Imanalt
I'm the coolest girl you'll ever meet
Here we are in
For
Aweshucks vs Gerard
4v4 LC Doubles
1 Day DQ
2 recoveries/5 chills
Arena= Protegas' Sanctuary
Items= Training
Switch= KO
Abilities= All
3 Subs per team
Gerard's team:
Aweshucks' team:
Nohface (Female)
Nature: Jolly (+Spe, -SpA)
Type: Steel/Ghost
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.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 12 (+15%, +5% accuracy)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 1/6
MC: 0
DC: 1/5
Moves:
Scratch
Iron Defense
Lick
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
Fake Out
ShadowStrike
Foul Play
Hex
Psycho Shit
Taunt
Dig
Will-o-Wisp
Rock Slide
and… GOGOGOGOGO
Gerard sends out Mons
Aweshucks sends out mons and orders
Gerard orders
I ref
Arena: Protegas' Sanctuary
Field Type: Neutral
Complexity: Moderate
Format: Multiples, Melee (does not work in singles at all)
Restrictions: Limited Seismic Moves, No Weather, No SolarBeam/Thunder
Protegas' Sanctuary A 50ft-by-50ft stone temple for the relatively unknown deity Protegas that provides protection to those who seek it. The room is lit by torches that provide ample light. There is a fountain in one of the walls that provides a water source for moves like Surf. The arena is set indoors so weather moves, SolarBeam and Thunder cannot be used. Despite being ancient, the temple still has a relatively strong structure that allows seismic moves like Earthquake, Bulldoze and Magnitude to be used up to 3 times in total (not 3 times each though). The floor can be dug through as well but, because it is made of stone, the energy cost for Dig is increased by 2 for pokemon that aren't rock- or ground-type. Over the centuries, some plant life has broken through the floor, allowing non-grass-types to use moves like Grass Knot.
At the beginning of every round, Protegas will protect any pokemon he feels is being ganged up on. A pokemon is considered to be ganged up on if it is targeted by:
• At least four enemy single-target moves
• Three enemy single-target moves and at least two enemy multi-target moves
• Two enemy single-target moves and four enemy multi-target moves
• Six enemy moves, whether they are single-target, multi-target or a combination of the two
Note: this is done by the commands issued and stuff like Encore and Disable changing a pokemon's moves will not affect this, but substitutions will. Substitutions cannot be made based on whether or not an opponent's pokemon gets the barrier.
Any pokemon that meets any of those criteria will be given a protective barrier for that round. The barrier is treated as a 20 HP typeless pokemon with the same rank defences as the pokemon it is protecting. The barrier protects the pokemon from all effects of enemy attacks and will disappear once it runs out of HP, is hit by two enemy non-damaging moves or at the end of the round, whichever comes first. The barrier will not protect from any spillover damage (so an attack that does 25 damage will destroy the barrier and do 5 damage to the target). The barrier will not protect a pokemon from allied attacks that hit it, nor will it be affected by allied attacks. A last pokemon standing will always receive Protegas' barrier at the start of a round except in a 1v1 matchup.
Thanks to Objection
Field Type: Neutral
Complexity: Moderate
Format: Multiples, Melee (does not work in singles at all)
Restrictions: Limited Seismic Moves, No Weather, No SolarBeam/Thunder
Protegas' Sanctuary A 50ft-by-50ft stone temple for the relatively unknown deity Protegas that provides protection to those who seek it. The room is lit by torches that provide ample light. There is a fountain in one of the walls that provides a water source for moves like Surf. The arena is set indoors so weather moves, SolarBeam and Thunder cannot be used. Despite being ancient, the temple still has a relatively strong structure that allows seismic moves like Earthquake, Bulldoze and Magnitude to be used up to 3 times in total (not 3 times each though). The floor can be dug through as well but, because it is made of stone, the energy cost for Dig is increased by 2 for pokemon that aren't rock- or ground-type. Over the centuries, some plant life has broken through the floor, allowing non-grass-types to use moves like Grass Knot.
At the beginning of every round, Protegas will protect any pokemon he feels is being ganged up on. A pokemon is considered to be ganged up on if it is targeted by:
• At least four enemy single-target moves
• Three enemy single-target moves and at least two enemy multi-target moves
• Two enemy single-target moves and four enemy multi-target moves
• Six enemy moves, whether they are single-target, multi-target or a combination of the two
Note: this is done by the commands issued and stuff like Encore and Disable changing a pokemon's moves will not affect this, but substitutions will. Substitutions cannot be made based on whether or not an opponent's pokemon gets the barrier.
Any pokemon that meets any of those criteria will be given a protective barrier for that round. The barrier is treated as a 20 HP typeless pokemon with the same rank defences as the pokemon it is protecting. The barrier protects the pokemon from all effects of enemy attacks and will disappear once it runs out of HP, is hit by two enemy non-damaging moves or at the end of the round, whichever comes first. The barrier will not protect from any spillover damage (so an attack that does 25 damage will destroy the barrier and do 5 damage to the target). The barrier will not protect a pokemon from allied attacks that hit it, nor will it be affected by allied attacks. A last pokemon standing will always receive Protegas' barrier at the start of a round except in a 1v1 matchup.
