Torterra (Grass/Ground)170 HP, 129 Atk, 125 Def, 95 SpA, 105 SDef, 76 Spe
Durability: 1.37 Physical, 1.15 Magical
Special Ability - Overgrow: Grass attacks do 50% more damage if HP < 33%.
Earthquake (10): 81 Earth type Physical damage, 86 average damageCurse (10): Raises Attack and Defense by 1 level, lowers speed by 1 level
Synthesis (5): 50% Healing, 25% healing if during any weather effect unless its Sunny Day, in which case, 66% healing
Leaf Storm (5): 83 Grass type Special damage, lowers Special Attack by 2 levels each use, 90% accuracy, 78 average damage
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Tackle (35): 19 Normal type Physical damage, 95% accuracy, 19 average damage
Withdraw (40): Raises Defense by 1 Level
Absorb (25): 14 Grass type Special damage, heals user equal to 50% damage done, 14 average damage
Razor Leaf (25): 45 Grass type Physical damage, 12.5% Critical hit rate, 95% accuracy, 48 average damage
Bite (25): 33 Dark type Physical damage, 30% Flinch, 35 average damage
Mega Drain (15): 25 Grass type Special damage, heals user equal to 50% damage done, 26 average damage
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, fails on Grass types.
Crunch (15): 43 Dark type Physical damage, 20% chance of lowering targets Defense by 1 level, 45 average damage
Giga Drain (10): 37 Grass type Special damage, heals user equal to half damage done, 39 average damage
Wood Hammer (15): 97 Grass type Physical damage, 33% recoil damage, 69 average damage
Frenzy Plant (5): 89 Grass type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 42 average damage
Comments: Tanky and hits hard, both physically and magically...but he's also incredibly slow and with bad typing (Weak to Fire and Wind (Debatably), 4x damage from Ice? Ewww...)
High Middle I suppose.
Infernape (Fire/Fighting)151 HP, 124 Atk, 91 Def, 124 SpA, 91 SDef, 128 Spe
Durability: 0.88 physical, 0.88 magical
Special Ability - Blaze: Fire attacks do 50% more damage if HP < 33%
Close Combat (5): 93 Fighting type physical damage, lowers Defense and Special Defense of user by 1 level each use, 98 average damageSlack Off (10): 50% Healing
Blast Burn (5): 115 Fire type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 54 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
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Scratch (35): 21 Normal type physical damage, 22 average damage
Leer (30): Lowers Defense by 1 Level
Ember (30): 31 Fire type special damage, 10% chance of inflicting Burn status, 32 average damage
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Fury Swipes (15): 10 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 29 average damage
Flame Wheel (25): 47 Fire type physical damage, 10% chance of inflicting burn status, 49 average damage
Torment (15): Target is unable to use same action consecutively
Facade (20): 37 Normal type physical damage, damage doubles if user hit with Paralyze, Burn or Poison status, 39 average damage
Fire Spin (15): 14 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 10 average damage
Flamethrower (15): 73 Fire type special damage, 10% chance of inflicting Burn status, 77 average damage
Mach Punch (30): 31 Fighting type physical damage, always goes first, 32 average damage
Feint (10): 27 Normal type physical damage, only works if the enemy is in invincible (yes, you read that right), 28 average damage
Punishment (5): 31 Dark type physical damage, damage increases depending on how many stat modifier levels they have, where higher = better, this is the damage with no modifiers, 32 average damage
Flare Blitz (15): 93 Fire type physical damage, 10% chance of adding Burn, 33% recoil damage, 66 average damage
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Comments: Holy crap that movepool is insane. And he has the stats to use it, with great speed, and durability that isn't too hindering. Between healing, buffs, and big damage both physically magically, and ultimate in one turn bitch slaps if given the time, Infernape is very likely the best starter ever.
