Frosty vs Unoriginal Name

Geodude6

Look at my shiny CT!
2v2 LC Doubles
2 Day DQ
2 recovers/4 chills
All abilities
Training items
2 subs
Arena is this crazy thing:
Field Type: Neuteal
Complexity: Intense
Format: All

Restrictions & Quirks: At the end of every round, the ref rolls 3 * 2 times, from 0-12 (not 1-12; 1-13 can be substituted, with 0 counted as 13, if necessary for whatever reason). They are then put in rows for each battler to detirmine any perks they may have next round; if one battler gets a matchup of 2 or 3, they're in luck (most of the time)! If not, sorry. Basically, the round should look something like this:
____
BLAH BLAH REFFING CALCS FLAVOUR YOU KNOW

Rolls:
Battler 1: [7, 12, 12] Rewards: Your Pokemon gain Levitate for the round. Roosting does not remove any Ground immunity.
Battler 2: [0, 4, 2] Rewards: Nothing.
____
NOTE: Moves which would have more Energy than allowed by Sluggish can be used if, without the Energy boosts, they would be able to work. Likewise, all Energy drops do NOT effect Sluggish. Sluggish bypasses Energy boosts/drops, basically.
Also, lesser rolls (2, 7) take priority over greater rolls (11, 9). This is true to 7 and 8's relationship especially.

Rewards list:

If they get a matchup of 2 of the following rolls:
•0: Energy cost of all used moves used by your Pokemon is doubled, after STAB. BAP from damaging moves used against your Pokemon is increased by 1, unless the attack has STAB and/or a critical hit. This lasts until the end of the next round.
•1: Energy cost of all moves used by your Pokemon is decreased by 2, but cannot go below 1. This lasts until the end of the next round.
•2: All non-STAB moves gain STAB for the round, excluding the Energy reduction.
•3: All damaging moves used against your Pokemon require 3 more Energy to use for the round. STAB moves used against you require 2 more Energy.
•4: All active Pokemon are cured of all status (burn, sleep, etc.). They cannot be afflicted by status for the round.
•5: All of your Pokemon's moves completely bypass any Immunities, whether granted by the type chart, Levitate or whatever. This lasts through the next round.
•6: Your Pokemon have Tailwind active for the next round. If Tailwind is already active, they gain a Ground immunity for the next round (see roll 12).
•7: Lucky seven! Your Pokemon require 5 less Energy to pull off comboes, and 3 less to pull off regular moves, along with any STAB bonuses it may get (Energy costs may not go below 1). This lasts until the end of the next round. The Trainer can pick 1 of the opponent's active Pokemon: this Pokemon may not Chill or use Recovery moves for the next round.
•8: Your Pokemon can freely use as many Chills as they want next round: these Chills do not count towards the Chill count.
•9: Your Pokemon have Torment, Encore, Taunt and Disable removed from them. They can use the aforementioned moves next round for only 1/2 the normal Energy, before STAB.
•10: Your Pokemon have full movepools for the next round. If they already have full movepools, they instantly restore 10 HP and 5 EN.
•11: Your Pokemon do not have the priority drops given by using comboes (so Fire Punch + Ice Punch will have 0 priority instead of -2) and all their non-combo 0 priority moves increase by 1 priority level for the next round.
•12: Your Pokemon gain Levitate for the round. Roosting does not remove any Ground immunity.

