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I'm buying 2 Potions and 1 Ether (CC : 3 ==> 0) and I'm challenging the Santalune Gauntlet with the following team :
Unlike most Budews that are rather meek and happy-go-lucky, Manon clearly wants to become the very best and won't let an opportunity slip from her non-existent hands. Her whole persona is tinted with pride: pride in her own beauty, pride in her own potential, and of course she expects to be able to take pride in her teammates and Trainer... which makes my job a bit harder since she doesn't really forgive failure. Nonetheless, I handpicked this little Budew myself for her capabilities, and I will put up with whatever she can throw at me until she blooms and reaches full power.
Strangely enough, she has become way more level-headed and calm since she evolved into Roselia, probably realizing her status of team leader (since she was the first to evolve) meant that she had to take care of her teammates if she wanted to progress as well, as there's no way she can be the only one to win battles.
TM/HM
Toxic
Protect
Solar Beam
Substitute
Dazzling Gleam
Sludge Bomb
Sunny Day
Venoshock
Energy Ball
Shadow Ball
Rain Dance
Kévin's the textbook example of a shonen protagonist: a bit slow on the uptake, but extremely loyal. There's not much that can faze him and he remains placid in all circumstances, yet he still has a strong sense of responsibility towards the team, as he knows he has great potential. Everyone likes him, but the reason can vary -for example, Manon can order him around since he doesn't care much. His eternal calmness is probably for the best though, as whoever angers him will quickly learn that he has enormous reserves of fire to throw around...
Numel [Male] [Kévin] Types: Fire/Ground
Abilities::
Oblivious / Simple / Own Tempo (H) [UNLOCKED]
Attacks: Level Up
Growl
Tackle
Ember
Focus Energy
Magnitude
Flame Burst
Amnesia
Lava Plume
Earth Power
Curse
Egg
Ancient Power
Body Slam
Endure
Heat Wave
Yawn
Mud Bomb
Stockpile
TM/HM
Protect
Earthquake
Flamethrower
Fire Blast
Overheat
Incinerate
Will-o-Wisp
Rock Slide
Misha certainly is the team's funball. Despite being a Psychic-type, she doesn't usually make much use of her brain and prefers to go with the flow, sprinkling her appearances with her trademark "Wahaha~!", though I suspect her of exaggerating some of her reactions by pure theatrical instinct (who would attempt to pout after receiving only one round of damage?). However, she does have a bit of a competitive streak and will quickly revert to a calmer state should a dangerous opponent arise.
Attacks (112/112 - Movepool Maxed!):
Aerial Ace
Astonish
Attract
Body Slam
Brick Break
Calm Mind
Captivate
Confide
Confuse ray
Counter
Cut
Dark Pulse
Dazzling Gleam
Detect
Dig
Double-Edge
Double Team
Dream Eater
Dynamic Punch
Embargo
Endure
Facade
Faint attack
Fake Out
Feint
Fire Punch
Flash
Flatter
Fling
Focus Punch
Foresight
Foul play
Frustration
Fury Cutter
Fury Swipes
Gravity
Headbutt
Helping Hand
Hidden Power Flying
Hone Claws
Ice Punch
Icy Wind
Imprison
Incinerate
Knock off
Leer
Lick
Low Kick
Low Sweep
Magic Coat
Mean look
Mega Kick
Mega Punch
Metal Burst
Metronome
Mimic
Moonlight
Mud Slap
Nasty Plot
Natural Gift
Night Shade
Nightmare
Octazooka
Ominous Wind
Pain Split
Payback
Poison Jab
Power gem
Power Up Punch
Protect
Psych Up
Psychic
Punishment
Quash
Rain Dance
Recover
Rest
Retaliate
Return
Rock Smash
Rock Tomb
Role Play
Round
Scratch
Secret Power
Seismic Toss
Shadow ball
Shadow claw
Shadow Sneak
Shock Wave
Signal Beam
Sleep Talk
Snarl
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunderpunch
Tickle
Torment
Toxic
Trick
Water Pulse
Will-o-Wisp
Wonder Room
Zen headbutt
Dispel
Shadow Mend
XYTutor Shock Wave and Water Pulse
Ludicolo [Odolwa] (M) 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: Water/Grass
Abilities: Swift Swim/Rain Dish/Own Tempo (H) [UNLOCKED]
Bide
Bind
Block
Block
Body Slam
Brick Break
Bulk Up
Bulldoze
Circle Throw
Confide
Dig
Earthquake
Endure
Fire Punch
Fling
Focus Energy
Focus Punch
Giga Impact
Helping Hand
Ice Punch
Knock Off
Leer
Low Kick
Low Sweep
Mat Block
Pain Split
Payback
Poison Jab
Power Up Punch
Protect
Rain Dance
Rest
Return
Revenge
Reversal
Rock Slide
Rock Tomb
Seismic Throw
Sleep Talk
Stone Edge
Storm Throw
Substitute
Sunny Day
Super Power
Taunt
Thunder Punch
Toxic
Vital Throw
Wide Guard
Zen Headbutt
PTPlatinum I will take your sim when I can take it, but because acidphoenix can still ref it in time I can't take it. Also AFAIK he has no LOA to say he gave it up. So, just in case, gonna wait two days. I'll take it then if it's available.
