Type: Water / Electric
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Electric: 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Volt Absorb (Innate): This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Illuminate (Can be Activated): When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.
Water Absorb (DW) (Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
EC: 6/6
MC: 1
DC: 5/5
Aqua Ring
Bubble
BubbleBeam
Charge
Confuse Ray
Discharge
Electro Ball
Flail
Hydro Pump
Signal Beam
Spark
Spit Up
Stockpile
Supersonic
Swallow
Take Down
Thunder Wave
Water Gun
Agility
Psybeam
Whirlpool
Ice Beam
Protect
Substitute
Surf
Volt Switch
Total Moves: 26
Magneton (N/A)
http://veekun.com/dex/media/pokemon/...k-white/82.png
Magneton [Paul] (N/A)
Nature: Timid (+1 Spe, +11% Accuracy, -1 Atk)
Type:
Electric/Steel: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. 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.
Abilities:
Magnet Pull (Can Be Activated): This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Analytic (DW) (Innate): If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Type: Ground/Steel
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.
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.
Abilities:
Ability 1: Sand Rush
Type: Innate
This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Ability 2: Sand Force
Type: 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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Ability 3: Mold Breaker (DW) [unlocked]
Type: Innate
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
http://veekun.com/dex/media/pokemon/...-white/601.png
Klinklang [Gears] (Genderless) Nature: (+ to Special Attack; - 15% from Speed; -10% flat evasion) Type: Steel
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.
Abilities:
Ability 1: Plus
Type: Trait
This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Ability 2: Minus
Type: Trait
This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Ability 3 (DW) [unlocked]: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Ability 4: Levitate
Type: 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.
"I do wish that people would learn that items must be equipped before any orders are given..."
Paul [Magneton] @ Eviolite & Lumos Maxima [Lanturn] @ Expert Belt
C$FP
Aug 27th, 2012 8:04:47 PM
So much for Discharge spam... or Klinklang being useful in this battle whatsoever, and thus the possible win. Although maybe I should have known better, facing Dogfish and whatnot.
Sand Man: Earthquake * 3
IF Paul uses Magnet Rise successfully, THEN alternate between Dig (Lumos Maxima) and Drill Run (Paul) for remaining actions
IRC gave a split decision on whether or not you'll hit yourself with the Mold-Breaker EQ vs a Levitating target, so I'm assumming we use the in-game precedent which is that it does hit an ally. Not that it matters too much, it simply makes the next round a LITTLE more difficult to order in =\
Lanturn: Protect ~ Water Gun (Klinklang) ~ Electro Ball + Electro Ball (Klinklang)
IF Klinkland is KOed AND you're targetting Klinklang, THEN use Hydro Pump (Excadrill)
Magneton: Reflect ~ Thunder-Wave (Klinklang) ~ Electro Ball (Klinklang)
IF Klinklang is KOed AND you're targetting Klinklang, THEN use Flash Cannon (Excadrill)
MrcRanger97
Aug 30th, 2012 10:25:48 PM
meh, if you wanted to dq me, gl finding a subref df.
Action 1
Lanturn used Protect -25ENG
Excadrill used EQ.
1425 hit (lanturn), 9590 no crit
2637 hit (magneton), 5383 no crit
1511 hit (Klinklang), 9684 no crit
Magneton: (7.5+3+(6-5)*1.5)*2.25=27DMG
Klinklang: (7.5+3+(6-4)*1.5)*1.5=20.25DMG -8ENG
Magneton used Reflect -8eng
Klinklang used hyper beam (lanturn)
4729 hit
15+2+(4-3)*1.5=18.5DMG -10eng
action 2
Excadrill used EQ:
6838 hit, 8303 no crit (M)
5316 hit, 9316 no crit (L)
2729 hit, 3727 nl crit (K)
M: (3.75+3+(6-5)*1.5)*1.5=18.5625dmg
L: (3.75+3+(6-2)*1.5)*1.5=19.125dmg
K: same as above: 20.25dmg -12eng
Magneton used thunder wave (klinklang) -6eng
278 Klinklang is unable to move!
Lanturn used water gun! klinklang
2560 no crit
4+3+(4-3)*1.5=8.5dmg -2eng
action 3
Excadrill used EQ
M: 1452 hit, 9649 no crit, 18.5625dmg
L: 2638 hit, 7481 no crit, 19.125dmg
K:2531 hit, 9492 no crit, 20.25dmg
Magneton used electro ball (klinklang)
5804 no crit
15+3+(5-3)*1.5)*1.5=31.5dmg -8eng
klinklang fainted!
lanturn used hydro pump
2600 hit, 5729 no crit
(12+3+(4-3)*1.5)*1.5=24.75dmg -7eng