If they match 3 of the following numbers in their rolls:
•0: Your Pokemon's Ranks/stats (minus Size and Weight classes and HP and Speed) are halved for the next round, rounded up. Energy cost of all used moves used by your Pokemon is doubled, after STAB. BAP from damaging moves used against your Pokemon is increased by 1. This lasts until the end of the next round.
•1: Energy cost of all moves used by your Pokemon is decreased by 4, but cannot go below 1. Combos require 5 less Energy, but still cannot go below 1. This lasts until the end of the next round.
•2: All non-STAB moves gain STAB for the round, including the Energy reduction.
•3: All damaging moves used against your Pokemon require 4 more Energy to use for the round.
•4: All active Pokemon are cured of all status (burn, sleep, etc.). They cannot be afflicted by status for the round. They instantly gain (5 * amount of status they had pre-removal) Energy (so Poison and Sleep would give 10 Energy).
•5: All of your Pokemon's moves completely bypass any Immunities, whether granted by the type chart, Levitate or whatever. If you attack something that would normally have an immunity to the attacking type you used, you gain (amount of damage dealt / 3 + 1) Energy back, rounded down. This lasts through the next round.
•6: Your Pokemon have Tailwind active for the next round. They also gain a Ground immunity for the next round (see roll 12). If Tailwind is already active, they gain a Flying immunity for the next round.
•7: Lucky seven! Your Pokemon require 6 less Energy to pull off comboes, and 4 less to pull off regular moves, along with any STAB bonuses it may get (Energy costs may not go below 1). This lasts until the end of the next round. The Trainer can pick 1 of the opponent's active Pokemon: this Pokemon may not Chill or use Recovery moves for the next round, and are Taunted for the first action of next round, unless they are already Taunted: if they are, Taunt lasts for 1 more action.
•8: Your Pokemon can freely use as many Chills and Recoveries as they want next round: these Chills and Recoveries do not count towards the Chill count. Recovery moves cost 1 less Energy for the next round.
•9: Your Pokemon have Torment, Encore, Taunt and Disable removed from them. They can use the aforementioned moves next round for only 1/2 the normal Energy, after STAB. They are immune to the effects or Taunt, Torment, Encore and Disable for the next round.
•10: Your Pokemon have full movepools for the next round. If they already have full movepools, they instantly restore 16 HP and 8 EN. One Pokemon of the Trainer's choice also gains STAB on one type of the Trainer's choice for the next round.
•11: Your Pokemon do not have the priority drops given by using comboes (so Fire Punch + Ice Punch will have 0 priority instead of -2) and all their non-combo 0 priority moves increase by 1 priority level for the next round. All negative priority moves have their priority set to +2 instead, unless the Trainer states otherwise.
•12: Your Pokemon gain Levitate for the round and have Energy usage on STAB moves decreased by 2. Roosting does not remove any Ground immunity.

Description:
Ah, casinos. Bright lights, potential for big prizes, attractive aesthetics, and an overall feeling of rebelion by going to them - they lure you in. Of course, gambling isn't all it's cracked up to be; but in a Pokemon match, where it's not like you can lose money or anything, it seems sort of redeeming. Odd, but redeeming. Okay, well, maybe there are some risks to your Pokemon's health and all that, but what trainer cares about that? Most of them? Dang... Well, just don't tell those Plasmerds or whatever about us, K?

Anyway, a warm welcome to Shining Solrock, a place where you have the potential to luck out, hit it big, win a lumpsum or a battle and go home smiling! Yeah! SS has a special feature built into it: every Sunday, Pokemon battles are held for 24 hours straight! The casino transforms appropriately to this: with the push of a button, all fragile decals, slot machines, tables and other delicate objects are retracted into the ground, leaving a large, open room with red walls and a green carpet flooring, perfect for battling! In fact, the only thing that makes it look remotely like a casino anymore are the 2 large virtual slot machine screens on parallel walls, which aren't rigged in any way or anything.

Here at Shining Solrock, the aforementioned slot machines greatly influence a battle. Most of the time, you won't get much luck- bad for you, but your opponent suffers the same fate just as much! Other times, you may get a matchup of 2 or maybe even 3 in a row- these have appropriate benifits, lf course. Or, well, if they're 0s... But never mind that! Have fun in your gambling ways!

Disclaimer: The Shining Solrock Casino is not responsible for any damages to your computer, mouse and/or keyboard upon raging at your bad luck.


Team Frosty:

Rufflet [Helmaroc King] (M)
Nature: Jolly (+15% Speed, +11% Accuracy, -1 SpA)

Type:
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 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:
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.
Sheer Force: (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.
Hustle (DW): [LOCKED](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.

