Type: Grass 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.
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 recieves 25% of the damage that attack would do to itself. Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. 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. 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.
Type: Fighting Fighting: 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: Gust: (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. 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. Mold Breaker (DW): (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.)
Type: Ground/Flying Ground: round STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. 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. Poison Heal (DW, unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Type: Ghost/Flying 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. 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:
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. Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item. Flare Boost (DW, Unlocked): (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 have two (2) more Base Attack Power.
Delibird (Epic) (M) Nature: Lonely (+Atk, -Def) Type: Ice/Flying Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently. Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. Insomnia (DW, unlocked): (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Type: Normal/Flying Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. 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:
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. 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. Defiant (DW): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Type: Fire 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: Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Flash Fire (DW, unlocked): (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Tackle (*)
Leer (*)
Smokescreen (*)
Ember (*)
Quick Attack (*)
Flame Wheel (*)
Defense Curl (*)
Swift
Flamethrower
Lava Plume
Roll Out
Inferno
Double-Edge
Eruption
Extrasensory (*)
Flare Blitz (*)
Foresight (*)
Double Team (*)
Flame Charge (*)
Will-o-Wisp (*)
Hidden Power Electric (7)
Sunny Day
Focus Blast
Earthquake
Solarbeam
Fire Blast
Substitute
Low Kick
Counter
Lucario@exp share
Lucario(*) Ike (M) Nature: Mild (+1 SpA, -1 Def)
Type: Fighting/Steel Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. 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: 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. 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. 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 will be maintained at the end of each round.
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Download: (Innate) This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round. Analytic (DW, unlocked): (Can be activated) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Imposter (DW, unlocked): (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle. Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. Moody (DW, unlocked): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Type: Rock Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
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. Sand Force (DW, unlocked): (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.
Type: Grass 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.
Abilities:
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). Overgrow (DW): (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)
Type: Dark 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.
Abilities: Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item. Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Thunder Wave
Double Team
Substitute
Shadow Ball
Grass Knot
Sandslash
Sandslash (Toki) (M) Nature: Careful (+SpD, -SpA) 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 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. Sand Rush (DW, unlocked): (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.
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Water Veil: (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns. Lightning Rod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by 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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Attacks (17 Moves):
Peck
Tail Whip
Water Sport
Supersonic
Horn Attack
Water Pulse
Flail
Waterfall
Megahorn
Soak
Horn Drill
Aqua Tail
Hydro Pump
Skull Bash
Ice Beam
Poison Jab
Dive
Stantler
Stantler (Oswald) (M) Nature: Bashful (No Changes)
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again. Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift. Sap Sipper (DW): (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. 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.
Type: Normal/Psychic 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 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: 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 sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions. Sap Sipper (DW): (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. 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.
Type: Electric 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.
Abilities: Minus: (Innate) 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.
Attacks (17 Moves):
Growl
Thunder Wave
Quick Attack
Helping Hand
Spark
Encore
Charm
Copycat
Charge
Trump Card
Entrainment
Sing
Sweet Kiss
Wish
Toxic
Thunder
Charge Beam
Plusle @ Light Clay
Plusle (Zap) (M) Nature: Modest (+SpA, -Atk)
Type: Electric 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.
Abilities: Plus: (Innate) 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.
Attacks (16 Moves):
Growl
Thunder Wave
Quick Attack
Helping Hand
Spark
Encore
Fake Tears
Copycat
Discharge
Sweet Kiss
Wish
Light Screen
Grass Knot
Substitute
Thunderbolt
Counter
Quote:
Originally Posted by Fat Texas Cloverleaf
