So uhh pissweak Pokemon huh. Hmm, it says preferred. edit: limitations in effect, elDino wants 'em. LJ (Move your mouse to reveal the content) LJ (open) LJ (close) Joltik [Omicron] (Female) Nature: Modest (+SpA, -Atk) Type: Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1). Stats: HP: 90 Atk: *(-1) Def: ** SpA: ****(+1) SpD: ** Spe: 65 EC: 3/6 MC: 3 DC: 3/5 Abilities: Compouneyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. 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. Swarm: (DW) (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) Attacks: String Shot(*) Leech Life(*) Spider Web(*) Thunder Wave(*) Screech(*) Fury Cutter(*) Electro Web(*) Bug Bite(*) Gastro Acid(*) Cross Poison(*) Disable(*) Faint Attack(*) Protect(*) Thunderbolt(*) Energy Ball(*) Pilcowatt [Delta] Nature: Quiet (+SpA, -15% Spe and +5% accuracy on enemy attacks) Current form: Rotom-W, Water/Electric, Hydro Pump Type: Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1). Stats: HP: 80 Atk: ** Def: * SpA: *** (+1) SpD: * Spe: 80 (-15%) EC: 2/6 MC: 3 DC: 2/5 Abilities: Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Shed Skin (DW): (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. Attacks: Bubble(*) Charge(*) Tackle(*) Thundershock(*) Detect(*) Counter(*) Mirror Coat(*) Signal Beam(*) Thunder Wave(*) Thunderbolt(*) Scald(*) elDino (Move your mouse to reveal the content) elDino (open) elDino (close) Happiny* Demolition (Female) Nature: Bold (Adds One (1) Rank to Defense; Subtracts One (1) Rank From Attack) Typing: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Natural Cure: 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. Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Friend Guard: (DW)The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).(DW) Stats: HP: 110 Atk: Rank 0 (-) Def: Rank 2 (+) SpA: Rank 1 SpD: Rank 3 Spe: 30 EC 0/9 MC 0 DW 0/5 Moves: Pound* Charm* Copycat* Refresh* Sweet Kiss* Toxic* Thunder Wave* Echo Voice* Counter* Aromatherapy* Helping Hand* Flarelm Doom (Male) Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.) Typing: 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. Solarbeam has Energy Cost reduced by one (1). Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1). 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): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Stats: HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 3 Spe: 48 (-) EC 5/9 MC 0 DW 2/5 Moves: Pound* Sweet Scent* Growth* Ember* Leech Seed* Bullet Seed* Flame Wheel* Leaf Blade Synthesis Lava Plume Grasswhistle* Giga Drain* Aromatherapy* Fire Blast Will-o-Wisp* SolarBeam* Substitute* Magneton Dynamite (Genderless) Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack) Typing: 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. 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: Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Sturdy: 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. Analytic: (DW) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power. (DW) Stats: Magneton HP: 90 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 5 (+) SpD: Rank 3 Spe: 70 EC 5/9 MC 2 DW 1/5 Moves: Metal Sound* Tackle* ThunderShock* Supersonic* SonicBoom* Thunder Wave* Spark* Screech* Discharge* Magnet Rise* Thunderbolt* Flash Cannon* Toxic* limitations (Move your mouse to reveal the content) limitations (open) limitations (close) I'm not totally sure how "pissweak" Flarelm and Magneton are (I mean, Flarelm basically destroys LJ's entire team without hax), so I'm going to put some limitations on them (or one) to try to make the match fairer. Flarelm can't use Grass-type moves with 8 Base Power or more (unless it's Bullet Seed, that's the only exception) against Pilcowatt and can't use Fire-type moves with 8 Base Power or more against Joltik. Magneton will have all of its stats lower by 1 excluding Spe and HP. HP: 90 Atk: Rank 0 (-) Def: Rank 2 SpA: Rank 4 (+) SpD: Rank 2 Spe: 70 Okay, Lord Jesseus sends out first mon, then elDino sends in first mon and orders! After that, LJ orders!