HeavyEmpoleon (Water/Steel)159 HP, 106 Atk, 108 Def, 131 SpA, 121 SDef, 80 Spe
Durability: 1.11 (2.22) physical, 1.24 magical
Special Ability - Torrent: Water attacks do 50% more damage if HP < 33%
Hydro Pump (5): 98 Water type special damage, 80% accuracy, 83 average damageDrill Peck (20): 36 Flying type physical damage, 38 average damage
Swagger (15): Adds confusion status, raises Target's attack by 2 levels, 90% accuracy
Hydro Cannon (5): 122 Water type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 58 average damage
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Pound (35): 19 Normal type physical damage, 20 average damage
Growl (40): Lowers target's Attack by 1 level
Bubble (30): 18 Water type special damage,
Watersport (15): Halves damage done by fire attacks
Peck (35): 17 Flying type physical damage, 18 average damage
Bide (10): User skips 2 to 3 turns, at the end of which, it does damage equal to double it has received
Bubblebeam (20): 54 Water type special damage, 10% chance of lowering target's speed by 1 level, 57 average damage
Fury Attack (20): 7 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 22 average damage
Brine (10): 54 Water type special damage, damage doubles if target's HP is 50% of their max or less, 57 average damage
Whirlpool (15): 14 Water type special damage, target takes 6.25% damage equal to their MHP for the next 2 to 5 turns, 70% accuracy, 10 average damage
Mist (30): Grants immunity to negative stat modifiers for 5 turns
Sword Dance (30): Raises users Attack by 2 levels
Metal Claw (35): 34 Steel type physical damage, 10% chance of raising users Attack by 10%, 95% accuracy, 34 average damage
Aqua Jet (30): 28 Water type physical damage, always goes first, 29 average damage
Tackle (35): 17 Normal type physical damage, 95% accuracy, 17 average damage
Comments: Tank mage, but slow, and a bit too reliant on Water damage, though Sword Dance + Drill Peck is a decent alt, and Swagger reams Mages..
High Middle I suppose, its hard to ignore the low speed, though the immense physical durability offsets it some.
Staraptor (Normal/Flying)160 HP, 140 Atk, 90 Def, 70 SpA, 70 SDef, 120 Spe
Durability: 0.93 Physical, 0.72 magical
Special Ability - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 level
Agility (30): Raises users Speed by 2 levels
Brave Bird (15): 104 Flying type physical damage, 33% recoil damage, 74 average damageClose Combat (5): 69 Fighting type physical damage, lowers Defense and Special Defense of user by 1 level each use, 73 average damage
Double Team (15): Raises Evasion of user by 1 level
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Tackle (35): 31 Normal type physical damage, 95% accuracy, 31 average damage
Growl (40): Lowers Target's attack by 1 level
Quick Attack (30): 36 Normal type physical damage, always goes first, 38 average damage
Wing Attack (35): 53 Flying type physical damage, 56 average damage
Endeavor (5): Target's HP becomes equal to the users, if the target's is higher
Whirlwind (20): Forces opponent to Run/Swap, always goes last...IN A DUEL!!!!
Aerial Ace (20): 53 Flying type physical damage, cannot miss, 56 average damage
Take Down (20): 79 Normal type physical damage, 25% recoil damage, 85% accuracy, 53 average damage
Comments: Disappointing considering how awesome it is in game (no Roost ;_;) Nonetheless, he's still fast with decent damage, and Double Team, Agility and Endeavor are good decent options on the side, as well as Intimidate turning him into an automatic tank.
High Middle for now.
Bibarel (Normal/Water)154 HP, 105 Atk, 80 Def, 75 SpA, 80 Sdef, 91 Spe
Durability: 0.79 physical, 0.79 magical
Special Ability 1 - Simple: Stat modifiers on Bibarel are double in potency. This is already factored into stat modifiersSpecial Ability 2 - Unaware: Ignores foes stat modifiers entirely
Hyper Fang (15): 53 Normal type physical damage, 10% Flinch, 90% accuracy, 50 average damageYawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
Super Fang (10): Deals damage equal to half opponents current HP, 90% accuracy
Curse (10): Raises Attack and Defense by 2 (1 w/ Unaware) level, lowers speed by 2 (1 w/ Unaware) level
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Headbutt (15): 47 Normal type physical damage, 30% Flinch, 49 average damage
Tackle (35): 25 Normal type physical damage, 95% accuracy, 25 average damage
Growl (40): Lowers Attack by 1 level
Defense Curl (40): Raises Defense by 2 levels (1 w/ Unaware), if used turn prior to Rollout, then Rollout's damage is doubled
Rollout (20): 14 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 13 average damage
Water Gun (25): 20 Water type special damage, 21 average damage
Super Power (5): 53 Fighting type physical damage, lowers Attack and Defense of user by 1 level, 56 average damage
Take Down (20): 59 Normal type physical damage, 25% recoil damage, 85% accuracy, 39 average damage
Amnesia (20): Raises Special Defense by 4 (2 w/ Unaware) levels
Comments: Has a few tricks here and there, and Curse is a hilarious move when combined with simple, but overall, he's lacking in necessary stats.