I will, however, take JJayyFeather and TMan87 . Jayy wants legend trainer. Go for it fam
Acidphoenix says I can go ahead and take it, so I will. Ptplatinum your thing will be up tonight
"To defeat an enemy, you must know them. Not simply their battle tactics, but their history, philosophy, art. There is satisfaction in defeating an enemy. But one must never allow oneself to become complacent. There are always more enemies to be identified, faced, and vanquished." Thrawn is one of the most mysterious Pokemon GP has ever encountered. One day, his Pokemon were having a picnic while he was out, and, while they were all 6 were either playing or hanging out, the picnic basket disappeared right from underneath their noses, with nobody noticing how, or even when, it disappeared. On a subsequent hunt, 3 search parties went out, consisting of Sonata and Abigail, Yosty and Scrappy, and Aurum and Coloratura. Aurum, Coloratura, Sonata, and Abigail on converged back in the clearing after a fruitless search, but Scrappy and Yosty never showed back up. Another search was initiated, and Scrappy and Yosty were both found knocked out in the middle of the woods, with no markings on either of them. Abigail and Sonata carried the two back, and all 6 converged on the clearing once more. Oddly enough, they found their picnic basket in the middle of the clearing, empty. Mystified, Aurum, Coloratura, Abigail, and Sonata carried Scrappy and Yosty back home, where GP had just gotten back from his work at the Lab. He Revived Scrappy and Yosty, but imagine everybody's surprise when as soon as Yosty's body became corporeal once more, a small, shiny Ralts came falling out of him! The Ralts immediately surrendered, unconditionally, even though nobody made any move to attack him. He introduced himself as Thrawn, and claimed to be an incredible tactician and fighter. Sonata became instantly interested in him, with her being a shiny Kirlia at the time, and his cool, calm, and calculating demeanor intrigued her in contrast to her impulsive, illogical style. Scrappy offered to help train Thrawn, but was a little skeptical when Thrawn refused him, claiming that his training would be on the battlefield. Overall, his very cool, and a little distant to all but Sonata. But most of all, he's intensely loyal to GP as a warrior, and what a warrior he is.
Types: Psychic/Fairy Psychic: STAB; 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. Fairy: The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4). Abilities: Synchronize (Passive) Pokemon with this ability mentally link their condition to an opposing Pokemon and when inflicted by the major status ailments Burn, Poison, or Paralysis, will share their status condition with the opponent. Pokemon will not be inflicted by status conditions to which they are immune by virtue of typing, ability, etc. Trace (Trigger) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. When facing a pokemon with Trace, the Player sending out last must send out the pokemon without orders, in order to give the opponent the opportunity to trigger trace and any orders eventually given will be ignored until given the opportunity for trace to be triggered. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced. Command: Activate Trace (target ability) - 5 En - Replace Trace with the target Ability for six (6) actions. When the copied ability fades, the user regains Trace. Telepathy (Passive) (Hidden) (Locked) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks. Nature: Modest (+1 SpA, -1 Atk) Stats:
HP: 90
Atk: 1 [-]
Def: 2
SpA: 4 [+]
SpD: 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 5/9
MC: 0
AC: 3/5 Attacks:
Growl
Confusion
Double Team
Teleport
Disarming Voice
Lucky Chant
Magical Leaf
Heal Pulse
Draining Kiss
Calm Mind
Psychic
Hypnosis
Dream Eater
Disable
Destiny Bond
Encore
Synchronoise
Confuse Ray
Shadow Sneak
Nightmare
"The point about manic depression or bipolar disorder, as it's now more commonly called, is that it's about mood swings. So, you have an elevated mood. When people think of manic depression, they only hear the word depression. They think one's a depressive. They're not."
Yosty is comprised of the spirits of 2 small twin children: David and Daniel. Daniel is fun and excitable, but has a strong sense of duty and loyalty. David is the more responsible of the two, and tends to be the voice of reason in the back of Daniel's mind, as Daniel is usually the dominant ego, but sometimes David comes off as a bit arrogant and "holier than thou". Despite their differences, David and Daniel have learned to cooperate and communicate in one body, and get along quite well. GP has found that they both love playing baritone, and are both quite good at it. (Don't tell Daniel, but David's the better one.)
