Engineer Pikachu
Good morning, you bastards!
Only Subway referees and Someoneelse should post in this thread.
Challenge 1
RNG Adjust: —
Doctor Jerry would like to fight!
"I'm going to need to perform a checkup on your Pokemon."
RNG PKMN: 36
RNG ABIL: 2/3
Frillish (F)
Nature: Bold
+1 Def, -1 Atk
Type: Water / Ghost
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Water Absorb:
(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.
Cursed Body:
(Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (DW):
(Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Ability:
Cursed Body
Item:
Mental Herb
Stats:
HP: 90
Atk-: 1
Def+: 3
SpA: 3
SpD: 3
Spe: 40
SC: 2
WC: 3
BST: 14
Attacks:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Hex
Wring Out
Acid Armor
Confuse Ray
Pain Split
Bind
Magic Coat
Toxic
Taunt
Protect
Safeguard
Double Team
Rest
Scald
Will-O-Wisp
Flash
Trick Room
Dive
"Take a deep breath in..."
Trick Room – Scald – Scald
IF (Trick Room is ordered at all) THEN (Use Scald A1)
IF (Double Team) THEN (Bubble and push actions back)
Challenge 1
Battle 1Mode: Singles
Thread: None
Curreny Streak: None
Abilities:
Chandelure: Shadow Tag
Alakazam: Magic Guard
Camerupt: Solid Rock
Items:
Chandelure: Charcoal
Alakazam: Expert Belt
Camerupt: Rare Candy
Chandelure [Wisp] (F)
Nature: Modest (+SAtk, -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 bushfire areas.
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:
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.
Flash Fire:
Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Shadow Tag (DW, unlocked):
Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 7 (+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Acid Armor
Astonish
Calm Mind
Confuse Ray
Curse
Dark Pulse
Double Team
Ember
Endure
Energy Ball
Fire Blast
Fire Spin
Flame Burst
Flamethrower
Haze
Heat Wave
Hex
Hidden Power (Fighting, 7)
Imprison
Incinerate
Memento
Minimize
Night Shade
Overheat
Pain Split
Protect
Psychic
Rest
Safeguard
Shadow Ball
Sleep Talk
Smog
SolarBeam
Substitute
Sunny Day
Taunt
Toxic
Will-O-Wisp
38/62
Alakazam [Someoneelse] (M)
Nature: Modest (+SAtk, -Atk)
Type:
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:
Synchronize:
Innate
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Inner Focus:
Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Magic Guard (DW, unlocked):
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 120
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Ally Switch
Bide
Calm Mind
Confusion
Counter
Disable
Double Team
Encore
Energy Ball
Focus Blast
Guard Split
Hidden Power (Fighting, 7)
Kinesis
Knock Off
Magic Coat
Miracle Eye
Protect
Psybeam
Psychic
Psyshock
Reflect
Recover
Shadow Ball
Teleport
Camerupt [Vesuvius] (M)
Nature: Brave
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 bushfire areas.
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.
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).
Solid Rock (Innate):
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (Innate)(DW, unlocked):
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 34 (-)
-10% Evasion
Size Class: 4
Weight Class: 6
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Amnesia
Bulldoze
Curse
Dig
Double Team
Earthquake
Earth Power
Ember
Eruption
Fire Blast
Flame Burst
Flamethrower
Focus Energy
Growl
Heat Wave
Iron Head
Lava Plume
Magnitude
Protect
Rest
Rock Slide
Sleep Talk
SolarBeam
Stealth Rock
Stone Edge
Substitute
Sunny Day
Tackle
Take Down
Yawn
30/76
RNG Adjust: —
Doctor Jerry would like to fight!
"I'm going to need to perform a checkup on your Pokemon."
RNG PKMN: 36
RNG ABIL: 2/3
Frillish (F)
Nature: Bold
+1 Def, -1 Atk
Type: Water / Ghost
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Water Absorb:
(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.
Cursed Body:
(Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (DW):
(Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Ability:
Cursed Body
Item:
Mental Herb
Stats:
HP: 90
Atk-: 1
Def+: 3
SpA: 3
SpD: 3
Spe: 40
SC: 2
WC: 3
BST: 14
Attacks:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Hex
Wring Out
Acid Armor
Confuse Ray
Pain Split
Bind
Magic Coat
Toxic
Taunt
Protect
Safeguard
Double Team
Rest
Scald
Will-O-Wisp
Flash
Trick Room
Dive
"Take a deep breath in..."
Trick Room – Scald – Scald
IF (Trick Room is ordered at all) THEN (Use Scald A1)
IF (Double Team) THEN (Bubble and push actions back)