Light/MiddleKricketune (Bug)152 HP, 105 Atk, 71 Def, 75 SpA, 71 Sdef, 85 Spe
Durability: 0.69 Physical, 0.69 Magical
Special Ability - Swarm: Bug attacks do 50% more damage if HP < 33%.
X-scissor (15): 53 Bug type physical damage, 56 average damageSing (15): Adds sleep status, 55% accuracy
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Growl (40): Lowers Attack by 1 level
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Bug Buzz (10): 42 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 44 average damage
Perish Song (5): Both the user and the target will faint 3 turns after this is used
Focus Energy (30): Raises Critical Hit rate to 25%
Leech Life (15): 15 Bug type physical damage, heals user equal to half damage done, 15 average damage
Fury Cutter (20): 8 Bug type physical damage, damage doubles each consecutive turn this is used successfully up to 5, 95% accuracy, 8 average damage
Bide (10): User skips 2 to 3 turns, at the end of which, it does damage equal to double it has received
Slash (20): 31 Normal type physical damage, 12.5% Critical hit rate, 34 average damage
Night Slash (20): 31 Dark type physical damage, 12.5% Critical hit rate, 34 average damage
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Bug Bite (20): 40 Bug type physical damage, 43 average damage
Comments: Worse than Bibarel in like every in practice. Well, slightly better damage, but less tricks, slower and frailer.
Light seems right for him.
Luxray (Electric)155 HP, 140 Atk, 99 Def, 115 SpA, 99 Sdef, 90 Spe
Durability: 0.99 physical, 0.99 magical
Special Ability 1 - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 levelSpecial Ability 2 - Rivalry: If the opponent is the same gender as Luxray, than damage is raised by 25%. If opponent is opposite gender, then damage is lowered by 25%. Luxray has an equal chance to be Male or Female.
Discharge (15): 58 Electric type special damage, 30% chance of adding Paralysis, 61 average damageSpark (20): 58 Electric type physical damage, 30% chance of adding Paralysis, 61 average damage
Swagger (15): Adds Confusion status, raises target's attack by 2 levels, 90% accuracy
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
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Crunch (15): 47 Dark type physical damage, 20% chance of lowering target's Defense by 1 level, 49 average damage
Thunder Fang (15): 58 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 58 average damage
Roar (20): Forces opponent to Run/Swap, always goes last...IN A DUEL!!!!
Bite (25): 35 Dark type physical damage, 30% flinch, 37 average damage
Charge (20): Makes the next electric attack do double damage, raises Special Defense by 1 level
Leer (30): Lowers Defense by 1 level
Tackle (35): 21 Normal type physical damage, 95% accuracy, 21 average damage
Comments: Take a typical electric type, and remove the usual "is fast" clause. That's Luxray for you. He's essentially Flareon, but electric type instead of Fire, and somewhat less suck but still badly planned (120 Attack…and no decent moves to use it with? Even twinked? Ow…) Suppose it has enough damage, tricks and not enough flaws that it can survive in
MiddleRoserade (Grass/Poison)135 HP, 90 Atk, 75 Def, 145 SpA, 125 Sdef, 110 Spe
Durability: 0.65 physical, 1.09 magical
Special Ability 1 - Natural Cure: When swapped out of battle, it heals from all status conditions placed on it
Special Ability 2 - Poison Point: 30% chance of inflicting Poison status on opponent if hit with a contact movePetal Dance (20): 81 Grass type special damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 86 average damageGiga Drain (10): 56 Grass type special damage, heals user equal to half damage dealt, 59 average damage
Synthesis (5): 50% Healing, 25% healing if during any weather effect unless its Sunny Day, in which case, 66% healing
Toxic (10): Adds a version of Poison status where damage increases each turn, 85% accuracy
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Magical Leaf (20): 56 Grass type special damage, cannot miss, 59 average damage
Grass Whistle (15): Adds Sleep status, 55% accuracy
Absorb (25): 19 Grass type special damage, heals user equal to half damage done, 20 average damage
Mega Drain (15): 37 Grass type special damage, heals user equal to half damage done, 39 average damage
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, fails on Grass types.