Exp. Share for Stratagem, Lucario and Revenankh
Magnet for Cyclohm
Life Orb for Garchomp
Sharp beak for Dragonite
Expert Belt for Hydreigon
Dragon Scale for Kingdra
Dragon Fang for Haxorus
Garchomp@Life Orb
Garchomp* Sharky, (M) Nature: Hasty (plus Speed, minus Defense, 16% accuracy boost) Type: Dragon/Ground Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash 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: Sand Veil:
Type: 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. (Unlocked) (DW) Rough Skin:
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Attacks:
Fire Fang
Tackle*
Sand Attack*
Dragon Rage*
Sandstorm*
Take Down*
Sand Tomb*
Dual Chop
Slash*
Dragon Claw
Dig
Crunch
Dragon Rush
Body Slam*
Double-Edge
Dragonbreath
Iron Tail
Iron Head*
Metal Claw
Mud Shot
Outrage*
Rock Climb
Thrash
Twister
Scary Face
Aqua Tail
Draco Meteor
Dragon Pulse
Earth Power
Fury Cutter
Headbutt
Mud-Slap
Sleep Talk
Snore
Stealth Rock
Swift
Aerial Ace
Attract
Brick Break
Bulldoze
Captivate
Cut
Double Team
Dragon Tail
Earthquake*
Endure
Facade
False Swipe
Fire Blast
Flamethrower
Fling
Frustration
Giga Impact
Hidden Power Grass (7)
Hone Claws*
Hyper Beam
Incinerate
Natural Gift
Poison Jab
Protect
Rain Dance
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Round
Secret Power
Shadow Claw
Stone Edge*
Strength
Substitute
Sunny Day
Surf
Swagger
Swords Dance
Toxic
Whirlpool
Total Moves: 79/79
Cyclohm @Magnet
Cyclohm, Behemoth, Female Nature: Modest (+SpA, -Atk) 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. Dragon:Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. (Unlocked) Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1) Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Base Rank Total: 20
EC: 9/9 MC: 0 DC: 5/5
Moves:
Whirlwind
Bide
Weather Ball
Tri Attack
Tackle
Growl
Leer
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Double Hit
Sonicboom
Dragon Tail
Discharge
Slack Off
Hurricane
Zap Cannon
Thrash
Outrage
Dragon Dance
Dragon Rush
Dragonbreath
Gust
Heal Bell
Hydro Pump
Magnet Rise
Power Gem
Spark
Draco Meteor
Electroweb
Headbutt
Mud-Slap
Signal Beam
Snore
Swift
Water Pulse
Attract
Captivate
Charge Beam
Blizzard
Bulldoze
Double Team
Dragon Claw
Dragon Pulse
Earthquake
Endure
Fire Blast
Flamethrower
Giga Impact
Hail
Hidden Power Grass 7
Hyper Beam
Ice Beam
Light Screen
Natural Gift
Protect
Sandstorm
Sleep Talk
Shock Wave
Substitute
Sunny Day
Surf
Rest
Roar
Thunder
Thunderbolt
Thunder Wave
Torment
Toxic
Trick Room
Volt Switch
Wild Charge
Total Moves: 73/85
Yet to get:
3 MC (Egg/4th Gen Tutor/Past-Gen TM): Secret Power (Subtotal: 3)
2 MC (TM): Hone Claws, Frustration, Return, Aerial Ace, Facade, Round, Incinerate, Flash, Strength, Waterfall (Subtotal: 20)
Dragonite@Sharp Beak
Dragonite, Tempest, Female Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion) Type: Dragon Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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. Multiscale: (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.
Hydreigon, Maleficient (F) Nature: Hasty (plus Speed, minus Defense, +15% Accuracy) Type: Dark/Dragon 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. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
Attacks:
Tri Attack
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Slam
Dragon Pulse
Work Up
Dragon Rush
Body Slam
Scary Face
Hyper Voice
Outrage
Assurance
Astonish
Earth Power
Fire Fang
Head Smash
Ice Fang
Screech
Thunder Fang
Wing Attack
Aqua Tail
Dark Pulse
Draco Meteor
Heat Wave
Iron Tail
Roost
Signal Beam
Sleep Talk
Snore
Spite
Superpower
Tailwind
Uproar
Zen Headbutt
Acrobatics
Attract
Bulldoze
Charge Beam
Double Team
Dragon Tail
Earthquake
Echoed Voice
Facade
Fire Blast
Flamethrower
Flash Cannon
Fly
Focus Blast
Frustration
Giga Impact
Hidden Power Grass (7)
Hyper Beam
Incinerate
Payback
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Stone Edge
Strength
Substitute
Sunny Day
Surf
Swagger
Taunt
Thief
Thunder Wave
Torment
Toxic
U-turn
Total Moves: 83/83
Kingdra@dragon scale
Kingdra, Poseidon (M) Nature: Timid (plus Speed, minus Attack, +11% Accuracy) Type: Water/Dragon Type: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Type: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
Yawn
Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility
Twister
Brine
Hydro Pump
Dragon Dance
Dragon Pulse
Aurora Beam
Clear Smog
Disable
Dragon Rage
Dragonbreath
Flail
Muddy Water
Octazooka
Razor Wind
Signal Beam
Body Slam
Bounce
Double-Edge
Draco Meteor
Headbutt
Icy Wind
Iron Head
Mimic
Outrage
Sleep Talk
Snore
Swift
Haze
Bide
Blizzard
Captivate
Curse
Dive
Double Team
Endure
Flash Cannon
Giga Impact
Hail
Hidden Power Fire (7)
Hyper Beam
Ice Beam
Natural Gift
Protect
Rain Dance
Rest
Scald
Skull Bash
Substitute
Surf
Swagger
Toxic
Whirlpool
Total Moves: 60/72
Yet to Get:
2 MC (Current Gen TM): Attract, Facade, Frustration, Quash, Return, Round (Subtotal: 12)
3 MC (Egg/Past Gen TM/Past Gen Tutor): Rage, Secret Power, Splash, Take Down, Water Pulse, Waterfall (Subtotal: 18)
Haxorus @ dragon fang
Haxorus, Slasher (M) Nature: Jolly (plus Speed, minus Special Attack, +14% Accuracy) Type: Dragon Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender. Mold Breaker: (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.) Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Counter
Endeavor
Endure
Iron Tail
Night Slash
Razor Wind
Reversal
Aqua Tail
Draco Meteor
Low Kick
Sleep Talk
Snore
Superpower
Aerial Ace
Brick Break
Bulldoze
Dig
Double Team
Dragon Tail
Earthquake
Grass Knot
Facade
Payback
Poison Jab
Protect
Rain Dance
Rest
Return
Roar
Rock Slide
Shadow Claw
Substitute
Sunny Day
Surf
Toxic
X-Scissor
Total Moves: 52/68
Yet To Get:
3 MC: Focus Energy, Harden (Subtotal: 6)
2 MC (TM): Attract, Cut, Fling, Focus Blast, Frustration, Hidden Power, Hone Claws, Hyper Beam, Incinerate, Rock Smash, Rock Tomb, Round, Strength, Swagger (Subtotal: 28)
Colossoil
Colossoil Sucker (M)
Type: Dark/Ground
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.
