Magcargo (F) Nature: Modest (+1 SpA, -1 Atk) Type: Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1). Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Weak Armor (DW): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Jynx (F) Nature: Modest (+1 SpA, -1 Atk) Type: Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. 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 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.
Abilities: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Forewarn: (Innate): This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution. Dry Skin (DW): (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Jynx used Lovely Kiss - 7 energy
To hit (3774) - Yes
Duration: 2/3 - Deep Sleep
Poli is fast asleep!
Jynx used Psychic - 5,5 energy
To crit (8572) - No
To lower Sp.Def (183) - Yes
(9 + 3 + 3)*1,5 = 22,5 damage
Poli woke up!
Poli used Focus Blast - 7 energy
To hit (7465) - No
Geez, even in ASB that thing just cant hit
(Sorry, had to comment on that)
Jynx used Energy Ball - 6 energy
To crit (3284) - No
To lower Sp.Def (5532) - No
(8 + 3)*1,5 + 1,75 = 18,25 damage
Poli used Surf - 6 energy
To crit (3664) - No
(10 + 3 + 1,5) = 14,5 damage
Psychic -> Energy Ball -> Psychic
If Mind-Reader AND Sweet Kiss was not previously used, use Sweet Kiss that action, but only once.
If Rain-Dance, use Fake-Out the first time and Lovely Kiss the second.
Bonus Sub: If Endure, use Sweet Kiss that action.
Only Imanalt and LupusAter should post in this thread.
Imanalt will challenge the Rank 1 Hall with Cupra, using Shield Dust!
Cupra (bug2) [Male]
Nature: Sassy (+1 Special defense, -15% Speed, -10% Evasion)
Bug: Bug STAB: more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). 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 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.
Shield Dust: (innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Keen Eye: (innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent's evasion and the Pokemon's own accuracy.
Illusion (DW-LOCKED): (innate)Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Pokemon roll: 1/5 Breezi Lazily drifting in the wind... how peaceful!
Ability roll: 2/3 Vital Spirit Do not mistake relaxation for laziness!
Breezi (F) Nature: Modest (+1 SpA, -1 Atk) Type: Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move. Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently. Unburden (DW): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item.
We shall go with the flow...
Shadow Ball- Shadow Ball- Encore.
90 HP- 100%
90 HP- 100%
Breezi Shadow Ball (hit 1122 no crit) (8+1,5)*1,5= 13,5 dmg -6 en
Cupra Psychic (hit 6258 no crit 3322 no drop) (7+3+1,5)= 17,25 dmg -5 en
Breezi Shadow Ball (hit 4959 no crit) (8+1,5)*1,5= 13,5 dmg -10 en
Cupra Psychic (hit 9935 no crit 2460 no drop) (7+3+1,5)= 17,25 dmg -9 en
Breezi Encore -10 en
Cupra Psychic (hit 4906 no crit 7345 no drop) (7+3+1,5)= 17,25 dmg -13 en