SubwayJ said:"Our first battle back shall be against the King of Serperiors, Candy Land we must not fault against royalty..."
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Candy Land the Snorunt (M)
Nature: Quirky (No effect on stats)
Type:
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.
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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW-UNLOCKED): (Innate) This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 3/6
MC: 0
DC: 5/5
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Ice Fang
Ice Beam
Ice Shard
Hail
Blizzard
Bide
Disable
Hex
Safeguard
Frost Breath
Return
Total Moves: 18
"To aid us in our mission, you should embody the Light Eco and raise your defending prowess!"
[/HIDE]
VS
King Serperior said:![]()
Kadabra [Darth Plagueis] (Male)
Nature: Relaxed (+Def, -10 Evasion, -15% Speed)
Type:
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.
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.
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 91 (-15% Speed, -10% evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/9
MC: 9
DC: 4/5
KOC: 0
Moves:
1). Teleport
2). Encore
3). Guard Split
4). Ice Punch
5). Psyshock
6). Shadow Ball
7). Energy Ball
8). Kinesis
9). Confusion
10). Disable
11). Miracle Eye
12). Ally Switch
13). Psychic
Arena:
Deep under the earth lies an arena that embodies those with intense skill and power. Those great warriors are given the power of Eco.......
When a person sends in their teams, they declare what Eco they want their mons to embody. However, due to the intense energys of the Ecos, trainers cannot have more than one mon affected by the same type of eco.....
The Ecos and their effects:
Green Eco: +25 HP to a pokemon embodied with it
Blue Eco: +1 Priority to all attacks
Yellow Eco: +3BAP to all Special attacks and +30% acc to those moves.
Red Eco: +3BAP to all Physical attacks and +30% acc to those moves.
Dark Eco: Attack and Special attack Ranks are raised by 2.
Light Eco: Defense and Special defense Ranks are raised by 2.
When a person sends in their teams, they declare what Eco they want their mons to embody. However, due to the intense energys of the Ecos, trainers cannot have more than one mon affected by the same type of eco.....
The Ecos and their effects:
Green Eco: +25 HP to a pokemon embodied with it
Blue Eco: +1 Priority to all attacks
Yellow Eco: +3BAP to all Special attacks and +30% acc to those moves.
Red Eco: +3BAP to all Physical attacks and +30% acc to those moves.
Dark Eco: Attack and Special attack Ranks are raised by 2.
Light Eco: Defense and Special defense Ranks are raised by 2.
1v1 NFE Singles (Kadabra vs Snorunt)
1 Day DQ
Training Items
1 Ability
2 Subs
2 recovers/5 chills