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: Rebound, Guts, Pressure
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.
Guts: (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.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Size Class: 5
Weight Class: 10
Base Rank Total: 22
EC: 6/6 MC: 0 DC: 5/5
Attacks (59):
Drill Run
Leer
Tackle
Peck
Mud Shot
Horn Attack
Bite
Bubblebeam
Rapid Spin
Mud Bomb
Magnitude
Pursuit
Body Slam
Bounce
Stockpile
Swallow
Spit Up
Horn Drill
Crunch
Megahorn
Aqua Tail
Encore
Fake Out
Fissure
Flail
Sucker Punch
Water Spout
Dive
Knock Off
Superpower
Roar
Toxic
Taunt
Protect
Knock Down
Earthquake
Dig
Brick Break
Double Team
Sandstorm
Torment
Facade
Rest
Attract
Thief
Snatch
Endure
Quash
Embargo
Payback
Giga Impact
Stone Edge
Bulldoze
Rock Slide
Sleep Talk
Dragon Tail
Poison Jab
U-turn
Substitute
Emboar
Emboar, HulaCloverPig, Male
Nature: Quiet (+1 SpAtk, -15% Spe, -10% Evasion)
Type: Fire/Fighting
Fire: Fire STAB; immune to burn, 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.
Fighting: 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:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(Hidden) Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Hammer Arm
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash
Assurance
Roar
Head Smash
Flare Blitz
Flamethrower
Superpower
Curse
Yawn
Body Slam
Endeavor
Sleep Talk
Wild Charge
Grass Knot
Will-O-Wisp
Taunt
Bulldoze
Focus Blast
Scald
Protect
Substitute
Stone Edge
Double Team
Work Up
Sunny Day
Solarbeam
Earthquake
Helping Hand
Heat Wave
Fire Blast
Toxic
Rest
Total Moves: 46
Aggron
Aggron (Baron) (M) Nature: Quiet (+1 SpA, -15% spe, -10% eva) Type: Steel/Rock 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. Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: 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. Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Heavy Metal: (DW) (Trait) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
Attacks:
Tackle
Harden
Mud Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Metal Burst
Heavy Slam
Protect
Iron Head
Iron Tail
Autotomize
Double-Edge
Curse
Head Smash
Dragon Rush
Stealth Rock
Hone Claws
Earthquake
Aerial Ace
Substitute
Stone Edge
Taunt
Rock Slide
Thunder Wave
Giga Impact
Dig
Stratagem Nature: Modest(+1 S. Attack, -1 Attack) Type: Rock Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit. Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Mold Breaker (DW): UNLOCKED (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.)
Giga Drain
Weather Ball
Vacuum Wave
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Magnet Rise
Acupressure
Mud Shot
Power Gem
Earth Power
Metal Sound
Paleo Wave
Ancientpower
Rock Polish
Head Smash
Electro Ball
Protect
Fire Blast
Energy Ball
Toxic
Endure
Volt Switch
Hidden Power Ice (6)
Heat Wave
Hyper Beam
Stealth Rock
Calm Mind
Rest
Sleep Talk
Explosion
Sandstorm
Rain Dance
Trick
Double Team
Substitute
Shadow Ball
Total Moves: 38
Metagross
Metagross, Rocky Nature: Quiet (+1 SpAtk, -15% Speed, -10% Evasion) Type: Steel/Psychic 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):
(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.)
