fire Blast
Focus Energy
Focus Punch
Foul Play
Hydro Pump
Iron Defense
Iron Tail
Low Kick
Mega Kick
Nightmare
Payback
Rest
Revenge
Rock Blast
Rock Polish
Sand Tomb
Scary Face
Screech
Secret Power
Stealth Rock
Stone Edge
Superpower
Take Down
Thunder
Whirlpool
Level 3:
Body Slam
Breaking Swipe
Bulldoze
Dig
Frustration
Fury Cutter
Headbutt
Heavy Slam
Icy Wind
Lash Out
Mud Shot
Muddy Water
Outrage
Power Gem
Pursuit
Return
Rock Tomb
Smack Down
Snarl
Stomp
Thrash
Torment
Uproar
Level 4:
Block
Body Press
Endure
Fling
Giga Impact
Helping Hand
Hidden Power (Grass)
Hyper Beam
Mimic
Natural Gift
Retaliate
Sleep Talk
Spite
Stomping Tantrum
Substitute
Tera Blast
Palaestra (Incineroar)
★★★★ Level 4 — EXP: -- / 10
Careful nature ( +Special Defense, -Special Attack )
Typing: Fire/Dark
Abilities: Blaze Hidden Ability: Intimidate
HP: 95
Attack: 8
Defen.: 7
Sp.Atk: 5 (-)
Sp.Def: 9 (+)
Speed: 60
Size: 3
Weight: 4
Movepool
Level 0:
Attract
Blaze Kick
Brick Break
Confide
Crunch
Dark Pulse
Double Team
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Growl
Iron Head
Leer
Protect
Round
Shadow Claw
Thunder Punch
Toxic
Level 1:
Bite
Brutal Swing
Bulk Up
Double Kick
Dual Chop
Ember
Fake Out
Lick
Mega Punch
Roar
Scratch
Snore
Sunny Day
Swagger
Taunt
Will-O-Wisp
Work Up
Level 2:
Assurance
Bind
Burning Jealousy
Close Combat
Covet
Cross Chop
Fire Blast
Fire Spin
Flare Blitz
Focus Punch
Fury Swipes
Heat Wave
Low Kick
Mega Kick
Nasty Plot
Quash
Rest
Revenge
Reversal
Scary Face
Superpower
Swords Dance
Level 3:
Acrobatics
Body Slam
Bulldoze
Darkest Lariat (sig)
Drain Punch
Flame Charge
Frustration
Heat Crash
Knock Off
Lash Out
Leech Life
Low Sweep
Outrage
Parting Shot
Return
Scorching Sands
Snarl
Thrash
Throat Chop
Torment
U-turn
Level 4:
Blast Burn
Embargo
Endeavor
Endure
Fire Pledge
Fling
Giga Impact
Hidden Power (Ice)
Hyper Beam
Overheat
Pay Day
Power Trip
Sleep Talk
Snatch
Stomping Tantrum
Substitute
Khnum (Swampert)
★★★★ Level 4 — EXP: -- / 10
Careful nature ( +Special Defense, -Special Attack )
Typing: Water/Ground
Abilities: Torrent Hidden Ability: Damp
HP: 95
Attack: 8
Defen.: 7
Sp.Atk: 5 (-)
Sp.Def: 9 (+)
Speed: 60
Size: 3
Weight: 4
Movepool
Level 0:
Ancient Power
Attract
Avalanche
Brick Break
Confide
Counter
Defense Curl
Double Team
Earth Power
Earthquake
Facade
Focus Blast
Growl
Ice Beam
Ice Punch
Liquidation
Mirror Coat
Mud-Slap
Protect
Rock Slide
Round
Sludge
Strength
Surf
Tackle
Toxic
Waterfall
Level 1:
Bite
Bulk Up
Curse
Echoed Voice
Hail
High Horsepower
Mega Punch
Power-Up Punch
Rain Dance
Refresh
Roar
Rock Climb
Rock Smash
Rock Throw
Seismic Toss
Snore
Supersonic
Swagger
Water Gun
Water Pulse
Wide Guard
Work Up
Yawn
Level 2:
Amnesia
Aqua Tail
Barrier
Blizzard
Captivate
Double-Edge
Dynamic Punch
Focus Punch
Hammer Arm
Hydro Pump
Ice Ball
Iron Tail
Low Kick
Mega Kick
Mud Bomb
Rest
Sand Tomb
Screech
Secret Power
Stealth Rock
Stone Edge
Superpower
Take Down
Whirlpool
Level 3:
Bide
Body Slam
Bulldoze
Darkest Lariat
Dig
Dive
Flip Turn
Foresight
Frustration
Headbutt
Icy Wind
Mud Shot
Muddy Water (sig)
Outrage
Return
Rock Tomb
Rollout
Scald
Sludge Wave
Stomp
Uproar
Level 4:
Body Press
Endeavor
Endure
Fling
Giga Impact
Hidden Power (Fire)
Hydro Cannon
Hyper Beam
Mimic