Thanks to Objection
For
Aweshucks vs Gerard
4v4 LC Doubles
1 Day DQ
2 recoveries/5 chills
Arena= Protegas' Sanctuary
Items= Training
Switch= KO
Abilities= All
3 Subs per team
Gerard's team:
Isis (Meowth) {}
Nature: Naive (+15% Speed, +30% Accuracy)
Type: Normal
Abilities:
HP: 90
Atk: 2
Def: 2
SpA: 2
SpD: 1 (-)
Spe: 104 (+)
SC: 1
WC: 1
BST: 13
EC: 6/6
MC: 0
DC: 5/5
Attacks: 19
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt
Hypnosis
Assist
Snatch
Bide
Hone Claws
Body Slam
Thunderbolt
Double Team
Water Pulse
Dig
Substitute
Protect
Aerial Ace
U-turn
Torment
Hidden Power Fighting (6)
Zap Cannon
Icy Wind
Nature: Naive (+15% Speed, +30% Accuracy)
Type: Normal
- Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
- Pick Up: (Innate)
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
- Technician: (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
- 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.
Stats:
HP: 90
Atk: 2
Def: 2
SpA: 2
SpD: 1 (-)
Spe: 104 (+)
SC: 1
WC: 1
BST: 13
EC: 6/6
MC: 0
DC: 5/5
Attacks: 19
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt
Hypnosis
Assist
Snatch
Bide
Hone Claws
Body Slam
Thunderbolt
Double Team
Water Pulse
Dig
Substitute
Protect
Aerial Ace
U-turn
Torment
Hidden Power Fighting (6)
Zap Cannon
Icy Wind
Happiny (Madame Rouge) {}
Nature:Modest (+1 SpA, -1 Atk)
Type: Normal
Abilities:
HP: 110
Atk: 0 (-)
Def: 1
SpA: 2 (+)
SpD: 3
Spe: 30
SC: 1
WC: 2
BST: 11
EC: 0/9
MC: 0
DC: 0/5
Attacks: 11
Pound
Charm
Copycat
Refresh
Sweet Kiss
Counter
Mud Bomb
Endure
SolarBeam
Flamethrower
Psychic
Nature:Modest (+1 SpA, -1 Atk)
Type: Normal
- Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
- Natural Cure: (Innate)
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 (Innate)
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
- Friend Guard (DW): (Innate)
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).
Stats:
HP: 110
Atk: 0 (-)
Def: 1
SpA: 2 (+)
SpD: 3
Spe: 30
SC: 1
WC: 2
BST: 11
EC: 0/9
MC: 0
DC: 0/5
Attacks: 11
Pound
Charm
Copycat
Refresh
Sweet Kiss
Counter
Mud Bomb
Endure
SolarBeam
Flamethrower
Psychic
Misdreavus (Pandora) {}
Nature: Timid (+15% Speed, +22% Accuracy, -1 Atk)
Type: Ghost
Abilities:
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3
SpD: 3
Spe: 98 (85 x 1.15)
SC: 1
WC: 1
BST: 15
EC: 0/9
MC: 0
DC: x.x
Attacks: 14
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Skill Swap
Destiny Bond
Shadow Sneak
Torment
Thunder Wave
Will-O-Wisp
Nature: Timid (+15% Speed, +22% Accuracy, -1 Atk)
Type: Ghost
- Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
- Levitate: (Trait)
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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3
SpD: 3
Spe: 98 (85 x 1.15)
SC: 1
WC: 1
BST: 15
EC: 0/9
MC: 0
DC: x.x
Attacks: 14
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Skill Swap
Destiny Bond
Shadow Sneak
Torment
Thunder Wave
Will-O-Wisp
Plicowatt (Columbia) {}
Nature: Naive (+15% Speed, +30% Acc, -1 SpD)
Type: Water/Electric
Abilities:
HP: 80
Atk: 2
Def: 1
SpA: 2
SpD: 0 (-)
Spe: 110 (95*1.15)
SC: 1
WC: 4
BST: 11
EC: 2/6
MC: 4
DC: 2/5
Attacks: 11
Bubble
Charge
Tackle
Thundershock
Detect
Follow Me
Me First
Sheer Cold
Blizzard
Scald
Thunder Wave
Nature: Naive (+15% Speed, +30% Acc, -1 SpD)
Type: Water/Electric
- Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
- 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.
Abilities:
- Trace: (Can be Activated)
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.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 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.
- 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.