Types:
Ghost: STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect. Poison: STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command. Abilities: Levitate (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Nature: Hasty (+15% Spe, +21% Accuracy, -1 Def) Stats:
HP: 90
Atk: 2
Def: 1 [-]
SpA: 4
SpD: 2
Spe: 110 [+]
Size Class: 3
Weight Class: 1
Base Rank Total: 15 EC: 8/9 MC: 5 AC: x/x Attacks:
Hypnosis
Shadow Punch
Lick
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Payback
Dark Pulse
Destiny Bond
Hex
Dream Eater
Nightmare
Perish Song
Disable
Clear Smog
Smog
Grudge
Shadow Ball
Sludge Bomb
Toxic
Psychic
Taunt
Torment
Bide
Protect
Giga Drain
Colosshale [Charles Barkley] (Male)
Types: Dark/Water Dark: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks. Immune to all status moves used by a Pokemon with the Prankster ability (as well as all moves summoned by a Prankster-boosted non-damaging move). Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action. Abilities: Rebound: (Trigger) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Command: Activate Rebound (target hazard layer) - 5 En - Removes a layer of hazards from the user's side of the field. Places a layer of the same type on the opponent's field. In battles with more than two teams, the user must target a team to Rebound to. Storm Drain: (Passive) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water, taking no damage from the attack and increasing its Special Attack by one (1) stage. If this ability was triggered by an opponent's attack, the natural stage is adjusted. Flare Boost: (Passive) (Hidden) (Locked) This Pokemon's body can harness the heat from a burn into internal energy, fuelling its mental capabilities. When Burned, the Pokemon's special attacks have three (3) more Base Attack Power. Nature: Jolly (+15% Speed, +22% accuracy, -1 Special Attack) Stats:
HP: 100 Atk: 2 Def: 2 SpA: 2 (-) SpD: 3 Spe: 97.75 (98) (+) Size Class: 4 Weight Class: 9 Base Rank Total: 16 EC: 4/6 MC: 0 AC: 3/5 Attacks:
Leer
Tackle
Bubble Beam
Muddy Water
Dig
Bite
Rapid Spin
Body Slam
Encore
Sucker Punch
Fake Out
Horn Drill
Water Spout
Attacks [29/80]:
Amnesia
Curse
Double-Edge
Earth Power
Earthquake
Ember
Endure
Eruption
Fire Blast
Fissure
Flamethrower
Focus Energy
Growl
Heat Wave
Hidden Power Electric
Lava Plume
Magnitude
Protect
Rest
Rock Slide
Sleep Talk
Stockpile
Stone Edge
Substitute
Sunny Day
Swallow
Tackle
Take Down
Yawn
ATTACKS (43)
Aerial Ace
Aqua Tail
Autotomize
Avalanche
Block
Bulldoze
Counter
Dig
Double-Edge
Earthquake
Endeavor
Endure
Fire Punch
Harden
Head Smash
Headbutt
Heavy Slam
Ice Punch
Iron Defense
Iron Head
Iron Tail
Low Kick
Magnet Rise
Metal Burst
Metal Claw
Metal Sound
Mud-Slap
Protect
Rest
Reversal
Roar
Rock Slide
Rock Tomb
Sandstorm
Shadow Claw
Sleep Talk
Stealth Rock
Substitute
Superpower
Tackle
Take Down
Thunder Punch
Toxic
Attacks (36)
Aqua Tail
Bite
Body Slam
Bounce
Bubble Beam
Crunch
Dig
Double-Edge
Dragon Tail
Drill Run
Earthquake
Encore
Fake Out
Fire Fang
Giga Impact
High Horsepower
Horn Attack
Iron Tail
Knock Off
Leer
Magnitude
Megahorn
Mud-Slap
Peck
Protect
Pursuit
Rapid Spin
Rock Slide
Rototiller
Sludge Wave
Snatch
Sucker Punch
Tackle
Thunder Fang
Toxic
U-turn
Magnet Pull (Trigger): Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch. In addition, this Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. Only the most recent Magnet Pull command on a target will affect them. Command: Activate Magnet Pull (Attract target) - 5 En - The target's contact will fail against targets other than the user of Magnet Pull (Attract) for three (3) actions.
Command: Activate Magnet Pull (Repulse target) - 5 En - The target's contact attacks will fail against the user of Magnet Pull (Repulse) for three (3) actions. Sturdy (Passive): 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 (Passive) [Unlocked]: If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.