Let's make this clean and simple
The Challenge and Contenders
Quickie 1v1 LC Battle
Training Items
All Abilities
Switching: N/A
Chills/Recoveries: 5/2
Unknown Soup 'cause wynaut
DQ: 1-2 days
1 Sub
@
Necturine [Aphrodite] F
Nature: Quiet
Type: Grass/Ghost
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.
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.
Stats
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 44 (-10 Evaison)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Abilities:
Anticipation (Innate): This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (Innate): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
EC: 4/6
MC: 0
DC: 2/5
Moves
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Future Sight
Giga Drain
Sketch
Shadow Ball
Solarbeam
Hidden Power Fighting (7)
Power Whip
Torment
Protect
I accept! I'll use Colosshale.
Colosshale Jormungandr (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Dark/Water
Dark: 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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost (DW Locked): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
0/6 EC
0 MC
0/5 DC
HP: 100
Atk: Rank 3+
Def: Rank 2
SpA: Rank 2-
SpD: Rank 3
Spe: 85
Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Fire Fang
Sucker Punch
Aqua Tail
Earthquake
Rock Slide
Payback
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Begin!