Stats:
HP: 80
Atk: 2
Def: 1
SpA: 2
SpD: 0 (-)
Spe: 110 (95*1.15)
SC: 1
WC: 4
BST: 11
EC: 2/6
MC: 4
DC: 2/5
Attacks: 11
Bubble
Charge
Tackle
Thundershock
Detect
Follow Me
Me First
Sheer Cold
Blizzard
Scald
Thunder Wave
Aweshucks' team:
[pimg]50[/pimg]
Diglett (*) (Male)
Nature:Adamant Nature (+Atk, -SpA)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings
Abilities:
Sand Veil (Innate): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage
Arena Trap (Innate): This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sand Force (DW) (Innate): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage
Stats:
HP: 80
Atk: Rank 3 (+)
Def: Rank 1
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 95
Size Class: 1
Weight Class: 1
Base Rank Total: 11
EC: 1/6
MC: 1
DC: 1/5
Attacks:
Scratch (*)
Sand Attack (*)
Growl (*)
Astonish (*)
Magnitude (*)
Mud Slap (*)
Bulldoze (*)
Dig (*)
Sucker Punch (*)
Fury Swipes (*)
Rock Slide (*)
Reversal (*)
Headbutt (*)
Earthquake (*)
Return (*)
Shadow Claw (*)
Substitute
Diglett (*) (Male)
Nature:Adamant Nature (+Atk, -SpA)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings
Abilities:
Sand Veil (Innate): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage
Arena Trap (Innate): This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sand Force (DW) (Innate): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage
Stats:
HP: 80
Atk: Rank 3 (+)
Def: Rank 1
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 95
Size Class: 1
Weight Class: 1
Base Rank Total: 11
EC: 1/6
MC: 1
DC: 1/5
Attacks:
Scratch (*)
Sand Attack (*)
Growl (*)
Astonish (*)
Magnitude (*)
Mud Slap (*)
Bulldoze (*)
Dig (*)
Sucker Punch (*)
Fury Swipes (*)
Rock Slide (*)
Reversal (*)
Headbutt (*)
Earthquake (*)
Return (*)
Shadow Claw (*)
Substitute
[pimg]331[/pimg]
Cacnea (*) (Male)
Nature: Impish (+Def -SpA)
Type: Grass
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:
Sand Veil (Innate): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage
Water Absorb (DW) (Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 4
Base Rank Total: 14
EC: 2/6
MC: 1
DC: 1/5
Attacks:
Poison Sting (*)
Leer (*)
Absorb (*)
Growth (*)
Leech Seed (*)
Sand Attack (*)
Pin Missile (*)
Ingrain (*)
Sucker Punch
Seed Bomb (*)
Teeter Dance (*)
Grass Whistle (*)
Double Team (*)
Substitute (*)
Swords Dance (*)
Cacnea (*) (Male)
Nature: Impish (+Def -SpA)
Type: Grass
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:
Sand Veil (Innate): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage
Water Absorb (DW) (Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 4
Base Rank Total: 14
EC: 2/6
MC: 1
DC: 1/5
Attacks:
Poison Sting (*)
Leer (*)
Absorb (*)
Growth (*)
Leech Seed (*)
Sand Attack (*)
Pin Missile (*)
Ingrain (*)
Sucker Punch
Seed Bomb (*)
Teeter Dance (*)
Grass Whistle (*)
Double Team (*)
Substitute (*)
Swords Dance (*)
[pimg]454[/pimg]
Hippopotas (*) (Female)
Nature: Careful (+SpD -SpA)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 32
Size Class: 2
Weight Class: 3
Base Rank Total: 15
EC: 2/6
MC: 3
DC: 2/5
Abilities
Sand Stream (Innate): When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command
Sand Force (DW) (Innate): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage
Attacks
Tackle (*)
Sand Attack (*)
Bite (*)
Yawn (*)
Take Down (*)
Dig (*)
Sand Tomb (*)
Body Slam (*)
Slack Off (*)
Whirlwind (*)
Earthquake (*)
Rock Slide (*)
Return (*)
Substitute
Hippopotas (*) (Female)
Nature: Careful (+SpD -SpA)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 32
Size Class: 2
Weight Class: 3
Base Rank Total: 15
EC: 2/6
MC: 3
DC: 2/5
Abilities
Sand Stream (Innate): When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command
Sand Force (DW) (Innate): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage
Attacks
Tackle (*)
Sand Attack (*)
Bite (*)
Yawn (*)
Take Down (*)
Dig (*)
Sand Tomb (*)
Body Slam (*)
Slack Off (*)
Whirlwind (*)
Earthquake (*)
Rock Slide (*)
Return (*)
Substitute
Nohface (Female)
Nature: Jolly (+Spe, -SpA)
Type: Steel/Ghost
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.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 12 (+15%, +5% accuracy)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 1/6
MC: 0
DC: 1/5
Moves:
Scratch
Iron Defense
Lick
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
Fake Out
ShadowStrike
Foul Play
Hex
Psycho Shit
Taunt
Dig
Will-o-Wisp
Rock Slide
and… GOGOGOGOGO
Gerard sends out Mons
Aweshucks sends out mons and orders
Gerard orders
I ref