
Vodun - Gengar - Modest Nature - Levitate AND Pick-Up
held item: BARD'S OUTFIT, Vodun only, Shell Bell daily.
Level 56: 163,250 XP
HP: 128
Stat |
Base |
Added |
Total |
Hit Points |
8 |
16 |
24 |
Attack |
6 |
0 |
6 |
Defense |
6 |
9 |
15 |
Special Attack |
16 |
14 |
30 |
Special Defense |
8 |
8 |
16 |
Speed |
11 |
14 |
25 |
Capability List
Overland 6, Sky 10, Jump 3, Power 3, Intelligence 4, Aura, Invisibility, Phasing
Natural Moves:
Moves |
Type |
Frequency |
AC |
Range |
Damage |
Effect |
Destiny Bond |
Ghost |
Center |
|
Ranged (20) |
|
When the user faints after taking damage from a Move, you may use Destiny Bond as an Intercept to target the Pokemon who lowered the user to 0 HP or less. Roll 1d20, on a roll of 6 or better the target is set to 0 HP. |
Dark Pulse |
Dark |
EOT |
2 |
Ranged Special (3) |
2d12+16 |
3 meter burst, flinch 17-20 |
Shadow Ball |
Ghost |
EOT |
2 |
Ranged Special (10) |
2d12+16 |
Lowers def 1 combat stage on 17-20 |
Dream Eater |
Psychic |
EOT |
2 |
Melee Special |
4d12+12 |
Must be used on slept target, user gains 1/2 damage |
Hex |
Ghost |
Battle |
2 |
Special Ranged (8) |
2d10+8 |
If the target has a status affliction, Hex deals and additional 4d8 during Damage Dice Roll. |
Hypnosis |
Psychic |
Battle |
6 |
Ranged (4) |
|
Put target to sleep |
Confuse Ray |
Ghost |
Center |
|
Ranged (10) |
|
1 target, 15 meter beam, can't miss all confused |
TM moves:
Moves |
Type |
Frequency |
AC |
Range |
Damage |
Effect |
Energy Ball |
Grass |
EOT |
2 |
Ranged Special (8) |
2d12+16 |
Lowers def 1 combat stage on 17-20 |
Sludge Bomb |
Poison |
EOT |
2 |
Ranged Special (8) |
3d10+15 |
3 meter blasts, poisons all on a 15-20 |
Uproar |
Normal |
Battle |
2 |
Ranged Special (5) |
1d12+17 |
Creates a 5-meter Burst that sustains for 1d4 +1 turns. can shift between turns, cures those in range of sleep |
Icy Wind |
Ice |
EOT |
3 |
Ranged Special (6) |
1d10+10 |
speed down 1 stage |
Ice Beam |
Ice |
Battle |
2 |
Special Ranged (8) |
4d12+17 |
Ice Beam creates a Column 1 meter wide. Ice Beam Freezes all Legal Targets on 19-20 during Accuracy Check. |
Thunderbolt |
Electric |
Battle |
2 |
Special Ranged (7) |
4d12+17 |
Thunderbolt creates a Column 1 meter wide. Thunderbolt Paralyzes all Legal Targets on 19-20 during Accuracy Check. |

Lebowski - Scolipede - CHILL (careful) Nature- Quick Feet AND Poison Point - Steel/Poison
Level 55: 153,250 XP
HP: 127
Held Item: FANCY HAT (+2 all movement capabilities, auto +2 speed stages up)
Stat |
Base |
Added |
Total |
Hit Points |
9 |
15 |
24 |
Attack |
10 |
15 |
25 |
Defense |
9 |
6 |
15 |
Special Attack |
5 |
0 |
5 |
Special Defense |
9 |
6 |
15 |
Speed |
11 |
17 |
28 (+14 = 42) |
Capability List
Overland 10(+2 = 12), Surface 4(+2 = 6), Jump 3(+2 = 5), Power 4, Intelligence 4
Natural Moves:
Moves |
Type |
Frequency |
AC |
Range |
Damage |
Effect |
Iron Tail |
Steel |
EOT |
6 |
Melee |
4d12+12 |
Lower one def stage on 19-20 |
Rock Climb |
Normal |
EOT |
5 |
Melee |
3d10+10 |
17-20 confuses |
Toxic |
Poison |
Battle |
4 |
Melee |
|
Target is Badly Poisoned |
Double-Edge |
Normal |
EOT |
2 |
Melee |
5d10+15 |
The target is pushed back 5-meters. The target takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6. After Double-Edge deals damage, Recoil 1/3. |
Agility |
Normal |
EOT |
|
Self |
|
Raise the user’s Speed 2 Combat Stages. |
Pursuit |
Dark |
EOT |
2 |
melee |
1d8+4 |
add 2d20 + 10 if target is running away/switching out |
