Battle Subway Challenge: Someoneelse

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Only Subway referees and Someoneelse should post in this thread.

Challenge 1
Mode: 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
Battle 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)
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus

Wisp (F) @ Charcoal
HP: 100 | EN: 100
Spe: 80 (—)
1 / 3 / 7 / 3 | 2 / 3
Shadow Tag
[
3]
Frillish (F) @ Mental Herb
HP: 90 | EN: 100
Spe: 40 (—)
1 / 3 / 3 / 3 | 2 / 3
Cursed Body

==

Wisp used Sunny Day!
The sun began to shine!
-9 EN

Frillish used Trick Room!
Frillish twisted the dimensions!
-10 EN

==

Frillish used Scald!
RNG Roll (To-Crit) (<=625 Yes) 2879 (No)
(8 + 3 - 3) * 1.5 = 12 DMG
-5 EN

Wisp used Shadow Ball!
RNG Roll (To-Crit) (<=625 Yes) 0447 (Yes)
A critical hit!
(8 + 3 + 5 + 3) * 1.5 = 28.5 DMG
RNG Roll (SpD Dec) (<=2000 Yes) 3363 (No)
RNG Roll (Cursed Body) (<=3000 Yes) 1810 (Yes)
Wisp's Shadow Ball was Disabled!
-5 EN

==

Frillish used Scald!
RNG Roll (To-Crit) (<=625 Yes) 0964 (No)
(8 + 3 - 3) * 1.5 = 12 DMG
-9 EN

Wisp used SolarBeam!
RNG Roll (To-Crit) (<=625 Yes) 4605 (No)
(12 + 5) * 1.5 = 25.5 DMG
-8 EN

==

Wisp (F) @ Charcoal
HP: 76 | EN: 78
Spe: 80 (—)
1 / 3 / 7 / 3 | 2 / 3
Shadow Tag
Disable [Shadow Ball] (4a)
[
3]
Frillish (F) @ Mental Herb
HP: 46 | EN: 76
Spe: 40 (—)
1 / 3 / 3 / 3 | 2 / 3
Cursed Body

Arena: Sunny Day (3r), Trick Room (3r)
 

Someoneelse

Why am I here?
SolarBeam > Flamethrower > SolarBeam
If Dive not in a combo and you are not Taunted and you do not have a Substitute up, Substitute (15).
If Dive not in a combo and you are Taunted, use Energy Ball + Energy Ball that action.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus

"...and a deep exhale out."

Double Team [4] – Toxic – Confuse Ray

==

Wisp (F) @ Charcoal
HP: 76 | EN: 78
Spe: 80 (—)
1 / 3 / 7 / 3 | 2 / 3
Shadow Tag
Disable [Shadow Ball] (4a)
[
3]
Frillish (F) @ Mental Herb
HP: 46 | EN: 76
Spe: 40 (—)
1 / 3 / 3 / 3 | 2 / 3
Cursed Body

Arena: Sunny Day (3r), Trick Room (3r)

==

Frillish used Double Team!
Four clones were created!
-16 EN

Wisp used SolarBeam!
RNG Roll (Clones) (<=2000 Yes) 9873 (No)
A clone dissipated!
-12 EN

==

Frillish used Toxic!
RNG Roll (To-Hit) (<=9000 Yes) 3811 (Yes)
Wisp was badly poisoned!
-7 EN

Wisp used Flamethrower!
RNG Roll (Clones) (<=2500 Yes) 7482 (No)
A clone dissipated!
-6 EN

Wisp was hurt by poison!
1 DMG

==

Frillish used Confuse Ray!
RNG Roll (CNF Dur) (1-33 2 | 34-66 3 | 67-99 4) 79 (4a)
Wisp was confused!
-5 EN

Wisp is confused!
RNG Roll (Hit Self) (<=5000 Yes) 7710 (No)

Wisp used SolarBeam!
RNG Roll (Clones) (<=3333 Yes) 8858 (No)
A clone dissipated!
-8 EN