Mud Sport
Natural Gift
Sleep Talk
Stomping Tantrum
Substitute
Water Pledge
Anpao (Tomohawk)
★★★★ Level 4 — EXP: -- / 10
Techniques:
Z-Moves
Bold nature ( +Defense, -Attack )
Typing: Flying/Fighting
Abilities: Intimidate, Prankster Hidden Ability: Justified
HP: 100
Attack: 4 (-)
Defen.: 9 (+)
Sp.Atk: 8
Sp.Def: 6
Speed: 85
Size: 2
Weight: 3
Movepool
Level 0:
Aerial Ace
Air Slash
Attract
Aura Sphere
Brave Bird
Brick Break
Confide
Double Team
Earth Power
Earthquake
Facade
Flash
Focus Blast
Harden
Hyper Voice
Mud-Slap
Protect
Rock Slide
Round
Strength
Toxic
Level 1:
Air Cutter
Baby-Doll Eyes
Bulk Up
Coaching
Confuse Ray
Defog
Dual Wingbeat
Echoed Voice
False Swipe
Haze
Incinerate
Mega Punch
Noble Roar
Power-Up Punch
Rain Dance
Rapid Spin
Roar
Rock Smash
Safeguard
Scratch
Snore
Steel Wing
Sunny Day
Swagger
Taunt
Whirlwind
Work Up
Yawn
Level 2:
After You
Aqua Tail
Close Combat
Covet
Focus Energy
Focus Punch
Fury Swipes
Grass Knot
Heat Wave
Hurricane
Iron Tail
Mega Kick
Morning Sun
Quash
Rest
Revenge
Reversal
Roost
Secret Power
Sky Attack
Solar Beam
Stealth Rock
Stone Edge
Submission
Superpower
Take Down
Thief
Level 3:
Acrobatics
Baton Pass
Body Slam
Bounce
Bulldoze
Drain Punch
Fly
Frustration
Reflect
Return
Rock Tomb
Sky Drop
Tailwind
Throat Chop
Trailblaze
Uproar
Level 4:
Body Press
Endure
Fling
Giga Impact
Healing Wish
Helping Hand
Hidden Power (Ice)
Hyper Beam
Last Resort
Memento
Nature Power
Retaliate
Sleep Talk
Snatch
Substitute
Tyranitarite
Flyinium Z
Grassium Z
Eject Button
Expert Belt
Rindo Berry
Sticky Barb
Flyinium Z
Grassium Z
Eject Button
Expert Belt
Rindo Berry
Sticky Barb
Gunhilde (Tyranitar)
★★★★ Level 4 — EXP: -- / 10
Name Etymology:
A historical bolt-throwing weapon, also named the Domina Gunilda, mounted to Windsor Castle in the 1300s to repel intruders. The name spread to other large projectile emplacements, becoming synonymous with heavy artillery and the usage thereof.
Attitude and Motive:
Confident and conceited. Gunhilde is happiest as the center of others' awe and trepidation.
As a consequence of her efforts to grow stronger, she has managed to gain the respect many of Lou's other battling Pokemon, which brings her contentment whether she's willing to admit it or not.
Background:
ch.i: Gunhilde's previous trainer was interested only in her utility, putting her to work in heavy labor. Following his arrest, Gunhilde languished in storage before making her escape the first time she was released from her ball. She lived within city limits for months as a feral Pokemon, wracking up quite the hefty bounty in property damage taking what she needed. Rather than hand Gunhilde over and claim the reward for her capture, Lou offered her a place in his team.
ch.ii: The days of trouble that followed that meeting are as ancient history to the pair, now. Between that day and this one lay uncounted trials, failures, and victories; each of them spurring just a modicrum of growth and reflection. Carried along this tide of time and her own great effort, Gunhilde has blossomed from a street-dwelling petty thief into a highly respected and competent battling Pokemon. And to her credit, she has allowed only some of her success to go to her head.