Protect |
Normal |
Center |
|
Self |
|
avoid an attack that would have hit you |
TM moves:
Moves |
Type |
Frequency |
AC |
Range |
Damage |
Effect |
Iron Head |
Steel |
EOT |
2 |
Melee |
2d12+16 |
Flinches on 15-20 |
Poison Jab |
Poison |
EOT |
2 |
Melee |
2d12+16 |
Poisons on 15-20 |
Megahorn |
Bug |
EOT |
5 |
Melee |
5d10+20 |
The target is Pushed 3-meters. The target takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6. |
ELEMENTAL UNLOCK : Water
Kasim - Houndoom - Bold Nature- Flash Fire AND Dark Art - Dark/Fire
Level 55: 153,250 XP
HP: 124
Held Item: Fire Type Booster +
Stat |
Base |
Added |
Total |
Hit Points |
8 |
15 |
23 |
Attack |
7 |
0 |
7 |
Defense |
7 |
8 |
15 |
Special Attack |
11 |
14 |
25 |
Special Defense |
8 |
8 |
16 |
Speed |
10 |
14 |
24 |
Capability List
Overland 9, Surface 8, Jump 3, Power 1,Intelligence 3, Tracker, Aura
Natural Moves:
Moves |
Type |
Frequency |
AC |
Range |
Damage |
Effect |
Flamethrower |
Fire |
Battle |
2 |
Ranged Special (4) |
4d12+17 |
Flamethrower creates a Column 1 meter wide. Flamethrower Burns the target on 19-20 during Accuracy Check. |
Dark Pulse |
Dark |
EOT |
2 |
Ranged Special (3) |
2d12+16 |
3 meter burst, flinch 17-20 |
Swift |
Normal |
EOT |
|
Ranged Special (10) |
1d10+10 |
Cannot Miss |
Uproar |
Normal |
Battle |
2 |
Ranged Special (5) |
1d12+17 |
5 meter burst, sustained 1d4+1 turns |
Hidden Power |
Poison |
EOT |
2 |
Ranged Special (3) |
1d12+14 |
3 meter burst |
Heat Wave |
Fire |
Battle |
4 |
Ranged Special (3) |
4d12+17 |
3-meter burst, burns on 18-20 |
Foul Play |
Dark |
Battle |
2 |
Melee |
4d12+17 |
The target reveals its Attack stat. When calculating damage, add the target’s Attack stat instead of the user’s Attack stat. |
TM moves:
Moves |
Type |
Frequency |
AC |
Range |
Damage |
Effect |
Lava Plume |
Fire |
EOT |
2 |
Ranged Special (6) |
2d12+16 |
Burns the target on 16-20 during Accuracy Check. |
Brine |
Water |
Battle |
2 |
Ranged Special (6) |
1d12+17 |
If the target is below 50% HP, Brine deals and additional 2d12 during Damage Dice Roll |
Surf |
Water |
EOT |
2 |
Ranged Special (4) |
4d12+17 |
4 meter-column |
Fire Blast |
Fire |
Battle |
6 |
Special Ranged (6) |
5d10+20 |
Fire Blast creates a 2-meter Blast. Fire Blast burns all Legal Targets on 19-20 during Accuracy Check. |

Nassor THE NINJA TURTLE - Blastoise - Male - Adamant Nature - Shell Armor and Rain Dish - Water / Fighting
Level 55: 153,250 XP
HP: 115
Held Item: NINJA CLOTHS, +1 Evasion
Stat |
Base |
Added |
Total |
Hit Points |
8 |
12 |
20 |
Attack |
10 |
12 |
22 |
Defense |
10 |
13 |
23 |
Special Attack |
7 |
0 |
7 |
Special Defense |
11 |
13 |
24 |
Speed |
16 |
9 |
25 |
Capability List
Overland 4, Surface 12, Underwater 10, Jump 1, Power 4, Intelligence 4, Fountain
Natural Moves:
Moves |
Type |
Frequency |
AC |
Range |
Damage |
Effect |
Brick Break |
Fighting |
EOT |
2 |
Melee |
2d12+16 |
Brick Break can destroy Walls. |
Rapid Spin |
Normal |
At-Will |
2 |
Melee |
1d10 |
Removes hazards, leech seed, and trap statuses on hit. |
Protect |
Normal |
Center |
|
Self |
|
avoid an attack that would have hit you |
Iron Defense |
Steel |
EOT |
|
Self |
|
Raise the user’s Defense 2 Combat Stages. |
Aqua Tail |
Water |
Battle |
4 |
Melee |
3d10+15 |
Passing |
Rain Dance |
Water |
Battle |
|
Field |
|
For 2 minutes (12 rounds), the area is considered Rainy. While Rainy, Water-Type attacks deal 1.5x damage. Fire-Type attacks deal ½ the damage they normally would. |