Growth (40): Raises Special Attack by 1 level
Poison Sting (35): 9 Poison type physical damage, 10% chance of adding Poison, 9 average damage
Aromatherapy (5): Full status healing
Ingrain (20): After this is used, user heals for 12.5% their MHP at the end of each turn, user cannot be swapped out afterwards
Toxic Spikes (20): Puts down a layer of spikes that poisons opponent upon entering, a second layer formed yields Toxic status (if its not obvious, this move is completely worthless one on one)
Sweet Scent (20): Lowers target's evasion by 1 level
Stun Spore (30): Adds Paralysis, 75% accuracy
Water Sport (15): Halves Water damage dealt to user
Worry Seed (10): Changes target's special ability to Insomnia
Comments: Ah, Roserade; the thing that gave Roselia a reason to exist. After Roselia put on such an unimpressive showing in Gen 3, it decided to evolve into the fast, hard hitting, status whoring monstrosity we see here. Durability could stand to be better, but otherwise, it has just about everything. Decent damage, good speed, several status to play with, even healing of both kinds. Probably can win some matches in
Heavy.
Rampardos (Rock)172 HP, 185 Atk, 80 Def, 85 SpA, 70 Sdef, 78 Spe
Durability: 0.89 (1.78) physical, 0.78 magical
Special Ability - Mold Breaker: Ignores special abilities that resist or null damage attacks like Levitate vs. Ground attacks or Thick Fat vs. Fire/Ice attacks
Head Smash (5): 172 Rock type physical damage, 50% Recoil, 80% accuracy, 73 average damageScreech (40): Lowers Defense by 2 levels, 85% accuracy
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Zen Headbutt (15): 62 Psychic type physical damage, 20% Flinch, 90% accuracy, 59 average damage
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Leer (30): Lowers Defense by 1 level
Assurance (10): 39 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 41 average damage
Endeavor (5): Target's HP becomes equal to the users, if the target's is higher
Ancient Power (5): 33 Rock type special damage, 10% chance of raising all parameters by 1 level, 35 average damage
Pursuit (20): 31 Dark type physical damage, 32 average damage
Take Down (20): 69 Normal type physical damage, 25% recoil damage, 85% accuracy, 46 average damage
Headbutt (15): 54 Normal type physical damage, 30% Flinch, 57 average damage
Focus Energy (30): Raises Critical Hit rate to 25%
Comments: Yes, that attack stat is insane, and yes, Head Smash's base damage is equally ridiculous. Granted, the recoil and accuracy combo leave it not as damaging as you'd like. Slow, and a bit frail to magical attacks (being Rock type saves his Physical durability), albeit Scary Face help covers the former problem. Probably works in
MiddleBastiodan (Rock/Steel)135 HP, 72 Atk, 188 Def, 67 SpA, 158 Sdef, 50 Spe
Durability: 1.66 (6.64) physical, 1.38 magical
Special Ability - Sturdy: Grants immunity to Instant Death
Iron Head (15): 37 Steel type physical damage, 30% Flinch, 39 average damageMetal Burst (10): Deals damage equal to 1.5x what he was dealt that turn, only works if user goes second
Swagger (15): Adds confusion status, raises Target's attack by 2 levels, 90% accuracy
Taunt (15): Forces opponent to use nothing but damage moves for next 2 to 5 turns
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Tackle (35): 12 normal type physical damage, 95% accuracy, 12 average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Iron Defense (15): Raises Defense by 2 levels
Block (5): Makes target unable to run!
Ancient Power (5): 26 Rock type special damage, 10% chance of raising all parameters by 1 level, 27 average damage
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
Take Down (20): 28 Normal type physical damage, 25% recoil damage, 85% accuracy, 18 average damage
Comments: Use Taunt, then spam Metal Burst. This strategy is pretty much the backbone of all he'll be using, since it kills the usual "Skip Turn" arguments, and lets him actually have a shot at beating healers. The ridiculous physical durability doesn't hurt either, though he runs scared from anyone that has something that can be considered Ground and Fighting type damage, not to mention the average fight double turns him, and ITD slams him pretty badly too.
Middle/Heavy I suppose? Taunt really saves his ass.
Wormadam is a weird case, in that he's actually 3 Pokemon with the same value and name, and who all evolve from Burmy (…even though Burmy already HAS an alternate evolution in Mothim.) Basically, its like Deoxys, as such, he will be treated as 3 Different Pokemon, since all 3 forms are drastically different. I'm using Serebii's version of Identification, mind, hence the names.