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Hammer Arm
Hyper Beam
Zen Headbutt
Iron Defense
Iron Head
Thunderpunch
Meteor Mash
Bullet Punch
Pursuit
Agility
Earthquake
Stealth Rock
Hone Claws
Ice Punch
Protect
Reflect
Rock Smash
Psychic
Endure
Explosion
Rock Slide
Selfdestruct
Grass Knot
Shadow Ball
Block
Sleep Talk
Rest
Total Moves: 32
Gengar
Gengar, Phantom, Male
Nature: Hasty (+15% Speed, +19% Accuracy, -1 Def)
Type: Ghost/Poison
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 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.
Gastrodon, Squishy Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion) Type: Water / Ground Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: Sticky Hold: (Innate)This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. 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. 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. (DW) Sand Force *Unlocked*: 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
Mud Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power Grass 7
Rain Dance
Body Slam
Recover
Counter*
Mirror Coat
Yawn
Earth Power
Toxic
Ice Beam
Substitute
Scald
Protect
Double Team
Dig
Stockpile
Dive
Pain Split
Surf
Stone Edge
Sludge Bomb
Muddy Water
Earthquake
Icy Wind
Total Moves: 28
Houndoom
Houndoom, Hellhound, Male Nature: Mild (+1 SpA, -1 Def) Fire: Fire STAB; immune to burn, 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. 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.
Abilities: Early Bird (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions. 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. Unnerve (Innate) *Locked*: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Thunder Fang
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Flamethrower
Crunch
Nasty Plot
Foul Play
Counter
Sucker Punch
Super Fang
Rest
Will-o-wisp
Shadow Ball
Dark Pulse
Sludge Bomb
Taunt
Endure
Sleep Talk
Hidden Power Ice (7)
Solarbeam
Total moves: 26
Syclant@nevermeltice
Syclant, IceBug (M)
Nature: Hasty (+15% Speed, +23% Accuracy, -1 Def)
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Tail Glow
Earth Power
Spikes
Counter
Superpower
Electroweb
Double Team
Protect
U-turn
Blizzard
Frost Breath
Solarbeam
Substitute
Taunt
Focus Punch
Total Moves: 29
Pyroak
Pyroak, Titan, (M) Nature: Brave (plus Attack, minus Speed, -10% Evasion) Type: Fire/Grass 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. 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.
Abilities: 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. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW) (Unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
Wood Hammer
Flare Blitz
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Iron Defense
Synthesis
Lava Plume
Zap Cannon
Counter
Blaze Kick
Seed Bomb
Earth Power
Stealth Rock
Sleep Talk
Low Kick
Light Screen
Rock Slide
Swords Dance
Hidden Power Ice (7)
Substitute
Toxic
Sunny Day
Double Team
Rest
Earthquake
Solarbeam
Total Moves: 33
Revenankh@exp share
Revenankh [Maury Parkman] (Male)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Ghost/Fighting 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. Fighting: 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:
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.
Air Lock:
(Innate)
This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (Dream World):
(Innate)
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Counter
Mach Punch
Shadow Sneak
Wide Guard
Drain Punch
Ice Punch
Earthquake
Taunt
Torment
Conkeldurr
Conkeldurr [Gabriel Gray] (Male)
Nature: Adamant: (+1 Attack, -1 Special Attack)
Type: Fighting Fighting: 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.
Sheer Force:
Type: 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.
Iron Fist (DW):
Type: Trait
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Hammer Arm
Rock Slide
Focus Punch
Scary Face
Drain Punch
Mach Punch
Endure
Wide Guard
Ice Punch
ThunderPunch
Fire Punch
Payback
Stone Edge
Taunt
Protect
Earthquake
Lucario
Lucario [Jimmy Jean-Louis] (Male)
Nature: Naive (+15% Speed, -1 Special Defense, +12% Accuracy)
Type: Fighting Fighting: 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:
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.
Inner Focus:
Type: 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.
Justified (Dream World):
Type: 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.
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Copycat
Screech
Dark Pulse
Metal Claw
Detect
Bone Rush
Me First
Metal Sound
Heal Pulse
Aura Sphere
ExtremeSpeed
Blaze Kick
Hi Jump Kick
Crunch
Ice Punch
Thunder Punch
Drain Punch
Earthquake
Shadow Claw
Focus Blast
Aerodactyl
Aerodactyl, Ptera (Male)
Nature: Jolly (+20% Speed, -1 Special Attack, +26% Accuracy)
Type: Rock / Flying Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Pressure:
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Unnerve (Dream World):
Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Posting to find this battle, say good luck to jas, that I think jas is hopelessly fucked after my orders and to profusely apologize to quagsires for the incoming massive wave of calculations you will have to endure
Well, I wouldn't sell me so short. I think my orders had a good plan behind them. But yeah, sorry about the orders Quags. "Massive wave of calculations" is putting it lightly.