A historical bolt-throwing weapon, also named the Domina Gunilda, mounted to Windsor Castle in the 1300s to repel intruders. The name spread to other large projectile emplacements, becoming synonymous with heavy artillery and the usage thereof.
Attitude and Motive:
Confident and conceited. Gunhilde is happiest as the center of others' awe and trepidation.
As a consequence of her efforts to grow stronger, she has managed to gain the respect many of Lou's other battling Pokemon, which brings her contentment whether she's willing to admit it or not.
Background:
ch.i: Gunhilde's previous trainer was interested only in her utility, putting her to work in heavy labor. Following his arrest, Gunhilde languished in storage before making her escape the first time she was released from her ball. She lived within city limits for months as a feral Pokemon, wracking up quite the hefty bounty in property damage taking what she needed. Rather than hand Gunhilde over and claim the reward for her capture, Lou offered her a place in his team.
ch.ii: The days of trouble that followed that meeting are as ancient history to the pair, now. Between that day and this one lay uncounted trials, failures, and victories; each of them spurring just a modicrum of growth and reflection. Carried along this tide of time and her own great effort, Gunhilde has blossomed from a street-dwelling petty thief into a highly respected and competent battling Pokemon. And to her credit, she has allowed only some of her success to go to her head.
Techniques:
Mega Evolution
Z-Moves
Impish nature ( +Defense, -Special Attack )
Typing: Rock/Dark
Abilities: Sand Stream Hidden Ability: Unnerve
HP: 95
Attack: 9
Defen.: 10 (+)
Sp.Atk: 6 (-)
Sp.Def: 7
Speed: 61
Size: 4
Weight: 6
Mega Tyranitar
Typing: Rock/Dark
Abilities: Sand Stream, Unnerve
HP: 95
Attack: 11
Defen.: 13 (+)
Sp.Atk: 6 (-)
Sp.Def: 9
Speed: 71
Size: 4
Weight: 6
Movepool
Level 0:
Aerial Ace
Ancient Power
Attract
Avalanche
Brick Break
Confide
Counter
Crunch
Dark Pulse
Double Team
Dragon Claw
Dragon Pulse
Earth Power
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Ice Beam
Ice Punch
Iron Head
Leer
Mud-Slap
Protect
Rock Slide
Round
Shadow Claw
Strength
Surf
Tackle
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Level 1:
Bite
Brutal Swing
Chip Away
Curse
Cut
Detect
Dragon Breath
Dragon Dance
Dragon Tail
High Horsepower
Hone Claws
Ice Fang
Incinerate
Mega Punch
Power-Up Punch
Rage
Rain Dance
Roar
Rock Climb
Rock Smash
Rock Throw
Sandstorm
Seismic Toss
Shock Wave
Snore
Sunny Day
Swagger
Taunt
Water Pulse
Level 2:
Aqua Tail
Assurance
Blizzard
Captivate
Double-Edge
Dynamic Punch
Fire Blast
Focus Energy
Focus Punch
Foul Play
Hydro Pump
Iron Defense
Iron Tail
Low Kick
Mega Kick
Nightmare
Payback
Rest
Revenge
Rock Blast
Rock Polish
Sand Tomb
Scary Face
Screech
Secret Power
Stealth Rock
Stone Edge
Superpower
Take Down
Thunder
Whirlpool
Level 3:
Body Slam
Breaking Swipe
Bulldoze
Dig
Frustration
Fury Cutter
Headbutt
Heavy Slam
Icy Wind
Lash Out
Mud Shot
Muddy Water
Outrage
Power Gem
Pursuit
Return
Rock Tomb
Smack Down
Snarl
Stomp
Thrash
Torment
Uproar
Level 4:
Block
Body Press
Endure
Fling
Giga Impact
Helping Hand
Hidden Power (Grass)
Hyper Beam
Mimic
Natural Gift
Retaliate
Sleep Talk
Spite
Stomping Tantrum
Substitute
Tera Blast
Palaestra (Incineroar)
★★★★ Level 4 — EXP: -- / 10
Name Etymology:
A daughter of Hermes and goddess of the Olympic sport of wrestling in Greek myth. In some tellings, Heracles learned the means to subdue the hydra after learning grappling from her students.
Attitude and Motive:
Background:
A daughter of Hermes and goddess of the Olympic sport of wrestling in Greek myth. In some tellings, Heracles learned the means to subdue the hydra after learning grappling from her students.