Wisp was hurt by poison!
1 DMG

==

Wisp (F) @ Charcoal
HP: 74 | EN: 52
Spe: 80 (—)
1 / 3 / 7 / 3 | 2 / 3
Shadow Tag
Disable [Shadow Ball] (1a)
BPSN (2 NR), CNF (3a)
[
3]
Frillish (F) @ Mental Herb
HP: 46 | EN: 48
Spe: 40 (—)
1 / 3 / 3 / 3 | 2 / 3
Cursed Body
Double Team [1]

Arena: Sunny Day (2r), Trick Room (2r)

==

"I need to test your responses to certain attacks..."

Pain Split – chill – Hex
[ONCE] IF (Grass-Type Damaging Combination is used) THEN (Use Double Team [3] and push actions back)
IF (A non-consecutive Protective / Evasive Action is used on Pain Split) THEN (chill and push actions back)
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus

Wisp (F) @ Charcoal
HP: 74 | EN: 52
Spe: 80 (—)
1 / 3 / 7 / 3 | 2 / 3
Shadow Tag
Disable [Shadow Ball] (1a)
BPSN (2 NR), CNF (3a)
[
3]
Frillish (F) @ Mental Herb
HP: 46 | EN: 48
Spe: 40 (—)
1 / 3 / 3 / 3 | 2 / 3
Cursed Body
Double Team [1]

Arena: Sunny Day (2r), Trick Room (2r)

==

Frillish used Pain Split!
The battlers shared their pain!
Both Pokemon are at 60 HP!
-15.3 EN

Chandelure is confused!
RNG Roll (Hit Self) (<=5000 Yes) 2966 (Yes)

Chandelure hit itself in its confusion!
(4 - 3) * 1 = 1 DMG
-3 EN

Chandelure was hurt by poison!
2 DMG

==

Frillish chilled!
+12 EN

Chandelure is confused!
RNG Roll (Hit Self) (<=5000 Yes) 8153 (No)

Chandelure used Heat Wave!
RNG Roll (To-Hit) (<=9000 Yes) 9078 (No)
The attack missed!
-6 EN

Chandelure was hurt by poison!
2 DMG

==

Frillish used Hex!
RNG Roll (To-Crit) (<=625 Yes) 9068 (No)
(10 + 3) * 1.5 = 19.5 DMG
-6 EN

Chandelure used Shadow Ball!
RNG Roll (Clones) (<=5000 Yes) 1351 (Yes)
RNG Roll (To-Crit) (<=625 Yes) 2796 (No)
(8 + 3 + 5) * 1.5 = 24 DMG
The clones dissipated!
RNG Roll (SpD Dec) (<=2000 Yes) 9677 (No)
RNG Roll (Cursed Body) (<=3000 Yes) 248 (Yes)
Chandelure's Shadow Ball was Disabled!
-5 EN

Chandelure was hurt by poison!
2 DMG

==

Wisp (F) @ Charcoal
HP: 33 | EN: 38
Spe: 80 (—)
1 / 3 / 7 / 3 | 2 / 3
Shadow Tag
Disable [Shadow Ball] (5a)
BPSN (3 NR)
[
3]
Frillish (F) @ Mental Herb
HP: 36 | EN: 39
Spe: 40 (—)
1 / 3 / 3 / 3 | 2 / 3
Cursed Body

Arena: Sunny Day (1r), Trick Room (1r)
 

Someoneelse

Why am I here?
Rest > Sleep Talk (SolarBeam | Energy Ball | Dark Pulse | Fire Blast) > Sleep Talk (SolarBeam | Energy Ball | Fire Blast | Dark Pulse)
If you are Taunted when you would use Rest A1, use SolarBeam + SolarBeam that action and change all subsequent actions to Chill.
If you are awake when you would act A2 or A3, Chill the first time, Energy Ball the second time.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus

"Exhausted already? I still have a few checkups to do."

