Smack Down: The Pokemon hurls an energized rock or other natural materials at its opponent. The energized field disrupts an opponent's flight or levitating capabilities and they come crashing to the ground for six (6) actions. They will be unable to fly or evade Ground-type attacks until the effect wears off. With some effort they can use electromagnetic or ballast capabilities to hover and move; however, they will be stuck low enough to the ground to be effected until Smack Down's effect wears off. Smack Down's effect does not apply to the opponent if it is behind a Substitute or if it is using Roost on the turn that Smack Down is used.
Smack down does not stop Bounce from working, as you can see. Also, in Bounce's description, Smack Down will stop Bounce if the pokemon is in the vulnerable point of using bounce. You did not use smack down while politoed was using bounce, therefore Politoed's attack goes through. Sowwy.
Its been a while since I challenged the Pike. Let's see how my luck goes.
Bronze Thread
Mons;
Cyclohm (Dust) F
Nature: Modest (Adds 1 to Special Attack; Subtracts 1 from Attack)
Type: Electric/Dragon
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 Hyper Beam and Giga Impact 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).
Stats:
HP: 110
Atk: Rank 1(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Bide
Whirlwind
Double Hit
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Slack Off
Dragon Pulse
Hurricane
Weather Ball
Hydro Pump
Magnet Rise
Mud Slap
Signal Beam
Draco Meteor
Endure
Heal Bell
Roar
Toxic
Shock Wave
Flamethrower
Thunderbolt
Double Team
Torment
Surf
Substitute
Protect
Thunder
Ice Beam
Light Screen
Volt Switch
Thunder Wave
Blizzard
Fire Blast
Sunny Day
Charge Beam
Earthquake
Total Moves: 40
Machamp (Randy Savage) M
Nature: Adamant (Adds 1 to Attack; Subtracts 1 from Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Steadfast: (DW) (Innate) 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.
Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Wide Guard
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch
Cross Chop
Bullet Punch
Ice Punch
Thunder Punch
Fire Punch
Endure
Protect
Earthquake
Brick Break
Rock Slide
Smack Down
Stone Edge
Krilowatt (Sir Wattson) M
Nature: Timid (Timid (+15% Speed, +17% Accuracy, -1 Atk)
Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. 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 Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats
HP: 125
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121(+)
Size Class: 1
Weight Class: 2
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Level Up:
Ice Shard
Bubble
Charge
Tackle
Thundershock
Confuse Ray
Imprison
Aqua Jet
Counter
Mirror Coat
Detect
Zap Cannon
Thunder
Hydro Pump
Egg Moves:
Metronome
Sheer Cold
Tutors:
Electroweb
Icy Wind
Helping Hand
5th Gen TMs:
Ice Beam
Thunderbolt
Scald
Protect
Dive
Double Team