Attitude and Motive:
Background:
Careful nature ( +Special Defense, -Special Attack )
Typing: Fire/Dark
Abilities: Blaze Hidden Ability: Intimidate
HP: 95
Attack: 8
Defen.: 7
Sp.Atk: 5 (-)
Sp.Def: 9 (+)
Speed: 60
Size: 3
Weight: 4
Movepool
Level 0:
Attract
Blaze Kick
Brick Break
Confide
Crunch
Dark Pulse
Double Team
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Growl
Iron Head
Leer
Protect
Round
Shadow Claw
Thunder Punch
Toxic
Level 1:
Bite
Brutal Swing
Bulk Up
Double Kick
Dual Chop
Ember
Fake Out
Lick
Mega Punch
Roar
Scratch
Snore
Sunny Day
Swagger
Taunt
Will-O-Wisp
Work Up
Level 2:
Assurance
Bind
Burning Jealousy
Close Combat
Covet
Cross Chop
Fire Blast
Fire Spin
Flare Blitz
Focus Punch
Fury Swipes
Heat Wave
Low Kick
Mega Kick
Nasty Plot
Quash
Rest
Revenge
Reversal
Scary Face
Superpower
Swords Dance
Level 3:
Acrobatics
Body Slam
Bulldoze
Darkest Lariat (sig)
Drain Punch
Flame Charge
Frustration
Heat Crash
Knock Off
Lash Out
Leech Life
Low Sweep
Outrage
Parting Shot
Return
Scorching Sands
Snarl
Thrash
Throat Chop
Torment
U-turn
Level 4:
Blast Burn
Embargo
Endeavor
Endure
Fire Pledge
Fling
Giga Impact
Hidden Power (Ice)
Hyper Beam
Overheat
Pay Day
Power Trip
Sleep Talk
Snatch
Stomping Tantrum
Substitute
Khnum (Swampert)
★★★★ Level 4 — EXP: -- / 10
Name Etymology:
The deified source of the River Nile in Egyptian myth. He shaped the first human children from clay at a potter's wheel, and then used the Nile to spread them across their then-new homeland of Egypt.
Attitude and Motive:
Background:
The deified source of the River Nile in Egyptian myth. He shaped the first human children from clay at a potter's wheel, and then used the Nile to spread them across their then-new homeland of Egypt.
Attitude and Motive:
Background:
Careful nature ( +Special Defense, -Special Attack )
Typing: Water/Ground
Abilities: Torrent Hidden Ability: Damp
HP: 95
Attack: 8
Defen.: 7
Sp.Atk: 5 (-)
Sp.Def: 9 (+)
Speed: 60
Size: 3
Weight: 4
Movepool
Level 0:
Ancient Power
Attract
Avalanche
Brick Break
Confide
Counter
Defense Curl
Double Team
Earth Power
Earthquake
Facade
Focus Blast
Growl
Ice Beam
Ice Punch
Liquidation
Mirror Coat
Mud-Slap
Protect
Rock Slide
Round
Sludge
Strength
Surf
Tackle
Toxic
Waterfall
Level 1:
Bite
Bulk Up
Curse
Echoed Voice
Hail
High Horsepower
Mega Punch
Power-Up Punch
Rain Dance
Refresh
Roar
Rock Climb
Rock Smash
Rock Throw
Seismic Toss
Snore
Supersonic
Swagger
Water Gun
Water Pulse
Wide Guard
Work Up
Yawn
Level 2:
Amnesia
Aqua Tail
Barrier
Blizzard
Captivate
Double-Edge
Dynamic Punch
Focus Punch
Hammer Arm
Hydro Pump
Ice Ball
Iron Tail
Low Kick
Mega Kick
Mud Bomb
Rest
Sand Tomb
Screech
Secret Power
Stealth Rock
Stone Edge
Superpower
Take Down
Whirlpool
Level 3:
Bide
Body Slam
Bulldoze
Darkest Lariat
Dig
Dive
Flip Turn
Foresight
Frustration
Headbutt
Icy Wind
Mud Shot
Muddy Water (sig)
Outrage
Return
Rock Tomb
Rollout
Scald
Sludge Wave
Stomp
Uproar
Level 4:
Body Press
Endeavor
Endure
Fling
Giga Impact
Hidden Power (Fire)
Hydro Cannon
Hyper Beam
Mimic
Mud Sport
Natural Gift
Sleep Talk
Stomping Tantrum
Substitute
Water Pledge
Anpao (Tomohawk)
★★★★ Level 4 — EXP: -- / 10
Name Etymology:
Spirit of the Dawn in Sioux teachings. To keep the attention of the primordial spirit of darkness Han and protect humanity, Anpao dances with them ceaselessly, creating night and day.