Scald – Mega Hex – cooldown / Mega Hex

==

Wisp (F) @ Charcoal
HP: 33 | EN: 38
Spe: 80 (—)
1 / 3 / 7 / 3 | 2 / 3
Shadow Tag
Disable [Shadow Ball] (5a)
BPSN (3 NR)
[
3]
Frillish (F) @ Mental Herb
HP: 36 | EN: 39
Spe: 40 (—)
1 / 3 / 3 / 3 | 2 / 3
Cursed Body

Arena: Sunny Day (1r), Trick Room (1r)

==

Frillish used Scald!
RNG Roll (To-Crit) (<=625 Yes) 4613 (No)
(8 + 3 - 3) * 1.5 = 12 DMG
-5 EN

Wisp used Rest!
Wisp cured itself of statuses!
Wisp fell asleep!
-15 EN

Wisp is fast asleep.
+12 HP

==

Wisp is fast asleep.

Wisp used Sleep Talk!
RNG Roll (Attack) (1 | 2 | 3 | 4) 7170 (3)
-3 EN

Wisp used Dark Pulse!
RNG Roll (To-Crit) (<=625 Yes) 7969 (No)
(8 + 5) * 1.5 = 19.5 DMG
RNG Roll (To-Flinch) (<=2000 Yes) 9701 (No)
-6 EN

Frillish used Mega Hex!
RNG Roll (To-Crit) (<=625 Yes) 5060 (No)
(10 * 2.25 + 3) * 1.5 = 38.25 DMG
Wisp's SLP counter was lowered!
-30.5 EN

Wisp fainted!

==

Wisp (F) @ Charcoal
HP: KO | EN: 14
Spe: 80 (—)
1 / 3 / 7 / 3 | 2 / 3
Shadow Tag
Disable [Shadow Ball] (3a)
RST (1a)
[
3]
Frillish (F) @ Mental Herb
HP: 16 | EN: 3
Spe: 40 (—)
1 / 3 / 3 / 3 | 2 / 3
Cursed Body

Arena: N/A

==

"Make another appointment when you're ready. I won't have any more of this now."

Final Streak: 0
Continuable: No

Someoneelse: 0 CC
- Wisp: 3 MC

Engineer
2+(2) = 4 UC

Cheers!
 
Challenge #2

Mode: Singles
Thread: Yo.
Current Streak: None

Abilities:
Chandelure: Shadow Tag
Alakazam: Magic Guard
Camerupt: Solid Rock

Items:
Chandelure: Exp. Share
Alakazam: Expert Belt
Camerupt: Rare Candy


Chandelure [Wisp] (F)
Nature: Modest
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 (Passive):
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 (Passive):
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 (Passive) (DW, unlocked):
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
Captivate
Clear Smog
Confuse Ray
Curse
Dark Pulse
Double Team
Ember
Endure
Energy Ball
Fire Blast
Fire Spin
Flame Burst
Flame Charge
Flamethrower
Haze
Heat Wave
Hex
Hidden Power (Fighting, 7)
Hyper Beam
Imprison
Incinerate
Inferno
Memento
Minimize
Night Shade
Overheat
Pain Split
Protect
Psychic
Psych Up
Rest
Safeguard
Shadow Ball
Sleep Talk
Smog
SolarBeam
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Toxic
Will-O-Wisp
46/62

Alakazam [Someoneelse] (M)
Nature: Modest
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 (Passive):
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 (Passive):
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 (Passive) (DW, unlocked):
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
Light Screen
Magic Coat
Miracle Eye
Protect
Psybeam
Psychic
Psyshock
Reflect
Recover
Shadow Ball
Skill Swap
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 (Passive):
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 (Passive):
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 (Passive) (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
Body Slam
Bulldoze
Curse
Dig
Double Team
Earthquake
Earth Power
Ember
Endure
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
32/76
Battle 1:
RNG Adjust: 0%


Roughneck Travis would like to battle!
"You wanna go?"

