Earthquake ~ Bulldoze ~ Earthquake
IF Flinched THEN push actions back.
IF Toxicroak is to use Counter THEN Substitute (15) the first instance and Sand Attack on all others.
IF Toxicroak is to use a Speed-reducing move THEN Dig and push back.
Iron Caliber said:Backpack:
2x Potion
1x Super Potion (2 CC)
1x Revive (4 CC)
CC: 15 -> 9
Pokemon:
Merlin [Magneton] (N)Nature: Modest (+1 Sp. Attack, -1 Attack)Pokemon like Magnemite didn't exist back in Caliber's time, so one could only imagine his surprise at finding a floating Electric-type Pokemon. Caliber named the captured Magnemite Merlin, after a powerful wizard of legend. After all, how else could a Pokemon defy gravity without wings or ghostly powers? Three of them stuck together perplexed Caliber even more. Magnets sure work in mysterious ways!
Type: Electric/Steel
Electric: Electric STAB; immune to paralysis status.
Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 70
Size Class: 2
Weight Class: 4
Base Rank Total: 18
EC: 8/9
MC: 5
AC: 5/5
Abilities: Sturdy / Magnet Pull / Analytic
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.
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.
Ability Command: Activate Magnet Pull (Attract) - 5 En - The target's contact will fail against targets other than the user of Magnet Pull (Attract) for three (3) actions.
Ability Command: Activate Magnet Pull (Repulse) - 5 En - The target's contact attacks will fail against the user of Magnet Pull (Repulse) for three (3) actions.
Analytic (Passive): If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Moves (25/72):
=====Level-Up=====
Zap Cannon
Electric Terrain
Tri Attack
Metal Sound
Tackle
Sonic Boom
Thunder Shock
Supersonic
Thunder Wave
Magnet Bomb
Spark
Mirror Shot
Lock-on
=====TM/HM=====
Flash Cannon
Thunderbolt
Discharge
Protect
Substitute
Endure
Volt Switch
=====Tutor=====
Electroweb
Endure
Gravity
Iron Defense
Magic Coat
=====Other=====
Pendragon [Caimanoe] ()
Nature: Hasty (+15% Speed, +18% Accuracy, -1 Def)
Type: Water / Steel
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.
Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 101 (+) (+18% Accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 17
EC: 4/9
MC: 0
AC: 3/5
Abilities: Water Veil / Heatproof / Light Metal (H)
Water Veil (Passive): Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Heatproof (Passive): This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Light Metal (Passive) (H): The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Light Metal assumes the maximum possible hits from a multi-hit move for the purposes of priority (e.g. Double Kick gets priority as it reaches 6 BAP, Bullet Seed does not get priority as it reaches 15 BAP).
Moves (26/71):
=====Level-Up=====
Peck
Dragon Breath
Gust
Splash
Water Gun
Metal Claw
Scary Face
Metal Sound
Bubble Beam
Drill Peck
Flash Cannon
Slack Off
Brine
Icicle Crash
Protect
Hydro Pump
=====Egg=====
Dragon Dance
Refresh
Thunder Fang
Whirlpool
Wide Guard
=====TM/HM=====
Calm Mind
Taunt
Ice Beam
Scald
Dive
=====Tutor=====
=====Other=====
Mezul [Protowatt] ()
Nature: Hasty (Speed *1.15, +28% Accuracy, -1 Def)
Type: Water / Electric
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.
Electric: Electric STAB; immune to paralysis status.
Stats:
HP: 80
Atk: Rank 2
Def: Rank 0 (-)
SpA: Rank 2
SpD: Rank 1
Spe: 110 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/6
MC: 0
AC: 0/5
Abilities: Trace / Magic Guard / Shed Skin (H)
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.
Magic Guard (Passive): 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, Burn, and Partial Trapping moves. It can still attack itself in confusion, and will still take 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 negated.
Shed Skin (Passive) (H): 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.
Moves (16/87):
=====Level-Up=====
Bubble
Charge
Tackle
Thunder Shock
Fairy Wind
Detect
=====Egg=====
Eerie Impulse
Follow Me
Me First
Metronome
Sheer Cold
=====TM/HM=====
Ice Beam
Thunderbolt
Scald
Dazzling Gleam
Dive
=====Tutor=====
=====Other=====