Type: Ground Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command. Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10.)
Type: Grass/Ground Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, 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.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Type: Ground/Dragon Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Levitate: (Trait)This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Type: Ground/Flying Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Type: Ground Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Arena Trap: (Innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected. Sheer Force (DW): (Can Be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
http://i306.photobucket.com/albums/n...mie2Transp.gif
Starmie [Steve] (N/A)
Rumor profundi -Legend of the ocean
Among Starmie it is common for them to gather on beaches, and it is said that they glitter like rubies in the evening. However, there are only a select few which glitter like diamonds. The diamond Starmie, or Rumor profundi as the legends themselves name them, are like gods within their colonies, and it is quite clear as to why. Their mastery over the elements of Water, Ice and even Electricity is unequaled, and it is a foolish thing to get close to them.
It is also said that as they grow weary of their long lives, the Rumor profundi set out to find an opponent worthy of dying against. Alchemator foresaw this occurrence in the behaviour of the waves, and the storms that accompany a travelling Rumor profundi, and intercepted this one. It is but a thin line between foolishness and bravery, and the later-named Steve leaned towards the second when Alchemator came unarmed. Thus, Steve continues his journey with Alchemator, trying to find the opponent for whom he was searching.
Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+21% Acc.], subtracts one (1) Rank from Attack.)
Type:
[Water]: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents. Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out. Analytic (DW Unlocked): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Attacks (28):
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Supersonic (*)
Barrier (*)
Scald (*)
Thunderbolt (*)
Thunder Wave (*)
Rain Dance
Hydro Pump
Thunder
Blizzard
Light Screen
Reflect Type
Power Gem
Grass Knot
Psyshock
Reflect
Hidden Power [Fire] [7]
Double Team
Substitute
Bide
Confuse Ray
Rumor stellos - Legend of the stars aiojvfdsvfdioj
Nature: Relaxed (Adds one (1) Rank to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner. Analytic (DW UNLOCKED): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Attacks (32):
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power [Fighting] [7]
Imprison
Disable
Nasty Plot
Teleport
Psyshock
Shadow Ball
Thunderbolt
Recover
Substitute
Psychic
Wonder Room
Toxic
Protect
Reflect
Psych Up
Light Screen
Energy Ball
Trick Room
Rain Dance
Double Team
Guard Split
Rock Slide
Zen Headbutt
Skill Swap
Thunder Wave
Christopher the Metagross
http://i306.photobucket.com/albums/n...rossTransp.gif
Metagross [Christopher] (N/A) Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type: [Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Light Metal (DW UNLOCKED): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Attacks (24): Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake
Ice Punch
ThunderPunch
Psychic
Hammer Arm
Shadow Ball
Pursuit
Bullet Punch
Agility
Hidden Power [Fire] [6]
Grass Knot
Protect
Rain Dance
Rock Slide
Anna the Girafarig
http://i306.photobucket.com/albums/n...rig3Transp.gif
Girafarig [Anna] (F) Nature: Quiet (Adds a Rank to Special Attack, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type: [Normal]: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon. Sap Sipper (DW UNLOCKED): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.
Gallade [Alexander] (M) Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.)
Type: [Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round. Justified (DW UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks (28):
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Will-o-Wisp
Toxic
Taunt
Reflect
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Swords Dance
Close Combat
Psycho Cut
Pain Split
ThunderPunch
Shadow Sneak
Fire Punch
Protect
Rock Slide
Terrence the Xatu
http://i306.photobucket.com/albums/n...XatuTransp.gif
Xatu [Terrence] (M) Nature: Brave (Adds one (1) Rank to Attack,Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type:
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[Flying]: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner. Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon. Magic Bounce (DW Unlocked): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
Attacks (19): Peck
Leer
Night Shade
Teleport
Lucky Chant
Miracle Eye
Me First
Confuse Ray
Drill Peck
Roost
Sucker Punch
Psyshock
Shadow Ball
U-turn
Heat Wave
Solarbeam
Zen Headbutt
Tailwind
Steel Wing
send me your actions i guess
Alchemator
Oct 1st, 2011 10:55:52 AM
I guess I should post here so I don't forget it exists.