RNG Roll for Pokemon: 8/50 (Liepard)
RNG Roll for Ability: 2/3 (Unburden)


Liepard (M)

Nature: Quiet
+1 SpA, -15% Speed, -10% Evasion

Type: Dark
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Limber:
(Passive) This Pokemon’s body is well trained and immune to paralysis.

Unburden:
(Passive) 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.

Prankster (DW):
(Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Item:
Leftovers

Stats:
HP: 100
Atk: 3
Def: 2
SpA+: 4
SpD: 2
Spe-: 90
SC: 2
WC: 3
BST: 17

Attacks:
Scratch
Growl
Assist
Sand-attack
Fury Swipes
Pursuit
Torment
Fake Out
Hone Claws
Snatch
Nasty Plot

Charm
Fake Tears
Encore
Foul Play
Yawn

Dark Pulse
Spite

Toxic
Hidden Power Fighting 7
Taunt
Protect
Shadow Ball
Double Team
Torment
Thunder Wave
Psych Up
Grass Knot
Substitute




Liepard (M)
HP: 100
En: 100
Ranks: 3/2/4/2
Speed: 90
SC/WC: 2/3
Ability: Unburden
Item: Leftovers
Stats: -10% Eva
Status: N/A
Other: N/A


"Let's get this over with!"

Dark Pulse ~ Shadow Ball ~ Dark Pulse
[DO ONCE] IF (Imprison is used) THEN (use Taunt)
[DO ONCE] IF (Flame Charge is used) THEN (use Thunder Wave)​
 

Someoneelse

Why am I here?
Taunt > Imprison (Dark Pulse | Shadow Ball | Protect) > Hidden Power (Fighting, 7)
If you flinch, push actions back.
 

Chandelure (F)
HP: 90
En: 100
Ranks: 1/3/7/3
Speed: 80
SC/WC: 2/3
Ability: Shadow Tag
Item: Exp. Share
Stats: N/A
Status: N/A
Other: N/A


Liepard (M)
HP: 100
En: 100
Ranks: 3/2/4/2
Speed: 90
SC/WC: 2/3
Ability: Unburden
Item: Leftovers
Stats: -10% Eva
Status: N/A
Other: N/A


Action 1:
Liepard used Dark Pulse!
RNG Roll (Crit) [<=625 Crit]: 4053/10000 (No)
(8+3+(6-4.5))*1.5 = 18.75 damage
RNG Roll (Effect) [<=2000 Effect]: 2695/10000 (No)
-5 energy
Chandelure used Taunt!
Other Change: Taunt (Liepard)
-10 energy

Action 2:
Liepard used Taunt!
Failed
Chandelure used Imprison!
Other Change: Imprison (Liepard)
-8 energy

Action 3:
Liepard used Struggle!
RNG Roll (Crit) [<=625 Crit]: 4790/10000 (No)
(5+(4.5-4.5)) = 5 damage
-2 HP due to recoil (Liepard)
-5 energy
Chandelure used Hidden Power!
RNG Roll (Crit) [<=625 Crit]: 7814/10000 (No)
(7+(9.5-3))*1.5 = 20.25 damage
-5 energy
Post-action:
+1 HP due to Leftovers (Liepard)



Chandelure (F)
HP: 66
En: 77
Ranks: 1/3/7/3
Speed: 80
SC/WC: 2/3
Ability: Shadow Tag
Item: Exp. Share
Stats: N/A
Status: N/A
Other: N/A


Liepard (M)
HP: 79
En: 90
Ranks: 3/2/4/2
Speed: 90
SC/WC: 2/3
Ability: Unburden
Item: Leftovers
Stats: -10% Eva
Status: N/A
Other: Taunt (4a), Imprison (Dark Pulse/Shadow Ball/Protect, 5a)
 

"Darn you..!"