Wormadam-Plant (Bug/Grass)135 HP, 79 Atk, 105 Def, 99 SpA, 125 Sdef, 56 Spe
Durability: 0.91 physical, 1.09 magical
Special Ability - Anticipation: If enemy has an attack that would be "Super Effective" against Wormadam in their current set, it will indicate it. Yes, this is every bit as useful as it sounds in a duel, which is to say, not at all.
Psychic (10): 38 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 40 average damageLeaf Storm (5): 86 Grass type Special damage, lowers Special Attack by 2 levels each use, 90% accuracy, 82 average damage
Attract (15): For the rest of the fight, the opponent will not act 50% of the time each turn if they are the opposite Gender of the user, otherwise this move fails. Note that Wormadam is always female, so this move would only work on Males.
Growth (40): Raises users Special Attack by 1 level
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Psybeam (20): 28 Psychic type special damage, 10% chance of inflicting Confusion status, 29 average damage
Confusion (25): 21 Psychic type special damage, 10% chance of inflicting Confusion status, 22 average damage
Hidden Power (20): Does between 14 and 30 special damage, depending on the interpretation, and can be any typing (if said damage is Bug or Grass, then those damages are raised by 50%), make of this as you will, I refuse to touch this any further
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, see note about Wormadam always being Female.
Tackle (35): 13 Normal type physical damage, 95% accuracy, 13 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 7, 68.75% HP does 14, 35.42% does 27, 20.83% does 33, 10.42% does 54, 4.17% does 66
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Razor Leaf (25): 29 Grass type physical damage, 12.5% critical hit rate, 95% accuracy, 30 average damage
Bug Bite (20): 31 Bug type physical damage, 32 average damage
Comments: I don't really have much to say. Dies to Fire and Flying damage, Ice butchers it too, slow, not particularly durable, lacks damage, and prays it fights a Male opponent. Can you say
Light? I know I can!
Wormadam-Sand (Bug/Ground)135 HP, 99 Atk, 125 Def, 79 SpA, 105 Sdef, 56 Spe
Durability: 1.09 physical, 0.91 magical
Special Ability - Anticipation: If enemy has an attack that would be "Super Effective" against Wormadam in their current set, it will indicate it. Yes, this is every bit as useful as it sounds in a duel, which is to say, not at all
Bug Bite (20): 39 Bug type physical damage, 41 average damageAttract (15): For the rest of the fight, the opponent will not act 50% of the time each turn if they are the opposite Gender of the user, otherwise this move fails. Note that Wormadam is always female, so this move would only work on Males
Psychic (10): 31 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 32 average damage
Fissure (5): Instant Death, fails against those that immune Ground type damage, 30% accuracy
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Hidden Power (20): Does between 11 and 24 special damage, depending on the interpretation, and can be any typing (if said damage is Bug or Ground, then those damages are raised by 50%), make of this as you will, I refuse to touch this any further
Tackle (35): 16Normal type physical damage, 95% accuracy, 16 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 9, 68.75% HP does 18, 35.42% does 33, 20.83% does 42, 10.42% does 62, 4.17% does 82
Harden (35): Raises defense by 1 level
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, see note about Wormadam always being Female.
Confusion (25): 18 Psychic type special damage, 10% chance of inflicting Confusion, 19 average damage
Psybeam (20): 22 Psychic type special damage, 10% chance of inflicting Confusion, 23 average damage
Rock Blast (10): 11 Rock type physical damage, hits 2 to 5 times, 80% accuracy, 32 average damage
Comments: Physical version of the above form. Maybe a bit better due to the instant death, but really, in the end, its all the same fail in a different mold.
