listen to this

srsly listen to this
https://soundcloud.com/knightone/silver-suite
its the official theme song of this flash

Rules
1v1 nfe singles
Training Items
All Abilities
ASB Arena
2 Subs
normal stuff

Team GOID

Porky (Makuhita) (M)
Nature: Brave
Type: Fighting

Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Abilities:

Thick Fat

Guts

Sheer Force (HA Locked)

Stats:

Hp: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 21 (-15% speed, -10% evasion)
Size Class: 2
Weight Class: 4
Base Rank Total: 11

EC: 2/6
MC: 0
AC: 2/5

Moves (25/???):

Tackle (*)
Focus Energy (*)
Sand Attack (*)
Arm Thrust (*)
Vital Throw (*)
Fake Out (*)
Whirlwind (*)
Knock Off (*)
Smelling Salts (*)
Belly Drum (*)
Endure
Close Combat
Heavy Slam

Bullet Punch (*)
Counter (*)
Feint
Foresight (*)
Focus Punch (*)
Wide Guard (*)

Toxic (*)
Protect (*)
Earthquake (*)
Dig
Rock Slide (*)
Poison Jab (*)



Marill (Marill) (M)
Nature: Adamant
Type: Water/Fairy

Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)

Abilities:

Thick Fat

Huge Power

Sap Sipper (HA Locked)

Stats:

Hp: 100
Atk: Rank 2 (4 Huge Power) (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 11 (13 Huge Power)

EC: 4/9
MC: 0
AC: 4/5

Moves (33/???):

Tackle
Defense Curl
Splash (*)
Charm (*)
Water Gun (*)
Bubble (*)
Rollout
Tail Whip (*)
Water Sport (*)
Slam (*)
Bubble Beam (*)
Helping Hand (*)
Aqua Tail
Aqua Ring
Double Edge
Bounce (*)
Rain Dance
Superpower
Play Rough

Body Slam (*)
Copycat (*)
Encore (*)
Refresh (*)
Soak (*)

Toxic (*)
Light Screen (*)
Protect (*)
Rest
Sleep Talk
Substitute (*)
Waterfall (*)

Endure
Knock Off



Kirlia (Kirlia) (M)
Nature: Naive
Type: Psychic/Fairy

Psychic: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)

Abilities:

Synchronize

Trace

Telepathy (HA Locked)

Stats:

Hp: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 58 (+15% speed, +6% accuracy)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 4/9
MC: 0
AC: 4/5

Moves (30/???):

Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Disarming Voice
Lucky Chant (*)
Magical Leaf (*)
Draining Kiss
Heal Pulse (*)
Calm Mind (*)
Psychic
Imprison
Future Sight
Hypnosis
Dream Eater

Destiny Bond (*)
Disable (*)
Encore (*)
Shadow Sneak (*)
Skill Swap (*)

Toxic
Taunt (*)
Thunderbolt
Shadow Ball (*)
Torment (*)
Will-O-Wisp (*)
Thunder Wave (*)
Dazzling Gleam

Endure
Pain Split


Team RAINDMan

Mime Jr. (Gogo) (M)
Type:
Psychic: Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Fairy: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)

Abilities:
Soundproof: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Boomburst, Bug Buzz, Chatter, Disarming Voice, Echoed Voice, Grass Whistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)

Filter: This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent's super effective attack by two (2).

Technician (H): This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack that has its BAP increased by Technician is increasedy one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

Nature: Bold: +1 Def, -1 Atk
HP: 80
Atk: Rank 0 (-)
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 0/6
MC: 0
AC: 0/5

Moves:

Level-Up:
Tickle
Barrier
Confusion
Copycat
Meditate
Double Slap
Mimic
Light Screen
Reflect
Psybeam
Encore

Egg Moves:
Fake Out
Nasty Plot
Hypnosis
Future Sight
Healing Wish

TM Moves:
Thunderbolt
Solarbeam
Taunt
Torment
Psyshock

Move Tutors:


Ralts (Terra Branford) (F)
Type:
Psychic: Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Fairy: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)

Abilities:
Synchronize: Pokemon with this ability mentally link their condition to an opposing Pokemon and when inflicted by the major status ailments Burn, Poison, or Paralysis, will share their status condition with the opponent. Pokemon will not be inflicted by status conditions to which they are immune by virtue of typing, ability, etc.