Foul Play+Foul Play ~ Cooldown (Foul Play) ~ Foul Play+Foul Play

-----------


Chandelure (F)
HP: 66
En: 77
Ranks: 1/3/7/3
Speed: 80
SC/WC: 2/3
Ability: Shadow Tag
Item: Exp. Share
Stats: N/A
Status: N/A
Other: N/A


Liepard (M)
HP: 79
En: 90
Ranks: 3/2/4/2
Speed: 90
SC/WC: 2/3
Ability: Unburden
Item: Leftovers
Stats: -10% Eva
Status: N/A
Other: Taunt (4a), Imprison (Dark Pulse/Shadow Ball/Protect, 5a)


Action 1:
Chandelure used Flame Charge!
RNG Roll (Crit) [<=625 Crit]: 5320/10000 (No)
(5+3+(1.5-3)) = 6.5 damage
Stat Change: +1 Spe (Chandelure)
-3 energy
Liepard used Foul Play+Foul Play!
RNG Roll (Crit) [<=625 Crit]: 6566/10000 (No)
(22.5+3+(1.5-4.5))*1.5 = 33.75 damage
-30.5 energy
Post-action:
+1 HP due to Leftovers (Liepard)

Action 2:
Chandelure used Fire Blast!
RNG Roll (Hit) [<=9500 Hit]: 7678/10000 (Hit)
RNG Roll (Crit) [<=625 Crit]: 5369/10000 (No)
(12+3+(9.5-3)) = 21.5 damage
RNG Roll (Effect) [<=1000 Effect]: 1083/10000 (No)
-7 energy
Post-action:
+1 HP due to Leftovers (Liepard)

Action 3:
Chandelure used Hidden Power!
RNG Roll (Crit) [<=625 Crit]: 7106/10000 (No)
(7+(9.5-3))*1.5 = 20.25 damage
-5 energy
Liepard used Foul Play+Foul Play!
RNG Roll (Crit) [<=625 Crit]: 2298/10000 (No)
(22.5+3+(1.5-4.5))*1.5 = 33.75 damage
Chandelure fainted!
-58.5 energy
Post-action:
+1 HP due to Leftovers (Liepard)



Chandelure (F)
HP: KO
En: KO
Ranks: 1/3/7/3
Speed: 80
SC/WC: 2/3
Ability: Shadow Tag
Item: Exp. Share
Stats: N/A
Status: N/A
Other: N/A


Liepard (M)
HP: 34
En: 1
Ranks: 3/2/4/2
Speed: 90
SC/WC: 2/3
Ability: Unburden
Item: Leftovers
Stats: -10% Eva
Status: N/A
Other: Taunt (1a), Imprison (Dark Pulse/Shadow Ball/Protect, 2a)

-----------


"Take that!"

Rewards:
Someoneelse: 0 CC
- Chandelure: 3 MC
Elevator Music: 4 UC

You may rechallenge in exactly one week.
 
[Singles] Challenge #3

Name: EGG BANANA HAMMOCK Warning: Trou
Thread: DerpDerpDerpDerpDerpDerp
Format: Singles
Streak: Ha! No.
Pokemon:

Infernape [Mischief] (M)
Nature: Lonely
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.

Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Blaze (Passive):
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Iron Fist (Passive) (DW, unlocked):
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 108
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Attacks:

Acrobatics
Brick Break
Bulldoze
Calm Mind
Close Combat
Counter
Dig
Earthquake
Ember
Fake Out
Fire Punch
Flame Wheel
Flare Blitz
Focus Energy
Fury Swipes
Grass Knot
Leer
Nasty Plot
Protect
Quick Guard
Scratch
Shadow Claw
Slack Off
SolarBeam
Stealth Rock
Stone Edge
Taunt
ThunderPunch
Torment
U-turn
30/100

Swampert* [Flood] (M)
Nature: Adamant
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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:
Torrent (Passive):
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (Passive) (DW, unlocked):
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 5
DC: 5/5

Attacks:

Avalanche*
Bide*
Bite*
Brick Break
Counter
Dig
Double-Edge*
Double Team
Earthquake
Endeavor
Foresight*
Growl*
Mirror Coat
Mud Bomb
Mud-Slap*
Mud Shot
Mud Sport*
Protect
Rain Dance
Roar
Rock Slide*
Rock Smash
Substitute
Tackle*
Toxic
Waterfall*
Water Gun*

23/94

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 (Passive):
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 (Passive):
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 (Passive) (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
Attract
Body Slam
Bulldoze
Curse
Dig
Double Team
Earthquake
Earth Power
Ember
Endure
Eruption
Fire Blast
Flame Burst
Flamethrower
Focus Energy
Giga Impact
Growl
Heat Wave
Hidden Power (Ice, 7)
Iron Head
Lava Plume
Magnitude
Protect
Rest
Rock Polish
Rock Slide
Sleep Talk
SolarBeam
Stealth Rock
Stone Edge
Substitute
Sunny Day
Tackle
Take Down
Toxic
Will-O-Wisp
Yawn
38/77

Note: Gets Charm also (Numel XD Purification)
Battle 1:
RNG Adjust: 0%


School Kid George would like to battle!
"I've been studying a lot!"

RNG Roll for Pokemon: 3/50 (Pignite)
RNG Roll for Ability: 2/2 (Thick Fat)


Pignite (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Fire/Fighting
Fire STAB; immune to burn, 50% reduction in freeze chance, 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.

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Blaze:
(Passive) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Thick Fat (DW):
(Passive) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Item:
Fire Gem

Stats:
HP: 100
Atk+: 4
Def: 2
SpA-: 2
SpD: 2
Spe: 55
SC: 2
WC: 4
BST: 15

Attacks:
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Head Smash
Flare Blitz

Body Slam
Heavy Slam
Magnitude
Superpower
Curse

Endeavor
ThunderPunch

Frustration
Brick Break
Facade
Low Sweep
Work Up
Wild Charge



Pignite (M)
HP: 100
En: 100
Ranks: 4/2/2/2
Speed: 55
SC/WC: 2/4
Ability: Thick Fat
Item: FIre Gem (5 uses)
Stats: N/A
Status: N/A
Other: N/A


"I don't think we can win, but we'll give it our best!"

Magnitude ~ Body Slam ~ Magnitude
IF (Counter is used) THEN (use Smog)​
 

Infernape (M)
HP: 100
En: 100
Ranks: 5/2/4/3
Speed: 108
SC/WC: 3/4
Ability: Iron Fist
Item: Exp. Share
Stats: N/A
Status: N/A
Other: N/A


Pignite (M)
HP: 100
En: 100
Ranks: 4/2/2/2
Speed: 55
SC/WC: 2/4
Ability: Thick Fat
Item: FIre Gem (5 uses)
Stats: N/A
Status: N/A
Other: N/A


Action 1:
Infernape used Fake Out!
RNG Roll (Crit) [<=625 Crit]: 8270/10000 (No)
(4+(7.5-3)) = 8.5 damage
-4 energy
Pignite flinched!

Action 2:
Infernape burrowed its way under the ground!
Pignite used Body Slam!
Missed
-6.333 energy
Infernape used Dig!
RNG Roll (Crit) [<=625 Crit]: 3894/10000 (No)
(8+(7.5-3))*1.5 = 18.75 damage
-10 energy

Action 3:
Infernape used Earthquake!
RNG Roll (Crit) [<=625 Crit]: 9760/10000 (No)
(10+(7.5-3))*1.5 = 21.75 damage
-7 energy
Pignite used Magnitude!
RNG Roll (Magnitude) [1 (4)|2-3 (5)|4-7 (6)|8-13 (7)|14-17 (9)|18-19 (10)|20 (11)]: 14 (9)
RNG Roll (Crit) [<=625 Crit]: 2174/10000 (No)
(9+(6-3))*1.5 = 18 damage
-6 energy



Infernape (M)
HP: 82
En: 79
Ranks: 5/2/4/3
Speed: 108
SC/WC: 3/4
Ability: Iron Fist
Item: Exp. Share
Stats: N/A
Status: N/A
Other: N/A


Pignite (M)
HP: 51
En: 88
Ranks: 4/2/2/2
Speed: 55
SC/WC: 2/4
Ability: Thick Fat
Item: FIre Gem (5 uses)
Stats: N/A
Status: N/A
Other: N/A
 

Someoneelse

Why am I here?
Torment > Bulldoze > Earthquake
If Pignite uses Endeavor not in a combo and you are faster, use Dig and push actions back.
 