LightWormadam-Trash (Bug/Steel)135 HP, 89 Atk, 115 Def, 89 SpA, 115 Sdef, 56 Spe
Durability: 1.00 (2.00) physical, 1.00 magical
Special Ability - Anticipation: If enemy has an attack that would be "Super Effective" against Wormadam in their current set, it will indicate it. Yes, this is every bit as useful as it sounds in a duel, which is to say, not at all
Iron Head (15): 45 Steel type physical damage, 30% Flinch, 47 average damageAttract (15): For the rest of the fight, the opponent will not act 50% of the time each turn if they are the opposite Gender of the user, otherwise this move fails. Note that Wormadam is always female, so this move would only work on Males
Mirror Shot (10): 37 Steel type special damage, 30% chance of lowering Accuracy 1 level, 85% Accuracy, 33 average damage
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
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Hidden Power (20): Does between 12 and 27 special damage, depending on the interpretation, and can be any typing (if said damage is Bug or Steel, then those damages are raised by 50%), make of this as you will, I refuse to touch this any further
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, see note about Wormadam always being Female
Tackle (35): 14 Normal type physical damage, 95% accuracy, 14 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 8, 68.75% HP does 16, 35.42% does 31, 20.83% does 38, 10.42% does 56, 4.17% does 74
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Psychic (10): 34 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 35 average damage
Confusion (25): 19 Psychic type special damage, 10% chance of inflicting Confusion, 20 average damage
Psybeam (20): 25 Psychic type special damage, 10% chance of inflicting Confusion, 26 average damage
Bug Bite (20): 34 Bug type physical damage, 36 average damage
Comments: Its Wormadam, by now you should realize its synomous with "fail." The plus side, granted, is this one at least is a tank and can do stuff that makes him fail slightly less. What does this mean? It means he's a less crappy
Light than the others.
Mothim (Bug/Flying)145 HP, 114 Atk, 70 Def, 114 SpA, 70 Sdef, 86 Spe
Durability: 0.65 physical, 0.65 magical
Special Ability - Swarm: Bug attacks do 50% more damage if HP < 33%
Bug Buzz (10): 65 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 69 average damageAir Slash (20): 54 Flying type special damage, 30% Flinch, 95% accuracy, 54 average damage
Camouflage (20): Changes the entire typing of the user to something depending on terrain. Unfortunately, I'm not sure what "default" would count in the DL, make of this as you will
Poison Powder (35); Adds Poison status, 75% accuracy
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Tackle (35): 18 Normal type physical damage, 95% accuracy, 18 average damage
Hidden Power (20): Does between 16 and 34 special damage, depending on the interpretation, and can be any typing (if said damage is Bug or Flying, then those damages are raised by 50%), make of this as you will, I refuse to touch this any further
Gust (35): 31 Flying type special damage, 32 average damage
Silver Wind (5): 44 Bug type special damage, 10% chance of raising all parameters by 1 level, 46 average damage
Psychic (10): 44 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 46 average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Confusion (25): 25 Psychic type special damage, 10% chance of inflicting Confusion, 26 average damage
Psybeam (20): 31 Psychic type special damage, 10% chance of inflicting Confusion, 32 average damage
Bug Bite (20): 44 Bug type physical damage, 46 average damage
Comments: Well, the damage is half decent! Unfortunately the rest of it fails. Then again, what more do you expect from the male version of Wormadam? Actual decency? You jest!
Light and that's that.
Combee (Bug/Flying)105 HP, 50 Atk, 62 Def, 50 SpA, 62 Sdef, 90 Spe
Durability: 0.42 physical, 0.42 magical
Special Ability - Honey Gather: Combee, using its godlike strength and razor sharp wit, scours the battle and finds Sweet Honey as it crushes its foes!
Gust (35): 14 Flying type special damage, 14 average damage
Sweet Scent (20): Lowers target's evade by 1 level
Bug Bite (20): 20 Bug type physical damage, 21 average damageComments: I…really lost all my ability to jokingly hype this thing. I'm serious, I think I spent it all on Magikarp and Feebas from previous topics. In any event, if you're wondering why this thing is so bad, its cause it’s a fully evolved Pokemon on a pure technical standpoint; like Burmy, Combee evolves depending on its gender (in Burmy's case, Female = Wormadam, Male = Mothim), except that in Combee's case, *ONLY* the females evolve, so the males are stuck in this form. It doesn't exactly help that Combee is male 87.5% of the time. I don't think I have to say it, but
PunyVespiquen (Bug/Flying)145 HP, 100 Atk, 122 Def, 100 SpA, 122 Sdef, 60 Spe
Durability: 1.14 physical, 1.14 magical
Special Ability - Pressure: All attacks from the enemy that target Vespiquen have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains
Attack Order (15): 56 Bug type physical damage, 12.5% Critical hit rate, 90% accuracy, 56 average damageDefend Order (10): Raises Defense and Special Defense by 1 level
Confuse Ray (15): Adds Confusion
Heal Order (10): 50% Healing
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Gust (35): 26 Flying type special damage, 27 average damage
Sweet Scent (20): Lowers target's evade by 1 level
Poison Sting (35): 7 Poison type physical damage, 10% chance of adding Poison, 7 average damage
Toxic (10): Adds a version of Poison status where damage increases each turn, 85% accuracy
Swagger (15): Adds confusion status, raises Target's attack by 2 levels, 90% accuracy
Pursuit (20): 18 Dark type physical damage, 19 average damage
Fury Cutter (20): 8 Bug type physical damage, damage doubles each consecutive turn this is used successfully up to 5, 95% accuracy, 8 average damage
Fury Swipes (15): 8 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 23 average damage
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, it is worth noting that, if its not obvious already given the note about Combee above, as well as the name, Vespiquen is always female.