Lord Jesseus
Oct 1st, 2011 11:19:07 AM
Round 1
Action 1 Hippototas - Sandstream activates; -10 EN
Sandstorm Starmie - Double Team 4 Clones; -16 EN, +4 Evasion Flygon - Struggle Bug; -3 EN
Vs Starmie: -5 HP, -1 SpA, -4 Evasion (clones dissipated)
Vs Xatu: -3 HP, -1 SpA
Vs Gallade: -2 HP, -1 SpA
Vs Girafarig: -5 HP, -1 SpA
Vs Beheeyem: -5 HP, -1 SpA
Vs: Metagross: -2 HP, -1 SpA Gligar - X-Scissor; -6 EN
Vs Starmie: -12 HP Xatu - Tailwind; -10 EN
Gallade, Metagross, Grafarig have speed doubled Gallade - Reflect; -7 EN
Starmie, Metagross, Beheeyem have Reflect Girafarig - Hidden Power; -5 EN
Vs Torterra: -18 HP Metagross - Ice Punch; -6 EN
Vs Torterra: -21 HP Claydol - Light Screen; -8 EN
Flygon, Gligar, Torterra have Light Screen Torterra - Wood Hammer; -11 EN, -12 HP
Vs Starmie: -35 HP Beheeyem - Rain Dance; -10 EN
Rain Hippototas - Earthquake; -7 EN
Vs Starmie: -11 HP
Vs Gallade: -15 HP
Vs Girafarig: -13 HP
Vs Metagross: -8 HP
Vs Torterra: -7 HP
Vs Beeeyem: -7 HP
Vs Trapinch: Synchronised Quake; no damage Trapinch - Earthquake; -7 EN
Vs Starmie: -8 HP
Vs Gallade: -12 HP
Vs Girafarig: -16 HP
Vs Metagross: -12 HP
Vs Torterra: -10 HP
Vs Beeeyem: -10 HP
Vs Hippototas: Synchronised Quake; no damage
Action 2 Gallade - Will-o-Wisp; -7 EN
Vs Trapinch: Burn Girafarig - Hidden Power; -9 EN
Vs Rook: -4 HP Starmie - Blizzard; -8 EN
Vs Rook: -11 HP
Vs Flygon: -13 HP
Vs Gligar: -11 HP Flygon - Giga Drain; -12 EN +6 HP
Vs Starmie: -12 HP Metagross - Ice Punch; -10 EN
Vs Torterra: -21 HP Gligar - X-Scissor; -10 EN
Vs Starmie: -7, HP STARMIE FAINTED Xatu - Confuse Ray; -7 EN
Vs Flygon: Confusion (2 Actions) Claydol - Smack Down; -4 EN
Vs Xatu: -8 HP, Xatu Grounded Torterra - Bulldoze; -5 EN [Synchronisation failed due to speed difference]
Vs Gallade: -11 HP, -1 Spe
Vs Girafarig: -12 HP, -1 Spe
Vs Metagross: -6 HP, -1 Spe
Vs Xatu: -12 HP, -1 Spe
Vs Beheeyem: -6 HP, -1 Spe
Vs Hippototas: -12 HP, -1 Spe
Vs Trapinch: -14 HP, -1 Spe Beheeyem - Psychic; -8 EN
Vs Torterra: -13 HP TORTERRA FAINTED Hippototas - Earthquake; -11 EN
Vs Gallade: -15 HP
Vs Girafarig: -13 HP
Vs Metagross: -8 HP
Vs Xatu: -13 HP
Vs Beeeyem: -7 HP
Vs Trapinch: Synchronised Quake; no damage Trapinch - Earthquake; -11 EN, -2 HP (Burn)
Vs Gallade: -9 HP
Vs Girafarig: -13 HP
Vs Metagross: -8 HP
Vs Xatu: -13 HP
Vs Beeeyem: -7 HP
Vs Hippototas: Synchronised Quake; no damage
Metagross' Clear Body should prevent stat drops, incidentally. Not that it had any impact on the last round.
Alchemator
Oct 1st, 2011 12:22:17 PM
Adding to that, Illuminate should have activated when I sent Steve out. Go hax!
Lord Jesseus
Oct 1st, 2011 8:51:06 PM
Motherfucker... Alright, I'll start applying Illumintae now, but there's no way I'm going to go back and undo everything. It has the potential to bring Starmie and Torterra back to life and you've already sent actions...