Counterspin |
Normal |
Battle |
|
Self |
|
Interrupt - can only be used when an opponent misses against you with a ranged move. You then use the same move against them. |
TM Moves:
Ice Shard |
Ice |
At-Will |
2 |
Ranged (10) |
2d6 |
If a foe wants to declare a Move, you may instead use Ice Shard on their turn before they can use their Move. |
Ice Punch |
Ice |
EOT |
2 |
Melee |
2d12+16 |
Ice Punch Freezes the target on 19-20 during Accuracy Check. |
Zen Headbutt |
Psychic |
EOT |
4 |
Attack |
2d12+16 |
Zen Headbutt Flinches the target on 15-20 during Accuracy Check. |
Outrage |
Dragon |
Center |
3 |
Attack |
5d12+20 |
Outrage’s user must make another Melee attack for 1d2 more turns. The attack is identical to Outrage except for Outrage’s effect. After the first target is declared, Outrage targets the nearest Legal Target for its second or third round of use if the original target is unconscious. If potential targets are an equal distance from the user, you may choose the target. After Outrage’s additional use(s) end(s), the user becomes Confused. For Pokemon users, the additional 1d2 are their Trainer’s Command Actions, unless the Trainer is unconscious, in which case the Pokemon acts on its own until finished. |

Taiwo and Tsi - Sneasel Twins! - Male - Jolly Nature - Inner Focus and Twin Powers and Pickpocket
Level 55: 153,250 XP
HP: 62 Each.
Held Item: Ice Type Booster+
Stat |
Base |
Added |
Total |
Hit Points |
8 |
15 |
23 |
Attack |
10 |
15 |
25 |
Defense |
6 |
9 |
15 |
Special Attack |
2 |
0 |
2 |
Special Defense |
8 |
8 |
16 |
Speed |
14 |
12 |
26 |
Capability List
Overland 7, Surface 4, Jump 3, Power 3, Intelligence 4, Icestep, Stealth
Natural Moves:
Moves |
Type |
Frequency |
AC |
Range |
Damage |
Effect |
Taunt |
Dark |
EOT |
2 |
Ranged (10) |
|
Taunt’s target can only use Moves that have Damage Dice Rolls for the next 1d4+1 turns. |
Beat Up |
Dark |
Battle |
2 |
Melee |
1d8+X |
Beat Up can hit up to X times. X is the amount of pokemon on the user’s roster including the user. Once the user misses, they cannot attempt to make another Beat Up attack on that turn. For each target, use a different pokemon’s Attack stat from your roster to calculate damage. |
Screech |
Normal |
EOT |
4 |
Ranged (4) |
|
Screech creates a 4-meter Burst Legal Targets have their Defend lowered 2 Combat stages. |
Faint Attack |
Dark |
EOT |
None |
Melee |
1d10+10 |
Faint Attack cannot miss. |
Slash |
Normal |
EOT |
2 |
Attack |
2d12+10 |
Passing, Slash is a Critical Hit on 18-20 during Accuracy Check. |
Agility |
Normal |
EOT |
|
Self |
|
Raise the user’s Speed 2 Combat Stages. |
Hone Claws |
Dark |
EOT |
|
Self |
|
Raise the user’s Attack 1 Combat Stage. For the remainder of Combat, the user’s Attack - Melee Moves need -1 on Accuracy Checks to hit. |
TM Moves:
Moves |
Type |
Frequency |
AC |
Range |
Damage |
Effect |
Ice Shard |
Ice |
At-Will |
Ranged (10) |
2 |
2d6 |
If a foe wants to declare a Move, you may instead use Ice Shard on their turn before they can use their Move. |
Ice Punch |
Ice |
EOT |
2 |
Melee |
2d12+16 |
Ice Punch Freezes the target on 19-20 during Accuracy Check. |
Brick Break |
Fighting |
EOT |
2 |
Melee |
2d12+16 |
Brick Break can destroy Walls. |
Protect |
Normal |
Center |
|
Self |
|
avoid an attack that would have hit you |
Twin Powers - Are, in effect, a single pokemon.