EC: 5/6
MC: 0
DC: 2/5

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 69 (60*1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

Attacks (18):

Aerial Ace
Brave Bird
Crush Claw
Defog
Fury Attack
Hone Claws
Leer
Peck
Protect
Rock Slide
Roost
Scary Face
Sky Drop
Superpower
Tailwind
U-Turn
Whirlwind
Wing Attack


Rebble [Vaati] [-]

Timid Nature (+15% Speed, +30% Accuracy, -1 Atk)
Type: 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:
Levitate (Innate): 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.
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 (Innate) LOCKED: 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.)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 104 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 4/9
MC: 0
DC: 3/5

Attacks (17):
Acupressure
Ancient Power
Defense Curl
Disable
Earth Power
Fire Blast
Giga Drain
Head Smash
Mud Shot
Paleo Wave
Power Gem
Protect
Rock Blast
Rollout
Stealth Rock
Tackle
Volt Switch

Team Unoriginal Name:

Mienfoo [Shaq Fu] (M)
Nature: Jolly​

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:
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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
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. (DW) Locked
Stats:
HP: 90
Atk: 3
Def: 2
SpA: 1 -
SpD: 2
Spe: 75 + (+10 Speed, +13 accuracy)
Size Class: 2
Weight Class: 2
Base Rank Total: 14​

EC: 1/6
MC: 2
DC: 1/5​

Attacks:
Brick Break | Physical | Technical Machine
Calm Mind | Other | Level Up
Detect | Other | Level Up
DoubleSlap | Physical | Level Up
Endure | Other | Egg
Fake Out | Physical | Level Up
Feint | Physical | Egg
Hi Jump Kick | Physical | Level Up
Low Kick | Physical | Egg
Knock Off | Physical | Egg
Meditate | Other | Level Up
Payback | Physical | Technical Machine
Pound | Physical | Level Up
Stone Edge | Physical |Technical Machine
Swift | Special | Level Up
Taunt | Other | Technical Machine
U-turn | Physical | Technical Machine
Vital Throw | Physical | Egg​

Total Moves: 17​









Ralts [Shard] (M)
Nature: Impish​

Type: Psychic
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:
Synchronize: (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: (Can Be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks. (DW) Locked

Stats:
HP: 90
Atk: 1
Def: 2 +
SpA: 1 -
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10​

EC: 0/9
MC: 0
DC: 0/5​

Attacks:
Calm Mind | Other | Level Up
Confusion | Special | Level Up
Destiny Bond | Other | Egg
Disable | Other | Egg
Double Team | Other | Level Up
Encore | Other | Egg
Growl | Other | Level Up
Heal Pulse | Other | Level Up
Light Screen | Other | Technical Machine
Lucky Chant | Other | Level Up
Magical Leaf | Special | Level Up
Protect | Other | Technical Machine
Reflect | Other | Technical Machine
Shadow Sneak | Physical | Egg
Skill Swap | Other | Egg
Taunt | Other | Technical Machine
Teleport | Other | Level Up
Trick Room | Other | Technical Machine​


Total Moves: 18

Frosty goes first.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I don't think I am facing Unitas.

Helmaroc King@Amulet Coin
Vaati@Exp. Share

Rufflet/Helmaroc King (Sheer Force ON): Brave Bird - Wing Attack - Brave Bird (all at mienfoo)
IF Mienfoo uses Sucessful Protective/Evasive THEN Redirect towards Ralts
IF Brave Bird is disabled A3 THEN Wing Attack instead

Rebble/Vaati: Fire Blast - Giga Drain - Fire Blast (all at mienfoo)
IF Mienfoo uses Sucessful Protective/Evasive THEN Redirect towards Ralts
IF Fire Blast is disabled A3 THEN Mud Shot instead
 
Ralts @ Lucky Egg
Mienfoo @ Amulet Coin

Mienfoo: Fake Out (Rufflet) ~ Hi Jump Kick (Rebble) ~ Detect
Ralts: Trace Sheer Force (just for Confusion, lol) Double Team (3 Clones) ~ Encore (Rebble (Giga Drain)) ~ Skill Swap (Trace for Technician (Rebble))
 

Geodude6

Look at my shiny CT!
Bad news guys.


