Join Date: Jun 2008
Posts: 573
Altadena
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Trainer Name: Demitri
Pokemon: Scizor, Ninetales, Haunter, Kirlia, Machop
W/L/T: 2/1/0
Trainer Counter: 2
Backpack:
x5 Dusk Balls
x5 Sport Balls
Berry Pocket:
2x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry
Token Pocket: 0
Ref Tokens: 0
Business Tokens: 0
Completed battles:
http://www.smogon.com/forums/showthr...ght=darksoulSP Training
http://www.smogon.com/forums/showthr...ght=darksoulSP Training
http://www.smogon.com/forums/showthr...ght=darksoulSP Training
http://www.smogon.com/forums/showthr...ght=darksoulSP Training
http://www.smogon.com/forums/showthr...ght=darksoulSP Training
http://www.smogon.com/forums/showthr...ght=darksoulSP Lost
http://www.smogon.com/forums/showthr...ght=darksoulSP Won
http://www.smogon.com/forums/showthr...ght=darksoulSP Lost
Pokemon Team:
Scizor
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Scizor [Shinobi] (Male)
Nature: Adamant (+1 Attack, -1 Sp Attack)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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: Swarm
Type: 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)
Ability 2: Technician
Type: 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.
DW (Unlocked): 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.)
Stats:
HP: 100
Atk: Rank 6 (+1)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 65
Size Class: 3
Weight Class: 5 (118 kg)
Base Rank Total: 20
EC: 6/6
MC: 2
DC: 5/5
Attacks:
Bullet Punch
Metal Claw
Fury Cutter (*)
Agility (*)
Wing Attack (*)
Double Team (*)
Focus Energy (*)
Leer (*)
Quick Attack (*)
Vacuum Wave (*)
False Swipe (*)
Pursuit (*)
Swords Dance
Night Slash
Light Screen (*)
Reversal (*)
Counter (*)
Substitute (*)
U-Turn (*)
Protect (*)
Acrobatics
Roost
SuperPower
TOTAL: 21 Attacks
Ninetales
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Ninetales [Nicole] Female
Nature: Timid (+15% Speed, + 15% Accuracy, -1 Atk)
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.
Ability:
Flash Fire
Type: 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 (locked): Drought
Type: 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. It can re-summon the effect mid-battle for 9% Energy with a command.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 115 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
Size: Class 1
Weight: Class 1
Total: 14
EC: 6/6
MC: 0
DC: 5/5
Ember (*)
Tail Whip(*)
Roar(*)
Quick Attack(*)
Fire Spin(*)
Will-o-Wisp(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Flamethrower(*)
Safeguard(*)
Nasty Plot
Hypnosis(*)
Hex(*)
Disable(*)
Substitute(*)
Energy Ball (*)
Attract (*)
Toxic
Hidden Power Rock 70
Magic Coat
Pain Split
TOTAL: 21 Attacks
Kirlia
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Kirlia (Yin)

Male
Nature: Serious (neutral nature)
Type: Psychic
What Fighting is to physical prowess, Psychic is to mental. Psychic types sense opponents energy in addition to any visual or hearing confirmation, allowing them to strike opponents from a great distance with their mental assaults and strike them even if they are physically blinded or inhibited. The same is not true if their mental concentration is disrupted through aggravating sounds. They also have a great deal of their own support moves, rivaling those of the Normal type. Psychic Pokemon are deep into mental energy, and thus they can also use ki attacks fairly effectively. Psychic types have intensely strong minds, and can fling opponents with Psychic attacks that their non-Psychic counterparts cannot.
Psychic-type attacks are not godlike, however. Most of them are simple mental assaults that tap into one of the opponents fears or memories. Extrasensory for example taps into memories that frighten the Pokemon, causing them to flinch. Psychic recalls moments of weakness that can lead to a lowering of special defense, and confusion using attacks generally just garble memories. While Psychic (the attack) can redirect energy attacks somewhat, it must be focused on the attack, not the Pokemon issuing it in order to have any function to that effect.
Summary: 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:
Synchronize
Type: 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.
Trace
Type: Can be Activated
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
DW (Locked):
Telepathy
Type: 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.
Command: (Ability: Trace (Target Ability) )
Stats
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 5/9
MC: 4
DC: 4/5
Growl *
Confusion *
Double Team *
Teleport *
Lucky Chant *
Calm Mind *
Heal Pulse *
Confuse Ray *
Encore *
Shadow Sneak *
Thunder Wave *
Will-o-Wisp *
Light Screen *
Wish
Total: 14 Attacks
Haunter
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Haunter (Shade)
Male
Type:
Poison
Poison shares a lot in common with Normal, at least as far as being generalist and having poor super-effective coverage. It's 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 thrive. 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.
Ghost:
Ghost Pokemon are the most enigmatic type. As a whole they possess a broad range of supernatural abilities from intangibility to various kinds of psychokinesis to mere illusion, however these effectiveness of these strange abilities largely depend on the individual Pokemon. Gastly, Haunter, and Gengar are the least tangible of any ghost, and can pass through walls for a brief period of time without exhausting themselves. Ghost types are particularly adept at a few other tricks, including the ghostly flames of Will-o-Wisp, employing the shock value of Sucker Punch, utilizing Telekinesis and Psychic, and various other Trick-ery.
Unfortunately, due to their build, Ghost types with secondary typings (bar Gastly, Haunter, and Gengar) cannot go through walls, however they can briefly become briefly intangible. Most types have evolved around the annoying habit of Ghosts to become intangible and have attached an energy signature to their attacks that strike ghosts in an intangible state. Normal and Fighting types remain the only Pokemon that rely on direct brute force, and Ghosts simply absorb the ki used in some fighting attacks without effect.
Summary: 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.
Nature: Timid (+ Speed, - Attack, + 21% Accuracy)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 109
Size Class: 3
Weight Class: 1
Base Rank Total: 15
EC: 5/9
MC: 2
DC: N/A
Hypnosis *
Lick *
Spite *
Mean Look *
Curse *
Confuse Ray *
Night Shade *
Sucker Punch *
Shadow Punch
Dream Eater
Shadow Ball
Disable *
Will-o-Wisp *
Perish Song *
Hidden Power Fire (70) *
Thunderbolt *
Substitute *
Total: 16 Attacks
Machop
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Machop (Bruno)

Male
Nature: Adamant (+ Attack, - Sp Attack)
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.
Abilities:
Guts:
Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Ability 2:
No Guard:
Type: 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
Dreamworld (LOCKED)
Steadfast:
Type: 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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 2
Base Rank Total: 14
EC: 2/9
MC: 4
DC: 2
Moves
Low Kick *
Leer *
Karate Chop *
Low Sweep *
Foresight *
Seismic Toss *
Revenge *
Vital Throw *
Ice Punch *
Encore *
Bullet Punch *
Stone Edge *
Rest *
Payback *
TOTAL MOVES: 14
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Last edited by darksoulSP; Jul 5th, 2012 at 5:13:49 AM.
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