__________________
<Destiny_Warrior> jas will you do the dramatic reading
<jas61292> I can't do anything dramatically. Not the actor type
<Kadew> type tldr prc posts dramatically, then
<Kadew> I'm sure you can manage that .
This is very raw and will be formatted shortly
Fair warning, I go off of a low scale. Low numbers mean special stuff happens.
Before anything happens
Ditto's imposter makes it REVENANKH!
Intimidate from stantler will lower all Texas attacks by 1 level except metagross!
60 def vs 58 spd, porygon-z will get a special attack boost
Priority moves: The Exposition
Emboar used helping hand!
Emboar is helping metagross' pending explosion +e
Minun used helping hand on gigalith!
Rock slide is even better!
Minun used helping hand on gliscor!
Rock slide is even better!
Gengar used snatch!
-4 energy
Girafarig used magic coat!
-9 energy
Liepard used FAKE OUT on kingdra!
crit = 9847/10000 = no
(4+6-4.5) = 8.5 damage!
-4 energy
Delibird used FAKE OUT on garchomp!
crit = 8325/10000 = no
(4+6-4.5) = 8.5 damage!
-4 energy
-2.125 damage to delibird due to rough skin
Ditto used wide guard!
blarg op in brawls blarg
BUT THE SNATCHES BY GENGAR
-7 energy from both
Conkeldurr used wide guard!
blarg op in brawls blarg
-7 energy
Jas' lucario used FEINT on conkeldurr
BYE BYE WIDE GUARD
crit = 2658/10000 = no
(4+6-4.5) = 8.5 damage!
-4 energy
Attacks before the first earthquakes: The exposition
aerodactyl used stone edge on delibird!
hit = 8093/10000 = hit
crit = 3862/10000 = no
(10+3+4.5-1.5)*2.25 = 36 damage!
-6 energy
Syclant used taunt!
Syclant was taunted!
-10 energy
Strategem used ancientpower!
Stats = 3523/10000 = no
crit = 33/10000 = CRIT
(9+3+3+8.5-3)*1.5 = 30.75 damage!
-4 (+1-1)energy
Garchomp flinched!
Typhlosion used eruption on revenankh/pyroak/Syclant!
crit = 3099/3543/9166 = no
(15+3+6-6) = 18 damage to revenankh!
(15+3+6-4.5)*1.5 = 19.5 damage to pyroak
(15+3+6-4.5) *1.5 = 29.25 damage to Syclant!
-7 energy
Hydregion used dark pulse on driftblim!
flinch = 94/10000 = FLINCH
crit = 4291/10000 = no
(8+2+3+7.5-3)*1.5 = 26.25 damage!
-5 energy
Haxorus used dragon claw on Ditto!
crit =7392/10000 = no
(8+4+3+7.5-9.5)= 13 damage!
-5 energy
They begin...Colossoil first!
Colossoil used earthquake!
please kill me.
For things like this, I roll one huge batch of dice and use speed to determine crits. If they're immune, it's a crit for 0 damage
crit = 667 5305 9495 7735 888 1934 7371 1543 3494 1152 9742 3505 6927 57 (kingdra) 3869 6418 5309 8268 5143 7484 3147 3800 2645 8532 6050 3119 255 (revenankh) 6764 2828 460 (metagross) 9865 725 3698 506 (meractus) 5592 646 3710 5034 6173 6023 = four crits!
for simplicity's sake, the calculations will be done in groups.
Aerodactyl/gengar/Stratagem/Hydregion/Dragonite/driftblim/gliscor/delibird/farfetch'd are immune either due to flying or levitate
(7.5+3+6-3) *.67 = 9.045 damage to simisage!
(7.5+3+6-3) = 13.5 damage to Syclant/garchomp/girafarig/liepard!
(7.5+3+6-3) *1.5 = 20.25 damage to houndoom/plulse/minun/lucario(jas)!
(7.5+3+6-4.5) = 12 damage to K ingdra/Haxorus/stantler/seaking/gastrodon/conkeldurr/throh/porygonz/Octillery/revenankh!
(7.5+3+6-4.5)*.67 = 8 damage to maractus!
(7.5+3+6-4.5)*1.5 = 18 damage to Emboar/ lucario (texas)/typlosion/!
(7.5+3+6-6) = 10.5 damage to pryroak/sandslash/cyclohm!
(7.5+3+6-7.5-1)*1.5 = 15 damage to gigalith!
(7.5+3+6-7.5)*1.5 = 16.5 damage to metagross!
(7.5+3+6-8.5) = 8 damage to ditto!
(7.5+3+6-9.5-1)*2.25 = 15.75 damage to aggron!
