Sigilyph* (Shinto) (F)
Nature: Timid (+15% Spe, +14% [14.418%] Acc, Attack decreased by *)
Type: Psychic / Flying
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.
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:
Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Tinted Lens (LOCKED): (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Stats: 72 / 58 / 80 / 103 / 80 / 97
HP: 100
Atk-: * (1)
Def: *** (3)
SpA: **** (4)
SpD: *** (3)
Spe+: 112 (97 * 1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 19
Evolution Counter: Not Applicable.
Move Counter: 0
Dream Counter: 0 / 5
Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
AncientPower (#)
Roost (#)
Stored Power (#)
Calm Mind (#)
Ice Beam (#)
Charge Beam (#)
Move Count: 15
Pikachu (Pika) (M)
Nature: Rash (Special Attack increased by *, Special Defense decreased by *)
Type: 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:
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.
Lightningrod (Unlocked): (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.
Stats: 35 / 55 / 30 / 50 / 40 / 90
HP: 90
Atk: ** (2)
Def: ** (2)
SpA+: *** (3)
SpD-: * (1)
Spe: 90
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Evolution Counter: 4 / 9
Move Counter: 0
Dream Counter: 5 / 5
Attacks:
ThunderShock
Charm
Tail Whip
Thunder Wave
Sweet Kiss
Nasty Plot
Quick Attack
Swift
Electro Ball
Double Team
Slam
Thunderbolt
Agility
Encore (#)
Endure (#)
Fake Out (#)
Surf
Fly
Hidden Power [Ice 7] (#)
Protect (#)
Grass Knot (#)
Move Count: 21
Roselia (Cicuta) {F}
Nature: Modest (+1 SpA, -1 Atk)
Type: Grass/Poison
Abilities:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 5 (+)
SpD: 3
Spe: 65
SC: 1
WC: 1
BST: 16
EC: 5/9
MC: 1
DC: 3/5
Attacks: 21
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Poison Sting
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain
Aromatherapy
Petal Dance
Venoshock
Sunny Day
SolarBeam
Sludge Bomb
Shadow Ball
Synthesis
Sleep Powder
Extrasensory
Nature: Modest (+1 SpA, -1 Atk)
Type: Grass/Poison
- 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.
- 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:
- Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
- Poison Point: (Can be Disabled)
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
- Leaf Guard (DW): (Innate)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 5 (+)
SpD: 3
Spe: 65
SC: 1
WC: 1
BST: 16
EC: 5/9
MC: 1
DC: 3/5
Attacks: 21
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Poison Sting
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain
Aromatherapy
Petal Dance
Venoshock
Sunny Day
SolarBeam
Sludge Bomb
Shadow Ball
Synthesis
Sleep Powder
Extrasensory
Meowth (Isis) {F}
Nature: Naive (+15% Speed, +30% Accuracy, -1 SpD)
Type: Normal
Abilities:
HP: 90
Atk: 2
Def: 2
SpA: 2
SpD: 2 (-)
Spe: 104 (+)
SC: 1
WC: 1
BST: 13
EC: 6/6
MC: 1
DC: 5/5
Attacks: 19
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt
Hypnosis
Assist
Snatch
Hone Claws
Body Slam
Thunderbolt
Double Team
Water Pulse
Dig
Substitute
Protect
Aerial Ace
Zap Cannon
Icy Wind
Nature: Naive (+15% Speed, +30% Accuracy, -1 SpD)
Type: Normal
- Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
- Pick Up: (Innate)
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
- Technician: (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
- Unnerve: (Innate)
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 90
Atk: 2
Def: 2
SpA: 2
SpD: 2 (-)
Spe: 104 (+)
SC: 1
WC: 1
BST: 13
EC: 6/6
MC: 1
DC: 5/5
Attacks: 19
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt
Hypnosis
Assist
Snatch
Hone Claws
Body Slam
Thunderbolt
Double Team
Water Pulse
Dig
Substitute
Protect
Aerial Ace
Zap Cannon
Icy Wind
CHALLENGING GERARD
2v2 Singles
2 Day DQ
Infinite Recovers / Chills
ONE Substitution
ALL Abilities
Items ON [agreement to not use battle items here]
Switch OK
Arena: Weather Island
Weather Island is a small island off in the middle of the sea, its location unknown to many trainers. It's roughly a disk of sand with a radius of five meters, although there are trees and a small patch of grass in the center. The only notable thing about Weather Island is that in order to make this location interesting, four small habitats were erected around the island, housing a Politoed, Ninetales, Abomasnow, and Hippowdon.
During the first round of combat, the weather is clear. At the end of every round afterwards, there is a 30% chance that a habitat will activate, causing the Pokemon inside to use its weather ability. An activation on a habitat whose Pokemon's weather is not in effect will cause the weather to go into effect, and an activation on a habitat whose Pokemon's weather is in effect will cause it to go out of effect. This island is surprisingly resistant to the variety of weathers, so multiple weathers can be going on at the same time.
If this were not enough, combatants on this island can also choose to manually activate these habitats. Any single-target move that has at least 8 BAP (after weather and ability effects) that is aimed at a habitat will cause its activation chance for this round to skyrocket to 100%, and the activation chance for that habitat will be reduced to 0% for the next two rounds.
There is also one more effect that may happen: Acid Rain. After one round in which all four weathers run simultaneously, Acid Rain begins falling for two rounds; after the period of Acid Rain, the weather turns to clear skies, exactly like the first round of the battle. Acid Rain deals four damage per action, corrodes Steel-types, and cannot be altered until the two rounds are over. In addition, Thunder, Blizzard, and Hurricane have their accuracies reduced to 50%, Rock-type Pokemon suffer a negative sandstorm SpD boost (+2 BAP from special attacks used on them as opposed to -2), and Fire- and Water-type moves have -3 BAP.
I'll glady accept the invitation to such a delightfull location
Engineer sends out mon and declares items.
Gerard sends out mon, declares items, and orders.
Engineer orders.
???
profit