Attitude and Motive:
A festive and joyous soul. Anpao is difficult to vex, and insists on pointing out silver linings to others who seem down.
Underneath her usual breezy demeanor, Anpao has grown more world-wise as a result of her efforts. More often than ever, she offers moments of startling insight.
Background:
ch.i: Found wild, young, and abandoned near Lou's home, long before he began battling. Raising the feral and rambunctious Anpao was both challenging and expensive. With the passing years, she as grown into a trusting and reliable member of the team. Even now, however, Lou has an unconscious preference for cheap, easily-replaced furniture...
ch.ii: The intervening years have done much to mature Anpao into a more socialized and considerate Pokemon, and done little to curb her exuberance.
Spirit of the Dawn in Sioux teachings. To keep the attention of the primordial spirit of darkness Han and protect humanity, Anpao dances with them ceaselessly, creating night and day.
Attitude and Motive:
A festive and joyous soul. Anpao is difficult to vex, and insists on pointing out silver linings to others who seem down.
Underneath her usual breezy demeanor, Anpao has grown more world-wise as a result of her efforts. More often than ever, she offers moments of startling insight.
Background:
ch.i: Found wild, young, and abandoned near Lou's home, long before he began battling. Raising the feral and rambunctious Anpao was both challenging and expensive. With the passing years, she as grown into a trusting and reliable member of the team. Even now, however, Lou has an unconscious preference for cheap, easily-replaced furniture...
ch.ii: The intervening years have done much to mature Anpao into a more socialized and considerate Pokemon, and done little to curb her exuberance.
Techniques:
Z-Moves
Bold nature ( +Defense, -Attack )
Typing: Flying/Fighting
Abilities: Intimidate, Prankster Hidden Ability: Justified
HP: 100
Attack: 4 (-)
Defen.: 9 (+)
Sp.Atk: 8
Sp.Def: 6
Speed: 85
Size: 2
Weight: 3
Movepool
Level 0:
Aerial Ace
Air Slash
Attract
Aura Sphere
Brave Bird
Brick Break
Confide
Double Team
Earth Power
Earthquake
Facade
Flash
Focus Blast
Harden
Hyper Voice
Mud-Slap
Protect
Rock Slide
Round
Strength
Toxic
Level 1:
Air Cutter
Baby-Doll Eyes
Bulk Up
Coaching
Confuse Ray
Defog
Dual Wingbeat
Echoed Voice
False Swipe
Haze
Incinerate
Mega Punch
Noble Roar
Power-Up Punch
Rain Dance
Rapid Spin
Roar
Rock Smash
Safeguard
Scratch
Snore
Steel Wing
Sunny Day
Swagger
Taunt
Whirlwind
Work Up
Yawn
Level 2:
After You
Aqua Tail
Close Combat
Covet
Focus Energy
Focus Punch
Fury Swipes
Grass Knot
Heat Wave
Hurricane
Iron Tail
Mega Kick
Morning Sun
Quash
Rest
Revenge
Reversal
Roost
Secret Power
Sky Attack
Solar Beam
Stealth Rock
Stone Edge
Submission
Superpower
Take Down
Thief
Level 3:
Acrobatics
Baton Pass
Body Slam
Bounce
Bulldoze
Drain Punch
Fly
Frustration
Reflect
Return
Rock Tomb
Sky Drop
Tailwind
Throat Chop
Trailblaze
Uproar
Level 4:
Body Press
Endure
Fling
Giga Impact
Healing Wish
Helping Hand
Hidden Power (Ice)
Hyper Beam
Last Resort
Memento
Nature Power
Retaliate
Sleep Talk
Snatch
Substitute
Dice used: d2
1: Gemini Taurus is T1 | 2: LouisCyphre is T1
: 2 LouisCyphre is T1
LouisCyphre strikes an arena,
Gemini Taurus strikes 2 arenas,
LouisCyphre strikes another arena
LouisCyphre sends out and equips,
Gemini Taurus sends out, equips and orders,
LouisCyphre orders,
I ref
1: Gemini Taurus is T1 | 2: LouisCyphre is T1
: 2 LouisCyphre is T1
LouisCyphre strikes an arena,
Gemini Taurus strikes 2 arenas,
LouisCyphre strikes another arena
LouisCyphre sends out and equips,
Gemini Taurus sends out, equips and orders,
LouisCyphre orders,
I ref