+2 damage to maractus, +3 damage to kingdra/revenankh, +4.5 damage to metagross
-6 energy
Aerodactyl/gengar/Stratagem/Hydregion/Dragonite/driftblim/gliscor/delibird/farfetch'd are immune either due to flying or levitate
(7.5+4.5-3) *.67 = 6 damage to simisage!
(7.5+4.5-3) = 9 damage to Syclant/garchomp/girafarig/liepard!
(7.5+4.5-3) *1.5 = 13.5 damage to houndoom/plulse/minun/lucario(jas)!
(7.5+4.5-4.5) = 7.5 damage to Kingdra/Haxorus/stantler/seaking/gastrodon/conkeldurr/throh/porygonz/Octillery/Colossoil/ Revenankh!
(7.5+4.5-4.5)*.67 = 5.025 damage to maractus!
(7.5+4.5-4.5)*1.5 = 11.25 damage to Emboar/typlosion/!
(7.5+4.5-6) = 6 damage to pryroak/sandslash/cyclohm!
(7.5+4.5-7.5-1)*1.5 = 4 damage to gigalith!
(7.5+4.5-7.5)*1.5 = 9 damage to metagross!
(7.5+4.5-8.5) = 3.5 damage to ditto!
(7.5+4.5-9.5-1)*2.25 = 3.375 damage to aggron!
+3 damage to gastrodon, +4.5 damage to emboar
-7 energy
The intermission
Simisage uses rock slide on kingdra/cyclohm/haxorus (the order he specified)!
hit = 5848/6425/3182 = hits
flinch = 217/5243/9712 = KINGDRA FLINCH
crit = 3720/6396/4484 = no
(6+7.5-4.5) = 9 damage to kingdra and haxorus!
(6+7.5-6) = 7.5 damage to cyclohm!
Kingdra flinched!
Houndoom used dark pulse on driftblim!
flinch = already flinching
crit = 571/10000 = CRIT
(8+2+3+7.5-3)*1.5 = 30.75 damage!
-5 energy
Aerodactyl/gengar/Stratagem/Hydregion/Dragonite/driftblim/gliscor/delibird/farfetch'd are immune either due to flying or levitate
(7.5+3+4.5-3) *.67 = 8.04 damage to simisage!
(7.5+3+4.5-3) = 12 damage to Syclant/garchomp/girafarig/liepard!
(7.5+3+4.5-3) *1.5 = 18 damage to houndoom/plulse/minun/lucario(jas)!
(7.5+3+4.5-4.5) = 10.5 damage to Kingdra/Haxorus/stantler/seaking/gastrodon/conkeldurr/throh/porygonz/Octillery/colossoil/ Revenankh!
(7.5+3+4.5-4.5)*.67 = 7.035 damage to maractus!
(7.5+3+4.5-4.5)*1.5 = 15.75 damage to Emboar/ lucario (texas)/typlosion/!
(7.5+3+4.5-6) = 9 damage to pryroak/sandslash/cyclohm!
(7.5+3+4.5-7.5-1)*1.5 = 9.75 damage to gigalith!
(7.5+3+4.5-7.5)*1.5 = 11.25 damage to metagross!
(7.5+3+4.5-8.5) = 6.5 damage to ditto!
(7.5+3+4.5-9.5-1)*2.25 = 10.125 damage to aggron!
Discharges of white typed mons
Porygonz used discharge!
para = 8291 187(syclant) 6913 912(gengar) 2885(garchomp) 7536 746(hydregion) 4753 9845 6938 373 (liepard) 1966 (texas' lucario) 7901 1857(simisage) 629 (kingdra) 7257 3025 4853 4831 5992 9068 8395 4206 6128 8345 4674 7698 1375(ditto) 3355 3281 216 (farfetch'd) 3795 1841 (pyroak) 5884 6265 4449 8063 9614 9850 7118 9630= 10 paralyzations!
crit = 5102 1142 9850 970 7960 9076 4754 8480 2866 5831 7081 4709 297(simisage) 6263 8019 9167 1764 4878 6350 7236 4830 7021 13(Delibird) 5254 4053 5639 8910 9331 9047 1143 892 648 3450 5895 4453 2175 8253 6616 356 (gastro) 571 (gigalith) = 3 crits
Garchomp/gliscor/colossoil/gastrodon/Sandslash/seaking are all immune due to ground type/lightningrod!
(6+1.5+8.5-1.5) = 14.5 damage to Liepard!
(6+1.5+8.5-3) = 13 damage to aggron/gengar/houndoom/Lucario(texas)/typlosion
(6+1.5+8.5-3)*1.5 = 19.5 damage to driftblim/delibird/
(6+1.5+8.5-4.5)*.44 = 5.06 damage to cyclohm/kingdra!
(6+1.5+8.5-4.5)*.67 = 7.70 damage to Pyroak/Maractus/pulse/minun/simisage!