My mom has taken my computer away until school lets out, which iirc is May 16. So, unless both of you have the patience of a Tibetan monk, I would suggest getting a subref.
 

Helmaroc King

100 HP
100 EN
3/2/1/2/69
Size: 1
Weight: 2



Vaati

90 HP
100 EN
1/2/3/2/104
Size: 1
Weight: 2


VS



Shaq Fu

90 HP
100 EN
3/2/1/2/75
Size: 2
Weight: 2



Shard

90 HP
100 EN
1/2/1/2/40
Size: 1
Weight: 1

Speed Order:
Vaa, Shaq, King, Shard


Action 1

Shaq used Fake Out (King) - 3 energy
To crit (7254) - No
(4 + 1,5) = 5,5 damage

Vaati used Fire Blast (Shaq) - 8 energy
To crit (6899) - No
To burn (9871) - No
(12 + 1,5) = 13,5 damage

King flinched

Shard used Double Team (3) - 12 energy

Action 2

Vaati used Giga Drain (Shaq) - 12 energy
To crit (2429) - No
(8 + 1,5) = 9,5 damage

Shaq used Hi Jump Kick (Vaati) - 7 energy
To crit (6604) - No
(13 + 3 + 1,5)*1,5 = 26,25 damage

King used Wing Attack (Shaq) - 3 energy
To crit (43) - Yes
(6 + 3 + 3 + 1,5)*1,5 = 20,25 damage

Shard used Encore (Vaati) - 10 energy

Action 3

Vaati used Giga Drain (Shaq) - 12 energy
9,5 ''damage''

Shaq used Detect - 10 energy

King used Brave Bird - 7 energy
To hit correct (1-2500=Yes) -> 3819
Nope

Ralts used Skill Swap (Vaati) - 6 energy
Trace for Technician!



Helmaroc King

94 HP
90 EN
3/2/1/2/69
Size: 1
Weight: 2



Vaati

64 HP
68 EN
1/2/3/2/104
Size: 1
Weight: 2


VS



Shaq Fu

56 HP
80 EN
3/2/1/2/75
Size: 2
Weight: 2


Shard

90 HP
62 EN
1/2/1/2/40
Size: 1
Weight: 1


Unoriginal: 2, 9, 12 - Nothing

Frosty: 7, 1, 11 - Nothing
 
Mienfoo: Hi Jump Kick ~ Brick Break ~ Hi Jump Kick (all @ Rebble)

  • IF Rebble uses a successful P/E, THEN Meditate that action, PUSHING BACK.
  • IF Hi Jump Kick is Disabled, THEN Meditate a3.
  • IF Rebble is KOed, THEN Stone Edge (Rufflet) all remaining actions.
Ralts: Reflect ~ Heal Pulse (Mienfoo) ~ Light Screen

  • IF Taunted, THEN Confusion (Rebble) all remaining actions.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Helmaroc King: Sky Attack + Sky Attack (mienfoo) - cooldown - Aerial Ace (Ralts)

Vaati: Giga Drain (Mienfoo) - Earth Power (Mienfoo) - Acupressure
IF Helmaroc King misses A1 THEN Fire Blast Mienfoo A3

Also tracing synchronize if possible. If not, will do so next round.
 

Helmaroc King

94 HP
90 EN
3/2/1/2/69
Size: 1
Weight: 2



Vaati

64 HP
68 EN
1/2/3/2/104
Size: 1
Weight: 2


VS



Shaq Fu

56 HP
80 EN
3/2/1/2/75
Size: 2
Weight: 2


Shard

90 HP
62 EN
1/2/1/2/40
Size: 1
Weight: 1



Vaati got Synchronize!

Action 1

Shaq used HJK (Vaati) - 7 energy
To crit (998) - No
(13 + 3 + 1,5)*1,5 = 26,25 damage

Vaati used Giga Drain (Shaq) - 12 energy
To crit (6607) - No
9,5 damage

+4,75 HP to Vaati

Shard used Reflect - 8 energy

King used Sky Wrath - 41 energy
To hit (1820) - Yes
(15,75 + 2 + 3 + 1,5)*1,5 = 33,375 damage -> Nope it did more now!

