Join Date: May 2011
Posts: 626
Michigan
|
Trainer Name: Mog
Pokemon: Ninetales(*), Magnezone(*), Gengar(*), Ambipom, Lilligant, Vaporeon, Lucario, Stuntank, Beldum, Karrablast
W/L/T: 10/10/2 ( +T: 11/11/2)
Currency Counters: 28
Backpack:
Trainer Items
 Amulet Coin
 Leftovers
 Magnet
 Muscle Band
Berry Pocket:
2x Oran Berry (+Hp)
2x Leppa Berry (+PP)
2x Cheri Berry ( PAR)
2x Chesto Berry ( SLP)
2x Pecha Berry ( POI)
2x Rawst Berry ( BUR)
2x Aspear Berry ( FOZ)
Token Pocket:
Universal Counters: 14
Business Tokens: 0
Current Battles:
None
Quests:
The Battle Hall
Winning streak: 1
Pokemon Team:
        
Vindaloo the Ninetales

Ninetales(*) [Vindaloo] (F)
Nature:Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Personality: Vindaloo was my first Pokemon. We dreamed together of become great (or at least better than mediocre) that is why to this day she strategies. She gives me the best ones and we compare notes telepathically. She is calm never losing her cool and very modest. One of my best.
Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Flash Fire:(Innate)
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
(DW) Drought:(Innate)
When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. [Add (DW) after ability name if it's Dream World Ability](UNLOCKED)
Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 100
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC:6/6
MC:0
DC:5/5
Attacks:
Ember(*)
Tail Whip(*)
Quick Attack(*)
Fire Spin(*)
Will-O-Wisp(*)
Roar(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Flamethrower(*)
Safeguard(*)
Extrasensory
Captivate
Payback
Nasty Plot
Grudge
Energy Ball(*)
Hex(*)
Psych Up(*)
Ominous Wind
Toxic(*)
Fire Blast(*)
Double Team(*)
Sunny Day
Dig
Substitute
Calm Mind
Overheat
(Attacks=26)
Dish the Magnezone

Dish the Magnezone
Magnezone(*) [Dish] (/)
Nature:
Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
Personality:(to be added later)
Type:
Electric: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: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.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse))
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.
(DW)Analytic:(Can be Enabled)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.(UNLOCKED)
Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5
SpD: Rank 4(+)
Spe: 60
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC:9/9
MC:0
DC:5/5(unlocked)
Attacks:
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Electro Ball(*)
Lock-On(*)
Swift(*)
Gyro Ball
Zap-Cannon
Tri-Attack
Magnet Rise
Mirror Coat
Barrier
Discharge
Flash Canon(*)
Thunder(*)
Rain Dance(*)
ThunderBolt
Protect
Hidden Power Ice (7)
Reflect
(Attacks=23)
Aches the Gengar

Aches the Gengar
Gengar(*) [Aches] (M)
Nature:Timid (Multiples 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. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Personality:(to be added)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison:Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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.
EC:9/9
MC:0
Stats:
Gengar
HP: 90
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Acc Boost: 27%
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Attacks:
Level-up
Hypnosis(*)
Lick(*)
Spite(*)
Mean Look(*)
Curse(*)
Confuse Ray(*)
Night Shade(*)
Sucker Punch(*)
Dark Pulse
Destiny Bond
Payback
Shadow Punch
Hex
Egg
Haze(*)
Ice Punch(*)
Disable(*)
TM
Shadow Ball(*)
Dream Eater(*)
Venoshock(*)
Sludge Bomb
Taunt
Toxic
Focus Blast
Tutor:
Icy Wind
(Attacks=23)
Fork the Ambipom

