Cyclohm (M) Nature: Modest (+1 SpA, -1 Atk) Type: 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. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: 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.) Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Item: Expert Belt
*Gallade (Ragnarok) Male*
Type: 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Fighting: STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round. Justified: (Dreamworld)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
need a quick fix so i can doublecheck end of round totals, but phazing moves actually dont affect screens, since they are a field based move, as opposed to a temporary pokemon based effect. So Light Screen should still be up.
Earthquake - Chill - Bulldoze
IF Slack Off, switch actions to Snatch - Chill - Earthquake, starting on the action Slack off was used, Dont start this chain 2 actions in a row
IF Magnet Rise, Switch any instances of Earthquake or Bulldoze that come after it, to Ice punch
Cyclohm (M) HP: 37 EN: 54 Ability: Shield Dust Effects: -1 Spd (46) Status: BADLY POISONED - 4 damage per action, increasing over time
"Time to rip you from limb to limb!"
Dragon Pulse ~ Ice Beam ~ Dragon Pulse Sub: IF Gallade uses a damaging Ground-type move AND you aren't under the effects of Taunt, THEN use Magnet Rise once. Sub: IF Gallade uses a damaging Ice-type combination, THEN use Draco Meteor + Draco Meteor.
I swear to god if that 5% gets rolled im going to find your firstborn son on his wedding day and will bleed his bride out in front of both him you and you while i drink the tears of the innocent. lolno i just hope it doesnt happen :)
Gliscor (M) Nature: Jolly (+15% Spe, +14% Acc, -1 SpA) Type: 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. 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: Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. 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. Poison Heal (DW): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Ice Punch - Icy Wind - Ice Punch
IF Counter when you would Ice Punch, Use Reflect the first time, Icy Wind the 2nd, and Chill the 3rd, pushing down each time
IF Agility, and its evasive, Icy Wind that action and push down, but not twice in a row, but if it's boosting, Taunt that action and push down
Im not 100% on the legality of that 2nd sub, if it turns out its no good, itd be nice to redo it :x