Filter:When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. When facing a pokemon with Trace, the Player sending out last must send out the pokemon without orders, in order to give the opponent the opportunity to trigger trace and any orders eventually given will be ignored until given the opportunity for trace to be triggered. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced

Telepathy (H): This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Nature: Bold: +1 Def, -1 Atk
HP: 90
Atk: Rank 0 (-)
Def: Rank 2 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC: 0/9
MC: 0
AC: 0/5

Moves:

Level-Up:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Egg Moves:
Encore
Disable
Destiny Bond
Misty Terrain
Mean Look

TM Moves:
Psyshock
Dazzling Gleam
Taunt
Torment
Thunder Wave

Move Tutors:


Honedge (Dark Knight Cecil) (M)
Type:
Steel: Immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.

Ghost: Immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.

Abilities:
No Guard: This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does the Pokemon sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Nature: Brave, -Speed, +Attack, -10% Evasion
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 24 (-)
Size Class: 2
Weight Class: 1
Base Rank Total: 15

EC: 0/9
MC: 0
AC: -/-

Moves:

Level-Up:
Tackle
Sword Dance
Fury Cutter
Metal Sound
Pursuit
Autotomize
Shadow Sneak
Aerial Ace

Egg Moves:
Destiny Bond
Wide Guard

TM Moves:
Shadow Claw
Gyro Ball
Rock Slide
Reflect
Protect

Move Tutors:
Iron Defense
Magnet Rise
Iron Head


listen to this
https://soundcloud.com/knightone/silver-suite
https://soundcloud.com/knightone/silver-suite

1. rainman sends out
2. goid sends out and orders
3. raindman orders
4. i send out
 
Porky @ Exp Share

Foresight - Arm Thrust - Close Combat
If successful p/e move, use Focus Energy on the first instance, and Chill on the second, pushing back in each case.
If you flinch when you would use Foresight, use Foresight the following action.
 

Dark Night Cecil
HP:
63
EN: 81
Status: Reflect (3A)


Porky
HP:
73
EN: 84
Status: Foresight (4A), -1Def/SpD

Action 1
Honedge=Reflect (10 EN)
Makuhita=Foresight (6 EN)

Action 2
Honedge=Shadow Claw (4 EN) [13 Damage]
Makuhita=Arm Thrust (3 EN) [4 Hits] [1 Crit] [15.75 Damage]

Action 3
Honedge=Iron Head (5 EN) [14 Damage]
Makuhita=Close Combat (7 EN) [11.25 Damage]
 

Dark Night Cecil
HP:
30
EN: 68
Status: None


Porky
HP:
26
EN: 62
Status: Foresight (1A), -1Def/SpD

Action 1
Honedge=Aerial Ace (4 EN) [15.5 Damage]
Makuhita=Focus Energy (12 EN)

Action 2
Honedge=Iron Head (5 EN) [16 Damage]
Makuhita=Arm Thrust (3 EN) [3 Hits] [3 Crits!] [15.75 Damage]

Action 3
Honedge=Aerial Ace (4 EN) [15.5 Damage]
Makuhita=Earthquake (7 EN) [17.25 Damage]
 
If we're losing, we're doing it with style!
Close Combat + Close Combat - Cooldown (Knock Off + Knock Off) - Earthquake
If successful p/e move, start action chain Feint - Knock Off + Knock Off - Cooldown (Knock Off) .
If damaging Flying-Type combo, start action chain Protect - Knock Off + Knock Off - Cooldown (Knock Off) .
 

Dark Night Cecil
HP:
30
EN: 68
Status: None


Porky
HP:
26
EN: 62
Status: Foresight (1A), -1Def/SpD

Action 1
Honedge=Destiny Bond (some EN)
Makuhita=Kills both of you (some EN) [a lot of damge]
honedge ded
makuhita ded
rip


Prizes
S0L1D G0LD 1 CC
Porky the Makuhita gets 1 EC, 3 MC, 1 DC, and 1 KOC.

Rainman Legends 1 CC
Dark Knight Cecil gets 1 EC, 3 MC, 1 DC, and 1 KOC.

I get 3 UC.

ta da
 

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