Rarity:3
Ambipom [Fork] (M)
Nature:Jolly (Multiples 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. (Formula: ACC Boost = (New Base^2)/Divisor [Round Normally, Max: 30]). The Divisor is 870 for fully evolved Pokemon, 580 for Pokemon that are the second of three stages, 435 for Pokemon that are the first of two stages, and 290 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Attack)
Personality: (to be added)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Technician: (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by 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.
Pick Up: (Innate)
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
(DW)Skill Link: (Innate)
This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).(UNLOCKED)
Stats:
Ambipom
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 132 (115 x 1.15^)(+)
Acc Boost: 15%
Size Class: 2
Weight Class: 2
Base Rank Total: 19
EC:6/6
MC:0
DC:5/5
Attacks:
Scratch
Tail whip
Sand-Attack
Astonish
Baton pass
Tickle
Fury swipes
Swift
Screech
Double Hit
Last Resort
Fake out
Agility
Counter
Brick Break
Shadow claw
Grass knot
Acrobatics
Facade
U-Turn
Giga Impact
Thunder Punch
Taunt
Ice Punch
Dig
(Attacks=23)
Mint the Lilligant

Rarity:2
Lilligant[Mint](F)
Nature:Modest (+1 SpA, -1 Atk)
Personality: (to be added)
Type:Grass
Summary: 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.
Abilities:
Chlorophyll: (Innate)
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Own Tempo: (Innate)
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
(DW)Leaf Guard: (Innate)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. (LOCKED)
Stats:
Lilligant
HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 18
EC:6/6
MC:0
DC:3/5
Attacks:
Absorb
Growth
Leech Seed
Sleep Powder
Mega Drain
Synthesis
Magical Leaf
Stun Spore
Aromatherapy
Energy Ball
Leaf Storm
Entrainment
Giga Drain
Quiver Dance
Petal Dance
Charm
Healing Wish
Ingrain
Hidden Power (Fire[Attack:6])
Toxic
Dream Eater
Solarbeam
Sunny Day
(Attacks=23)
Olive Oil the Vaporeon

rarity:2
Vaporeon [Olive Oil] (F)
Nature: Bashful (no change)
Personality: (to be added)
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Absorb: (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 receives 25% of the damage that attack would do to itself.
(DW)Hydration: (Innate)
This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon. (UNLOCKED)
Stats:
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 65
Size Class: 2
Weight Class: 3
Base Rank Total: 20
EC:6/6
MC:1
DC:5/5(UNLOCKED!)
Attacks:
Level Up
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Water Gun
Aurora beam
Acid Armor
Hydro Pump
Egg
Yawn
Wish
Flail
TM
Facade
Work Up
Toxic
Frustration
Protect
Scald
Ice beam
Heal Bell
Hidden Power Ground (7)
(Attacks=21)
Rum the Lucario

Rarity: 2
Lucario [Rum] (M)
Nature:Rash (+1 SpA, -1 SpD)
Personality: (to be added)
Quote: "But where is the Rum?"
Type:
Fighting:
These Pokemon come in two flavors. Either they are trained and disciplined masters of targeted strikes and ki attacks, or wild, savage Pokemon with innate battling instincts far above their peers. In either case, these Pokemon have powerful, dense muscles that allow them to throw targets of almost any weight if asked to do so, regardless of their own size. Their discipline allows them to Meditate and Cheer Up at a lower energy cost.
Summary: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Steel:
Steel-types are similar to Rock-types in that their skin is durable; however, they have several key differences. Unlike Rocks, whose porous skin at once scatters fire moves and allows toxins to seep through, Steel skin is completely solid. Steel types still sense the environment around them; however, they are not quite as adept at it as their Rock- or Ground-type counterparts. Steel-type skin isn't permeable by most toxins; however, Acid and Acid Bomb can corrode it quickly leaving an opening (Body Purge and Iron Defense can remove this corrosion). Steel is also completely immune to roughing from Sandstorm, though Hail gives it dents and divots. Steel-types are easily magnetized and can be attracted or repulsed by the Magnet Pull ability.
Summary: 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:
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.
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.
(DW)Justified: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 2(-)
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC:6/6
MC:0
DC:5/5
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Copycat
Nasty Plot
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal sound
Quick Guard
Heal Pulse
Aura Sphere
Dragon Pulse
ExtremeSpeed
Close Combat
Me First
Bullet Punch
Hi Jump Kick
Blaze Kick
Ice Punch
Sky Uppercut
Swords dance
Brick Break
Shadow Claw
Substitute
Earthquake
Psychic
(Attacks=31)
Diet Poison the Skuntank