"Let's just get this over with."

Endeavor ~ Endeavor ~ Endeavor

-----------


Infernape (M)
HP: 82
En: 79
Ranks: 5/2/4/3
Speed: 108
SC/WC: 3/4
Ability: Iron Fist
Item: Exp. Share
Stats: N/A
Status: N/A
Other: N/A


Pignite (M)
HP: 51
En: 88
Ranks: 4/2/2/2
Speed: 55
SC/WC: 2/4
Ability: Thick Fat
Item: Fire Gem (5 uses)
Stats: N/A
Status: N/A
Other: N/A


Action 1:
Infernape burrowed its way under the ground!
Pignite used Endeavor!
Missed
-16.122 energy
Infernape used Dig!
RNG Roll (Crit) [<=625 Crit]: 3192/10000 (No)
(8+(7.5-3))*1.5 = 18.75 damage
-10 energy

Action 2:
Infernape burrowed its way under the ground!
Pignite used Endeavor!
Missed
-26.244 energy
Infernape used Dig!
RNG Roll (Crit) [<=625 Crit]: 3192/10000 (No)
(8+(7.5-3))*1.5 = 18.75 damage
-14 energy

Action 3:
Infernape burrowed its way under the ground!
Pignite used Endeavor!
Missed
-36.367 energy
Infernape used Dig!
RNG Roll (Crit) [<=625 Crit]: 3192/10000 (No)
(8+(7.5-3))*1.5 = 18.75 damage
Pignite fainted!
-18 energy



Infernape (M)
HP: 82
En: 37
Ranks: 5/2/4/3
Speed: 108
SC/WC: 3/4
Ability: Iron Fist
Item: Exp. Share
Stats: N/A
Status: N/A
Other: N/A


Pignite (M)
HP: KO
En: KO
Ranks: 4/2/2/2
Speed: 55
SC/WC: 2/4
Ability: Thick Fat
Item: Fire Gem (5 uses)
Stats: N/A
Status: N/A
Other: N/A

-----------


"You're way stronger than we are."
 
Battle 2:
RNG Adjust: 0%


Swimmer Abigail would like to battle!
"This looks like a good way to have fun."

RNG Roll for Pokemon: 6/50 (Dewott)
RNG Roll for Ability: 1/2 (Torrent)


Dewott (F)

Nature: Adamant
+1 Atk, -1 SpA

Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent:
(Passive) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Shell Armor (DW):
(Passive) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Item:
Water Gem

Stats:
HP: 100
Atk+: 4
Def: 2
SpA-: 2
SpD: 2
Spe: 60
SC: 2
WC: 2
BST: 15

Attacks:
Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge

Air Slash
Brine
Night Slash
Trump Card
Screech

Aqua Tail
Iron Tail

Taunt
Rain Dance
Return
Dig
Aerial Ace
Facade
Swords Dance
X-scissor
Swagger
Substitute
Waterfall
Dive



Dewott (F)
HP: 100
En: 100
Ranks: 4/2/2/2
Speed: 60
SC/WC: 2/2
Ability: Torrent
Item: Water Gem (5 uses)
Stats: N/A
Status: N/A
Other: N/A


"You ready?"

