Engineer Pikachu
Good morning, you bastards!
Only DarkSlay and referees should post in this thread.
Challenge 1:
RNG Rolls: 77/79, 2/2
Worker Phil would like to fight!
"Working is so difficult sometimes..."
Emolga (M)
Nature: Mild
+SpA, -Def
Item: Castle Electric Gem
Type: Electric / Flying
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.
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.
Ability:
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.
Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. 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.
Stats:
HP: 90
Atk: 3
Def: 1
SpA: 4
SpD: 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16
Attacks:
ThunderShock
Quick Attack
Tail Whip
Charge
Spark
Pursuit
Double Team
Shock Wave
Air Slash
Charm
Iron Tail
Hidden Power Ice 7
Taunt
Light Screen
Protect
Rain Dance
Thunder
Aerial Ace
Thunder Wave
U-turn
Substitute
Toxic
Frustration
Acrobatics
Flash
Volt Switch
"At least I have Pokemon to cheer me up in battle with... motors..."
Double Team (4) - Thunder (GEM) - Air Slash
IF (Razor Wind is ordered as either A1 or A2) THEN (Change your entire action set to Thunder - Air Slash - Thunder)
IF (Midnight has DT clones up when it's your turn) THEN (Use Shock Wave (GEM) instead and push back the queue)
Challenge 1:
Battle 1:Mode: Singles
Thread: N/A
Rank: 1
Starting CP: 0
Abilities:
Absol: Super Luck
Sableye: Prankster
Bisharp: Defiant
Items:
Absol: N/A
Sableye: N/A
Bisharp: N/A
Absol [Midnight] (M)
Nature: Mild (Adds * to Special Attack. Subtracts * from Defense.)
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.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75
EC: 0 / 0
MC: 0
DC: 5 / 5
Abilities:
Pressure: (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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Justified (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.
Attacks:
Scratch (*)
Feint (*)
Leer (*)
Taunt (*)
Quick Attack (*)
Razor Wind (*)
Bite (*)
Pursuit (*)
Swords Dance (*)
Night Slash
Perish Song
Double Team
Sucker Punch
Detect
Psycho Cut
Zen Headbutt (*)
Megahorn (*)
Magic Coat (*)
Counter
Bounce
Fire Blast (*)
Stone Edge (*)
Thunderbolt (*)
Ice Beam
Thunder Wave
Snarl
Claw Sharpen
Torment
Sableye [Bling] (M)
Nature: Relaxed (Adds a rank to Defense. Subtracts 15% from Speed.)
Type: Dark / Steel
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.
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 42 (50 - 15%)
EC: 0 / 0
MC: 0
DC: 0 / 5
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.
Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
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.
Attacks:
Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Metal Burst
Recover
Sucker Punch
Toxic
Taunt
Psychic
Bisharp [Shank] (M)
Nature: Careful (Adds a rank to Special Defense. Subtracts a rank from Special Attack.)
Type: Dark / Steel
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 70
EC: 6 / 6
MC: 0
DC: 2 / 5
Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
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.
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.
Attacks:
Metal Burst
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)
Night Slash
Iron Head
Swords Dance
Iron Defense
Sucker Punch (*)
Psycho Cut (*)
Pursuit (*)
Brick Break (*)
Taunt (*)
Dig (*)
Thunder Wave
Stone Edge
Protect
Torment
Toxic
RNG Rolls: 77/79, 2/2
Worker Phil would like to fight!
"Working is so difficult sometimes..."
Emolga (M)
Nature: Mild
+SpA, -Def
Item: Castle Electric Gem
Type: Electric / Flying
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.
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.
Ability:
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.
Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. 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.
Stats:
HP: 90
Atk: 3
Def: 1
SpA: 4
SpD: 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16
Attacks:
ThunderShock
Quick Attack
Tail Whip
Charge
Spark
Pursuit
Double Team
Shock Wave
Air Slash
Charm
Iron Tail
Hidden Power Ice 7
Taunt
Light Screen
Protect
Rain Dance
Thunder
Aerial Ace
Thunder Wave
U-turn
Substitute
Toxic
Frustration
Acrobatics
Flash
Volt Switch
"At least I have Pokemon to cheer me up in battle with... motors..."
Double Team (4) - Thunder (GEM) - Air Slash
IF (Razor Wind is ordered as either A1 or A2) THEN (Change your entire action set to Thunder - Air Slash - Thunder)
IF (Midnight has DT clones up when it's your turn) THEN (Use Shock Wave (GEM) instead and push back the queue)