(6+1.5+8.5-4.5) *1.5 = 17.25 damage to aerodactyl/farfetch'd/octillery!
(6+1.5+8.5-4.5) =11.5 damage to Emboar/strategem/Metagross/syclant/Throh/Lucario/gigalith/stantler/girafarig!
(6+1.5+8.5-6) = 6.7 damage to hydregion/haxorus!
(6+1.5+8.5-6) = 10 damage to Dragonite/Revenankh!
(6+1.5+8.5-8.5) = 7.5 damage to Ditto!
+3 damage to gigalith, +2 to simisage, +4.5 to delibird
+1 SpA to seaking due to lightningrod
-1 damage to aggron/metagross
-8 energy (aerodactyl)
Stantler used Imprison (earthquake, thunderbolt, disable)! (This deserves its own space).
-7 energy
(6+1.5+8.5-1.5) = 14.5 damage to Liepard!
(6+1.5+8.5-3) = 13 damage to aggron/gengar/houndoom/Lucario(texas)/typlosion
(6+1.5+8.5-3)*1.5 = 19.5 damage to driftblim/delibird/
(6+1.5+8.5-4.5)*.44 = 5.06 damage to cyclohm/kingdra!
(6+1.5+8.5-4.5)*.67 = 7.70 damage to Pyroak/Maractus/pulse/minun!
(6+1.5+8.5-4.5) *1.5 = 17.25 damage to aerodactyl/farfetch'd/octillery!
(6+1.5+8.5-4.5) =11.5 damage to Emboar/strategem/Metagross/syclant/Throh/Lucario/gigalith/stantler/girafarig!
(6+1.5+8.5-6) = 6.7 damage to hydregion/haxorus!
(6+1.5+8.5-6) = 10 damage to Dragonite/Revenankh!
(6+1.5+8.5-8.5) = 7.5 damage to Ditto!
+2 to hydregion, + 1.32 damage to cyclohm
+1 SpA to seaking due to lightningrod
-1 damage to aggron/metagross
-8 energy (aerodactyl)
The buildup for the finale
Dragonite used hurricane on throh!
hit = 6249/10000 = hit
confuse = = 2335/10000 = CONFUSION (9186/10000 = 4 rounds)
crit = 614/10000 = CRIT
(12+3+3+7.5-4.5)*1.5 = 31.5 damage!
-7 energy
Driftblim used icy wind on garchomp, dragonite. and aerodactyl!
Hit = (3058 7401 4395) = hit
crit = 7586 4813 8175 = no
(4.5+6-6)*2.25 = 10.125 damage to dragonite!
(4.5+6-4.5)*2.25 = 13.5 damage to garchomp!
(4.5+6-4.5)*1.5 = 9 damage to Aerodactyl!
All lose -1 speed!
-7 energy (aerodactyl)
Revenankh used ice punch on driftblim!
freeze = 6067/10000 = no
crit = 154/10000 = CRIT
(8+3+7.5-3) *1.5 = 23.25 damage!
-6 energy
The finale begins...
Sandslash used earthquake!
crit = 1406 8796 5666 1583 9262 9303 5436 3010 1090 9368 9920 8166 7648 3829 4112 312(gliscor) 2948 7531 4515 1296 6272 3090 9863 6243 3978 9914 236 (Seaking) 6704 7872 5943 9925 4013 5945 3100 9933 1748 885 3913 5932 3923 7728 = one crit
Aerodactyl/gengar/Stratagem/Hydregion/Dragonite/driftblim/gliscor/delibird/farfetch'd are immune either due to flying or levitate
(6+3+6-3) *.67 = 8 damage to simisage!
(6+3+6-3) = 12 damage to Syclant/garchomp/girafarig/liepard!
(6+3+6-3) *1.5 = 18 damage to houndoom/plulse/minun/lucario(jas)!
(6+3+6-4.5) = 10.5 damage to Kingdra/Haxorus/stantler/seaking/gastrodon/conkeldurr/throh/porygonz/Octillery/colossoil!
(6+3+6-4.5)*.67 =7.035 damage to maractus!
(6+3+6-4.5)*1.5 = 15.75 damage to Emboar/ lucario (texas)/typlosion/!
(6+3+6-6) = 9 damage to pryroak/sandslash/cyclohm!
(6+3+6-7.5-1)*1.5 = 9.75 damage to gigalith!
(6+3+6-7.5)*1.5 = 12.5 damage to metagross!
(6+3+6-8.5) = 6.5 damage to ditto!
(6+3+6-9.5-1)*2.25 = 10.125 damage to aggron!