Skuntank[Diet Poison](M)
Rarity: 2
Nature:Lonely (+1 Atk, -1 Def)
Type:
Poison:
Poison shares a lot in common with Normal, at least as far as being generalist and having poor super effective coverage. Its greatest advantage though is its complete immunity to toxins. Poison-types can survive in toxic waste sites, deserted city dumps, abandoned playgrounds, anywhere pollution drives out other Pokemon. Poison-types will never choke on or be blinded by smog, smokescreens, sludge, or anything other than direct solid material (such as sand or mud) into their eyes. Other common poisonous critters are snakes, who in addition to their toxic tendencies can also squeeze the life out of opponents or paralyze them with a snake glare.
Summary: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Dark:
Dark types are often portrayed as inherently malevolent, but this is not the case. What Dark-types do posses is a fierce mental presence that makes them immune to the effects of psychic suggestion and control. This presence also disables psychic waves surrounding an incoming object, stopping it dead in its tracks as it falls harmlessly to the ground. Dark-types are nocturnal for the most part, and thus battle very effectively in caves, at night, or in otherwise darkened conditions. While any total darkness will do, Dark-types are also the best at navigating confusing half-light situations such as twilight or dawn battles, where shadows can confuse or disorient other Pokemon. This perception does not necessarily extend to structural problems deep in caves, as while Dark-types can discern anything in their immediate vicinity, they aren't naturally in-tune with the echoes of earth vibrations. Dark-types are very vengeful by nature and happily use retaliatory attacks. In addition, Dark-types are more endeared to trickery and deviousness, and can use attacks like Nasty Plot and Taunt even if infatuated.
Summary: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Stench:(Innate)
This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Aftermath:(Innate)
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
(DW)Keen Eye:(Innate)
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.(UNLOCKED)
Stats:
HP: 110
Atk: Rank 4(+)
Def: Rank 2(-)
SpA: Rank 3
SpD: Rank 3
Spe: 84
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC:6/6
MC:0
DC:5/5
Attacks:
Scratch
Focus Energy
Poison Gas
Screech
Fury Swipes
SmokeScreen
Toxic
Feint
Slash
Acid Spray
Night Slash
Crunch
Flame Burst
Foul Play
Venoshock
Explosion
Taunt
Hone Claws
Dark Pulse
Fire Blast
Facade
Snatch
(Attacks=21)
Ender the Beldum

Rarity: 2
Beldum [Ender] (/)
Nature:Impish (+1 Def, -1 SpA)
Personality: (To be added)
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 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:
Clear Body (Innate)
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
(DW)Light Metal (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.) (LOCKED)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 4(+)
SpA: Rank 1(-)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 4 (95.2 kg)
Base Rank Total: 13
EC:2/9
MC:0
DC:0/5
Attacks:
Take Down
Iron Head
Iron Defense
Zen Headbutt
(Attacks=4)
Turkey the Karrablast

Karrablast [Turkey] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
Bug:Bugs are a hardy, crafty sort of Pokemon who have adapted strategies from the plants they feed on and the birds that prey on them. Bugs often live in cramped, concealed places and so have excellent mobility in grasses and brush. They also attack fast and furiously, often in swarms, preferring to dispatch opponents with a thousand small attacks rather than one large one.
Summary: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Abilities:
Swarm: (Innate)
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Shed Skin: (Innate)
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
No Guard: (Innate)
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 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.(UNLOCKED)
Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (60 *-1.15=52)
-10% Evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC:3/6
MC:0
DC:5/5
Attacks:
Peck
Leer
Endure
Fury Cutter
Fury Attack
Headbutt
False Swipe
Double-edge
Take-down
Flail
Megahorn
Pursuit
Counter
Bug Bite
Swords Dance
Protect
X-Scissor
(Attacks=17)
Last edited by TheMogRunner; Aug 15th, 2012 at 9:25:02 AM.
|