Action 2

Vaati used Earth Power - 6 energy
To crit (8703) - No
(9 + 1,5) = 10,5 damage -> KO Now!

Shaq used Brick-Break (Vaati) - 5 energy
To crit (9739) - No
(8 + 3 + 1,5)*1,5 = 18,75 damage

King is cooling down

Shard used Heal Pulse (Shaq) - 12 energy
+20 HP

Action 3

Vaati used Accupressure
RNG: 1/7 - Vaati's attack sharply rose!


King used Aerial Ace (Shard) - 4 energy
To crit (8334) - No
(4 + 3 + 1,5) = 8,5 damage

Shard used Light Screen - 8 energy



Helmaroc King

94 HP
46 EN
3/2/1/2/69
Size: 1
Weight: 2



Vaati

28 HP
50 EN
1/2/3/2/104
Size: 1
Weight: 2


VS

Reflect (3 Actions)
Light Screen (6 Actions)


Shaq Fu

KO HP
KO EN
3/2/1/2/75
Size: 2
Weight: 2


Shard

81 HP
34 EN
1/2/1/2/40
Size: 1
Weight: 1



Roulette:

Frosty: 4, 6, 11 - Nothing

Unoriginal: 12, 22, 6 - Nothing



Frosty's turn.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
This is doubles, reflect reduces bap to 2/3 not 1/2. This means mienfoo faints and some stuff changes.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Vaati: Rock Blast - Fire Blast - Rock Blast

Helmaroc King: Brave Bird - Sky Attack - Crush Claw
IF Double Team clones are up when Helmaroc King attacks AND Aerial Ace isn't disabled THEN Aerial Ace
 
...Crap.
Crap.
GG
Crap.
GG
Crap.
...Crap.
Crap.
GG
Crap.
GG
Crap.

Magical Leaf ~ Magical Leaf x2 ~ Cooldown (MLeaf x2) (all Rebble)
IF you die, THEN die.
Redirect sub blah
 



Helmaroc King

94 HP
46 EN
3/2/1/2/69
Size: 1
Weight: 2



Vaati

28 HP
50 EN
1/2/3/2/104
Size: 1
Weight: 2


VS

Reflect (3 Actions)
Light Screen (6 Actions)


Shaq Fu

KO HP
KO EN
3/2/1/2/75
Size: 2
Weight: 2


Shard

81 HP
34 EN
1/2/1/2/40
Size: 1
Weight: 1



Action 1

Vaati used Rock Blast - 6 energy
Number of hits (7050 - 3 Hits)
(4 + 3 + 1) = 8 damage


King used Brave Bird
(9 + 3 + 1,5) = 13,5 damag

Ralts used Magical Leaf (Vaati) - 6 energy
To crit (2210) - No
(9 - 1,5)*1,5 = 11,25 damage

Action 2

Vaati used Fire Blast - 8 energy
To crit (291) - Yes
To burn (9841) - No
(12 + 1,5) = 13,5 damage


King used Sky Attack - 9 energy
To crit (6185) - No
To flinch (5981) - No
(9,3 + 3 + 1,5) = 13,8 damage

Ralts used Combo!
(13,5 - 1,5)*1,5 = 18 damage

Reb fainted!
Ralts fainted!



Helmaroc King
89 HP
46 EN
3/2/1/2/69
Size: 1
Weight: 2



Vaati

KO HP
KO EN
1/2/3/2/104
Size: 1
Weight: 2


VS

Reflect (3 Actions)
Light Screen (6 Actions)


Shaq Fu

KO HP
KO EN
3/2/1/2/75
Size: 2
Weight: 2


Shard

KO HP
KO EN
1/2/1/2/40
Size: 1
Weight: 1


Prizes!

Matezoide: 4 UC

Unoriginal and Frosty: 2 CC

Ralts: 2 MC, 1 DC, 1 EC and 1 KOC and 1 extra EC/DC.

Mienfoo: 2 MC, 1 DC and 1 EC

Rebble: 3 MC, 1 EC, 1 DC and 1 KOC

Rufflet: 2 MC, 1 EC, 1 DC and 1 KOC

 

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