Round 2
Action 1 Starmie - A burst of light is suddenly emitted from Starmies unmoving body! How about that! Accuracy of foes is lowered Flygon - Self Attack; -4 EN, -5HP, confusion lowered one stage and removed Metagross - Ice Punch; -18 EN
Vs Flygon: -25 HP Gallade - Pain Split; -18 EN, +27 HP
Vs Claydol: -27 HP Girafarig - Hidden Power; -17 EN
Vs Flygon: -10 HP Gligar - Acrobatics; -7 EN
Vs Gallade: -19 HP Xatu - Zen Headbutt; -6 EN
Vs Flygon: -13 HP Beheeyem - Psychic; -10 EN
Vs Flygon: -13 HP Hippototas - Crunch; -6 EN
Vs Girafarig: -12 HP Trapinch - Crunch; -6 EN
Vs Girafarig: -17 HP GIRAFARIG FAINTED Claydol - Trick Room; -10 EN
Trick Room active
Action 2 Trapinch - Earthquake; -7 EN, -2 HP (Burn)
Vs Gallade: -9 HP
Vs Girafarig: -13 HP
Vs Metagross: -8 HP
Vs Xatu: Miss
Vs Beheeyem: -7 HP
Vs Hippototas: Synchronised Quake; no damage Hippototas - Earthquake; -7 EN
Vs Gallade: Miss
Vs Girafarig: -13 HP
Vs Metagross: -8 HP
Vs Xatu: -13 HP
Vs Beeeyem: -7 HP
Vs Trapinch: Synchronised Quake; no damage Beheeyem - Psychic; -18 EN
Vs Flygon: -13 HP Xatu - Zen Headbutt; -10 EN
Vs Flygon: -13 HP FLYGON FAINTED Claydol - Reflect; -7 EN
Claydol, Gligar have Reflect (lol Flygon) Gligar - Acrobatics; -11 EN
Vs Gallade: -19 HP Gallade - Heal Pulse; -14 EN
Vs Metagross: +20 HP Metagross - Ice Punch; -30 EN
Vs Gligar: -18 HP
Action 1 Xatu - Charging: nyownyownyownyow Trapinch - Earthquake; -11 EN, -2 HP (Burn)
Vs Gallade: -9 HP
Vs Metagross: -8 HP
Vs Xatu: Miss
Vs Beheeyem: Miss
Vs Hippototas: -13 HP Hippototas - Rock Slide; -6 EN (Rock Slide only hits 3 opponents, which I selected randomly as you didn't specify)
Vs Gallade: Miss
Vs Xatu: -12 HP
Vs Metagross: -2 HP Xatu - NYOWNYOWNYOWNYOWNYOW Beheeyem - Psychic; -22 EN
Vs Gligar: -13 HP Claydol - Cockblocking Gligar; -5 EN Gligar - Acrobatics; -15 EN
Vs Gallade: -19 HP GALLADE FAINTED Metagross - Meteor Mash; -7 EN
Vs Gl-Claydol: -8 HP Xatu - NYOWNYOWNYOW DOUBLE SOLARBEAM COMBO (but rain...)
Vs Cladydol: -14 HP
Action 2 Trapinch - Rock Slide; -6 EN
Vs Beheeyem: -8 HP
Vs Xatu: -14 HP, Flinch
Vs Metagross: -3 HP, Flinch Hippototas - Crunch; -6 EN
Vs Xatu: Miss Beheeyem - Psychic; -26 EN
Vs Gligar: -13 HP Claydol - Earth Power; -7 EN
Vs Metagross: -16 HP Gligar - Faint Attack; -4 EN
Vs Xatu: -11 HP
Team Alch
Pokemon/HP/EN/Status
Metagross/31/29/Normal
Beheeyem/41/6/Normal
Xatu/1/27/Grounded 1a
Field: Rain (1 Rounds), Trick Room (2 Rounds)
Lord Jesseus
Oct 4th, 2011 2:43:57 AM
Pestering - gets results.
Round 4
Action 1 Trapinch - Faint Attack; -4 EN
Vs Xa-XATU FAINTED Hippototas - Earthquake; -7 EN
Vs Beheeyem: -12 HP
Vs Metagross: Miss
Vs Trapinch: -15 HP Beheeyem - Psychic; -30 EN BEHEEYEM FAINTED
Vs Gligar: -13 HP Metagross - Ice Punch; -5 EN
Vs Gligar: -8 HP Claydol - Earth Power; -11 EN
Vs Metagross: -16 HP Gligar - Sand Tomb; -4 EN
Vs Metagross: -8 HP Metagross - -2 HP (Sand Tomb) Action 2
METAGROSS FAINTED (courtesy of trapinch)
All Pokemon get 1 EC, 1 DC, 2 MC (or 3 MC if EC and DC are already maxed).
Xatu and Beheeyem get 1 KO Counter
Gligar gets 2
Trapinch gets 4 (last to hit Beheeyem)
I get 13 RC
You guys get 2 TC or maybe more? idk if Brawls qualify for extra
gg guys
Deck Knight
Oct 4th, 2011 8:02:23 PM
Trapinch: A machine of MURDER. It's so Pro I even have enough KOC to unlock its DW ability, lol.
gg Alch.
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