Power Gem (20): 30 Rock type special damage, 31 average damage
Slash (20): 30 Normal type physical damage, 12.5% Critical hit rate, 33 average damage
Swagger (15): Adds confusion status, raises Target's attack by 2 levels, 90% accuracy
Destiny Bond (5): If target kills user the turn this was used (and the move must be used beforehand), then the target dies alongside the user. IOWs, this move is completely worthless in this format
Bug Bite (20): 39 Bug type physical damage, 41 average damage
Comments: And this is what the rare Female Combee turns into! It actually looks like a fully evolved Pokemon now, doesn't it? Damage actually registers on the curve now, a bunch of nice tricks between Healing, Confusion, buffing, and a few others, and can take hits. However, it's slow, and it still has that horrid Bug/Flying typing.
Middle though can't see it going very far there.
Pachirisu (Electric)135 HP, 65 Atk, 90 Def, 65 SpA, 110 Sdef, 115 Spe
Durability: 0.78 physical, 0.96 magical
Special Ability 1 - Run Away: Insures you will always succeed at running!!!
Special Ability 2 - Pick Up: Allows user to pick up items randomly outside of battle!
Discharge (15): 33 Electric type special damage, 30% chance of adding Paralysis, 35 average damageSweet Kiss (10): Adds Confusion, 75% accuracy
Super Fang (10): Deals damage equal to half opponents current HP, 90% accuracy
Charm (20): Lowers Attack by 2 levels
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Bide (10): User skips 2 to 3 turns, at the end of which, it does damage equal to double it has received
Growl (40): Lowers Attack by 1 level
Last Resort (5): 36 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 38 average damage
Swift (20): 18 Normal type special damage, cannot miss, 19 average damage
Spark (20): 28 Electric type physical damage, 30% chance of adding paralysis, 29 average damage
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn
Quick Attack (30): 12 normal type physical damage, always goes first, 12 average damage
Comments: He's fast! And has some tricks! Pity he's totally lacking in damage, and not exactly the most durable of things. Super Fang helps some, I guess.
LightFloatzel (Water)160 HP, 125 Atk, 75 Def, 105 SpA, 70 SDef, 135 Spe
Durability: 0.77 physical, 0.72 magical
Special Ability - Swift Swim: Speed is doubled during Rain Dance
Crunch (15): 43 Dark type physical damage, 20% chance of lowering target's Defense by 1 level, 45 average damageAgility (30): Raises Speed by 2 levels
Growl (40): Lowers Attack by 1 level
Ice Fang (15): 34 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 34 average damage
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Swift (20): 27 Normal type special damage, cannot miss, 28 average damage
Whirlpool (15): 11 Water type special damage, target takes 6.25% damage equal to their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Water Gun (25): 28 Water type special damage, 29 average damage
Sonic Boom (20): 20 Normal type special damage, this damage is set and ignores all kinds of modifiers outside of immunity, 90% accuracy, 18 average damage
Aqua Jet (20): 33 Water type physical damage, always goes first, 35 average damage
Pursuit (20): 22 Dark type physical damage, 23 average damage
Quick Attack (30): 22 Normal type physical damage, always goes first, 23 average damage
Water Sport (20): Halves Fire damage
Razor Wind (10): 43 Normal type damage, one turn charge time, 12.5% critical hit rate, 24 average damage
Comments: Pachirisu, takes hits worse, but deals more damage and is MUCH faster. Probably a winning trade, but still not very good. At least Agility off that speed can offset his low damage some…yeah, definitely a Pokemon that loves in game and competitive if only for the Waterfall HM. But as it stands now? Not really going very far outside of
LightCherrim (Grass)145 HP, 80 Atk, 90 Def, 107 SpA, 98 Sdef, 105 Spe
Durability: 0.84 physical, 0.92 magical
Special Ability - Flower Gift: Boosts Attack and Special Defense by 50% during Sunny Day
Petal Dance (20): 61 Grass type special damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 63 average damageSolar Beam (10): 81 Grass type special damage, one turn charge time, 43 average damage
Sunny Day (5): Adds Sunny Day weather effect for 5 turns
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, fails on Grass types.