+3 damage to seaking
-7 energy
The following mons are instantly ko'd, to the point where it's not even worth showing the calcs (ie going from 1 hp to -85). Nothing had fainted up until this point, though one had 1.25 hp left)
Syclant
Garchomp
Typlosion
Haxorus
Minun
Liepard
Lucario (Texas)
Simisage
Kingdra
Houndoom
Plusle
Lucario(jas)
Porygonz
Stantler
Girafarig
Cyclohm
Delibird
Dragonite
Sandslash
Metagross
Farfetch'd
Emboar
Pyroak
Maractus
Conkeldurr
ThroH
Octillery
Seaking
Gastrodon
The following mons are immune:
Gengar
Driftblim
Revenankh
Ditto
Damage calcs for the remaining mons, which either are extremely tanky or resist explosion:
(84.375+7.5-4.5)*.67 = 58.54 damage to aerodactyl and Stratagem!
(84.375+7.5-3) = 88.875 damage to hydregion!
(84.375+7.5-4.5)= 87.375 damage to Colossoil!
(84.375+7.5-7.5)= 84.375 damage to Gliscor!
(84.375+7.5-7.5)*.67= 56.53125damage to Gigalith!!
Aggron used head smash on driftblim!
hit = 6896/10000 = hit
crit = 2615/10000 = no
(19.333+ 3+6-3)*1.5 = 38 damage!
Driftblim fainted!
-13 energy
Round 2: The anticlimax
Round 2 (8 remain):
Aerodactyl used stone edge on delibird's corpse!
Good for it!
Strategem uses explosion!
Mold Breaker means it hits everyone. HOWEVER, unlike ingame, Wonder guard still works
Fortunately, Para = 660/10000 = PARALYSIS
Colossoil used earthquake!
Earthquake is imprisoned!
Gliscor used rock slide!
Wide guard prevents this!
Ditto used moonlight!
+25 hp
-10 energy
Aggron used ice punch on gliscor!
freeze = 1485/10000 = no
crit = 2419/10000 = no
(8+6-7.5)*2.25 = 14.625 damage!
-6 energy
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Imposter (DW, unlocked): (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
Revenankh [Maury Parkman] (Male)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Ghost/Fighting 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. Fighting: 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:
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.
Air Lock:
(Innate)
This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (Dream World):
(Innate)
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Gengar, Phantom, Male
Nature: Hasty (+15% Speed, +19% Accuracy, -1 Def)
Type: Ghost/Poison
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 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.
Aerodactyl, Ptera (Male)
Nature: Jolly (+20% Speed, -1 Special Attack, +26% Accuracy)
Type: Rock / Flying Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Pressure:
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Unnerve (Dream World):
Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stratagem Nature: Modest(+1 S. Attack, -1 Attack) Type: Rock Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit. Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Mold Breaker (DW): UNLOCKED (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.)
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.
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: Rebound, Guts, Pressure
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.
Guts: (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.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Aggron (Baron) (M) Nature: Quiet (+1 SpA, -15% spe, -10% eva) Type: Steel/Rock 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. Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: 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. Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Heavy Metal: (DW) (Trait) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
Shed skin = 9177/10000 = no
Ditto used shadow sneak on colossoil!
para = 1603/10000 = PARA
Aerodactyl used tailwind!
para = 1576/10000 = PARA
Colossoil bounced!
Gengar used pain split!
para = 1391/10000 = PARA
Stratagem used shadow ball!
drop = 4747/10000 = no
crit = 4880/10000 = no
(8+8.5-8.5)*1.5 = 12 damage!
-6 energy
Revenankh used Shadow punch!
crit = 8808/10000 = no
(6+7.5-7.5)*1.5 = 9 damage!
Aggron used aerial ace!
I'm still wondering how this works…
crit = 6738/10000 = no
(6+6-7.5)*1.5 = 6.75 damage!
-4 energy
Colossoil finished being a bouncer!
crit = 8598/10000 = no
para = 2370/10000 = PARA
(7+4+7.5-7.5)*1.5 = 16.5 damage!
Round 2 (23.75 hp remaining)
Ditto used a shadow sneak + hammer arm on aggron!
hit = 4038/10000 = no
para = 8005/10000 = no
crit = 8580/10000 = no
(12+3+7.5-9.5)*2.25 = 29.25 damage!
Aggron fainted!
Aerodactyl used wing attack on ditto!
para = 7200/10000 = no
crit = 1925/10000 = no
(6+3+6-7.5)*1.5 = 11.25 damage!
Stratagem used shadow ball!
drop = 1579/10000 = DROP
crit = 5441/10000 = no
(8+8.5-8.5)*1.5 = 12 damage!
-1 SpD
-6 energy
.5 damage remains…
Gengar flicks ditto!
Ditto faints!
It's over!
I will post the KO counters when someone explains to me how aggron can use aerial ace (and not the same thing as dugtrio, especially because of how heavy it is)
Or late tomorrow. Whichever comes first.
__________________
Credit to Bummerfor the avatar.