- Stat up as if a single pokemon.
- Split the HP pool in two - this is the HP pool for each sneasel.
- Area-attacks, split the damage between both evenly
- Single target attacks hit a specific sneasel.
- You can either do two actions in one turn, and act as if your attack was at -2 CS.
- Or you can do a single action, and act as if your attack was at +1 CS.
- They share frequencies for moves.
- If one of them is KO'd, you can only act once, and at -2CS at that.
- If you use a self-targetting move like protect or swords dance, you can't split the turn.
- They can intercept attacks for each other without making a check, within reason. Intercepting takes up one of their "turns" though (meaning you have to split-attack).

Yam-Nahar - Giratina - Neutral Nature - Levitate and Defiant
Level 55: 153,250 XP
HP: 136
Stat |
Base |
Added |
Total |
Hit Points |
15 |
12 |
27 |
Attack |
12 |
13 |
25 |
Defense |
10 |
10 |
20 |
Special Attack |
12 |
13 |
25 |
Special Defense |
10 |
10 |
20 |
Speed |
9 |
1 |
10 |
Capabilities:
Overland 16, Surface 16, Underwater 16, Sky 20, Burrow 16, Jump 8, Power 10, Intelligence 7, Aura, Origin Form, Telekinetic, Telepath
Natural Moves:
Moves |
Type |
Frequency |
AC |
Range |
Damage |
Effect |
Ominous Wind |
Ghost |
Battle |
2 |
Special Ranged (10) |
1d10+15 |
Ominous Wind creates a Column that is 2-meters wide. If you rolled 11-20 during Accuracy Check for Ominous Wind, the user has each of its stats raised 1 Combat Stage. If you rolled 16-20 on the Accuracy Roll, all allies in the Column also have each of their stats raised 1 Combat Stage and are not damaged by Ominous Wind. |
Ancientpower |
Rock |
Battle |
2 |
Special Ranged (8) |
1d10+15 |
Ancientpower creates a Column that is 2-meters wide. If you rolled 11-20 during Accuracy Check for Ancientpower , the user has each of its stats raised 1 Combat Stage. If you rolled 16-20 on the accuracy Roll, all allies in the Column also have each of their stats raised 1 Combat Stage and are not damaged by Ancientpower . |
Dragon Claw |
Dragon |
EOT |
2 |
Melee |
2d12+16 |
|
Earth Power |
Ground |
Battle |
2 |
Special Ranged (6) |
3d10+15 |
Earth Power creates a 3-meter Blast. Earth Power lowers the Special Defense of all Legal Targets 1 Combat Stage on 16-20 during Accuracy Check. |
Heal Block |
Psychic |
EOT |
2 |
Ranged (10) |
|
For 1d4+1 turns, the target may not gain HP by itself or be healed. |
Shadow Claw |
Ghost |
EOT |
2 |
Melee |
2d12+10 |
Passing, Shadow Claw is a Critical Hit on 18-20 during Accuracy Check. |
Shadow Force |
Ghost |
Center |
2 |
Melee |
5d12+20 |
Once you declare the use of Shadow Force, the user is removed from the field and the user’s turn ends. On the next turn, Shadow Force’s user appears adjacent to any target, ignoring Speed Capabilties, and then uses Shadow Force’s damage. |