Elevator Music
63194
I think I'll set up two more battles also, both in the same arena:
2v2 Singles
Only 1 FE
The first Pokémon the battlers send to the ref are sent out automatically, then the challenger issues actions as normal.
2 Recovers / 5 Chills
3 Day DQ
Moon Sim Inc.I'll take you on, Alch!
Switch=KO
No Items
1 Ability
It's too bad my Gallade is in a Raid at the moment...
In the deserts of Nevada, there is a deceptively large building. Why 'deceptively' large? While it seems to sprawl out across the dunes, there is actually only one room. Indeed, it is a large room, but nothing spectacular.
Though it may seem weathered and abandoned from the outside, the interior of MoonSim Inc. is as full of hustle and business as any modern corporation, but with a subtle difference. In the middle of the room, only separated from black marble flooring and whirring machinery by a knee-height plexiglass barrier, there is a little bit of the moon. Or close enough, anyway.
Hitting the temptingly-red button causes a large Pokémon battling arena to erupt from the centre, immediately entrancing the multiple Elgyem acting as aides to the scientists. They were found here in the desert about twenty years ago, and MoonSim Inc. was subsequently founded on the site. The founders couldn't remember why they'd made it - it was just as if the idea had popped into their minds. Anyway, I digress.
Gravity is being tested today, so there will be two effects in progress:
1) When the match Seeker's Pokémon is winning, all Psychic Pokémon gain the Levitate trait.
2) When the match Seeker's Pokémon is losing, strong Gravity comes into effect.
Whether a Pokémon is winning or losing is decided by (HP+Energy)/(Original HP + Original Energy).
Alchemator's Pokemon:
Pawniard [Michael] (M)
Nature: Careful (Adds one (1) Rank to Special Defense, subtracts one (1) Rank from Special Attack)
Type:
[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.
[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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
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): 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:
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Psycho Cut
Revenge
Sucker Punch
Taunt
Thunder Wave
X-Scissor
Swords Dance
Night Slash
Metagross [Christopher] (N/A)
Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type:
[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.
[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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60 (70/1.15v)
EC: 9/9
MC: 0
DC: 3/5
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback.
Attacks:
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake
Ice Punch
ThunderPunch
Galladiator's Pokemon:
Feraligatr (*) [Irwin] (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack)
Type:
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).
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW) (Unlocked): (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.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 90 (78*1.15) (+)
EC: 9/9
MC: 1
DC: 5/5 (Unlocked)
Moves:
Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Crunch
Slash
Superpower
Aqua Jet (*)
Dragon Dance (*)
Ice Punch (*)
Metal Claw
Waterfall (*)
Shadow Claw (*)
Return (*)
Dragon Claw
Kirlia [Sarah] (F)
Nature: Modest (Adds * to Sp. Atk, subtracts * from Attack)
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
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.
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.
Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 50
EC: 4/9
MC: 1
DC: 1/5
Moves:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Confuse Ray
Will-o-Wisp
Disable
Psychic
Shadow Ball
Thunderbolt
Pawniard (Michael) M
HP:90
Energy: 100
Speed: 60
Status: None
Other: None
Feraligatr (Irwin) M
HP: 100
Energy: 100
Speed: 90
Status: None
Other: None
Order of actions:
~ Alchemator posts ability choice
~ Galladiator posts ability choice and orders actions
~ Alchemator orders actions
~ I ref the round
GOOD LUCK EVERYONE!