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Helping Hand (20): Boosts allies damage by 50%…IN A DUEL!!!!
Growth (40): Raises Special Attack by 1 level
Magical Leaf (20): 42 Grass type special damage, cannot miss, 44 average damage
Take Down (20): 31 Normal type physical damage, 25% recoil, 85% accuracy, 20 average damage
Worry Seed (10): Changes Target's special ability to Insomnia (which means Sleep Immunity)
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns
Tackle (35): 13 Normal type physical damage, 95% accuracy, 13 average damage
Comments: Fairly average overall; more durability couldn't hurt, but its not horrid, albeit being a grass type isn't the most friendly of things in the DL (weak to Fire, Ice and debatably Wind? Ow.) Granted, if given the chance to set up Sunny Day, it can get brutal with Solar Beam, but no insurance it can get that far.
Light/Middle for now.
Gastrodon (Water/Ground)186 HP, 103 Atk, 88 Def, 112 SpA, 102 Sdef, 59 Spe
Durability: 1.06 Physical, 1.22 magical
Special Ability 1 - Sticky Hold: Gastrodon cannot lose held items by means of Thief and ilk
Special Ability 2 - Storm Drain: All Water damage is forcefully aimed at Gastrodon…IN A DUEL!
Muddy Water (10): 67 Water type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 60 average damageRain Dance (5): Causes Rain Dance weather effect for 5 turns.
Recover (10): 50% Healing
Mud Slap (20): 15 Ground type special damage, lowers accuracy by 1 level, 15 average damage
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Mud Sport (15): Lowers Electric damage dealt to user…do note that Gastrodon is a Ground type, so this move is as worthless as it sounds
Water Pulse (20): 43 Water type special damage, 20% chance of adding Confusion, 45 average damage
Mud Bomb (10): 47 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 42 average damage
Harden (30): Raises Defense by 1 level
Hidden Power (20): Does between 15 and 33 special damage, depending on the interpretation, and can be any typing (if said damage is Ground or Water, then those damages are raised by 50%), make of this as you will, I refuse to touch this any further
Body Slam (15): 37 Normal type physical damage, 30% chance of adding paralysis, 39 average damage
Comments: Not really all that bad on damage, or tricks, and decent durability…but egads does that Speed hurt.
MiddleAmbipom (Normal)150 HP, 120 Atk, 86 Def, 80 SpA, 86 Sdef, 135 Spe
Durability: 0.83 physical, 0.83 Magical
Special Ability 1 - Pick Up: Allows user to pick up items randomly outside of battle!
Special Ability 2 - Technician: Attacks that have 60 power or less do 50% more damage. This is already factored in when necessary. Note that this DOES work with Multi Hit attacks, but not with moves that fluctuate power based on situations like Hidden Power or Low Kick.Double Hit (10): 42 Normal type physical damage, hits twice, 90% accuracy, 80 average damageAgility (30): Raises Speed by 2 levels
Tickle (20): Lowers Attack and Defense by 1 level
Sand-Attack (15): Lowers Accuracy by 1 level
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Fling (10): Does Dark type damage depending on what Berry the user is holding, since no berry is actually legal, this move is completely worthless
Swift (20): 46 Normal type special damage, cannot miss, 48 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
Screech (40): Lowers defense by 2 levels, 85% accuracy
Last Resort (5): 97 Normal type physical damage, usable only if user has used the other three moves on his current moveset at least once, 103 average damage
Fury Swipes (15): 22 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 65 average damage
Astonish (15): 23 Ghost type physical damage, 30% Flinch, 24 average damage
Tail Whip (30): Lowers Defense by 1 level
Scratch (35): 46 Normal type physical damage, 48 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon, IN A DUEL!!!
Comments: As the very much needed evolution of Aipom, Ambipom does not disappoint. Fast, and hits hard physically, with Nasty Plot and Swift to use on the side if he needs to hit a second defensive stat. Agility works for a buff, and has a few debuffs to screw with his opponent. Durability could be better.
Middle/Heavy