Razor Shell [GEM] ~ Aqua Tail [GEM]~ Razor Shell [GEM]
IF (Counter is used) THEN (use Water Pulse [GEM])
IF (a damaging evasive move is used) THEN (use Dive)​
 

Infernape (M)
HP: 100
En: 100
Ranks: 5/2/4/3
Speed: 108
SC/WC: 3/4
Ability: Iron Fist
Item: Exp. Share
Stats: N/A
Status: N/A
Other: N/A


Dewott (F)
HP: 100
En: 100
Ranks: 4/2/2/2
Speed: 60
SC/WC: 2/2
Ability: Torrent
Item: Water Gem (5 uses)
Stats: N/A
Status: N/A
Other: N/A


Action 1:
Infernape used ThunderPunch!
RNG Roll (Crit) [<=625 Crit]: 893/10000 (No)
(8+2+(7.5-3))*1.5 = 21.75 damage
RNG Roll (Effect) [<=1000 Effect]: 89/10000 (Effect)
Status Change: 15% PAR (Dewott)
-6 energy
Dewott used Razor Shell!
RNG Roll (PAR) [<=1500 PAR]: 1244/10000 (PAR)
Dewott was fully paralyzed! [-5% PAR]

Action 2:
Infernape used Fake Out!
RNG Roll (Crit) [<=625 Crit]: 6049/10000 (No)
(4+(7.5-3)) = 8.5 damage
-4 energy
Dewott flinched!

Action 3:
Infernape used ThunderPunch!
RNG Roll (Crit) [<=625 Crit]: 3767/10000 (No)
(8+2+(7.5-3))*1.5 = 21.75 damage
RNG Roll (Effect) [<=1000 Effect]: 166/10000 (Effect)
Status Change: 15% PAR (Dewott)
-6 energy
Dewott used Razor Shell!
RNG Roll (PAR) [<=1500 PAR]: 4241/10000 (No)
RNG Roll (Hit) [<=9500 Hit]: 3699/10000 (No)
RNG Roll (Crit) [<=625 Crit]: 1391/10000 (No)
(8+3+3+(6-3))*1.5 = 25.5 damage [-1 Water Gem use]
RNG Roll (Effect) [<=5000 Effect]: 4487/10000 (Effect)
Stat Change: -1 Def (Infernape)
-5 energy



Infernape (M)
HP: 74
En: 84
Ranks: 5/2/4/3
Speed: 108
SC/WC: 3/4
Ability: Iron Fist
Item: Exp. Share
Stats: -1 Def
Status: N/A
Other: N/A


Dewott (F)
HP: 48
En: 95
Ranks: 4/2/2/2
Speed: 60 (15)
SC/WC: 2/2
Ability: Torrent
Item: Water Gem (4 uses)
Stats: N/A
Status: PAR (10%)
Other: N/A
 

Someoneelse

Why am I here?
SolarBeam > ThunderPunch > ThunderPunch
If Dewott uses Dive not in a combo and you did not use SolarBeam last action, use [SolarBeam + SolarBeam] and push actions back. This substitution takes priority.
If Dewott uses a damaging Water-type move not in a combo, use Dig and push actions back.
 

"Dewott, don't cramp up!"

Dig ~ Waterfall [GEM] ~ Waterfall+Waterfall [GEM]

-----------


Infernape (M)
HP: 74
En: 84
Ranks: 5/2/4/3
Speed: 108
SC/WC: 3/4
Ability: Iron Fist
Item: Exp. Share
Stats: -1 Def
Status: N/A
Other: N/A


Dewott (F)
HP: 48
En: 95
Ranks: 4/2/2/2
Speed: 60 (15)
SC/WC: 2/2
Ability: Torrent
Item: Water Gem (4 uses)
Stats: N/A
Status: PAR (10%)
Other: N/A


Action 1:
Infernape absorbed light!
Dewott burrowed its way under the ground!
Infernape used SolarBeam!
Missed
-8 energy
Dewott used Dig!
RNG Roll (PAR) [<=1000 PAR]: 2314/10000 (No)
RNG Roll (Crit) [<=625 Crit]: 5187/10000 (No)
(8+(6-3))*1.5+2 = 18.5 damage
-10 energy

Action 2:
Infernape used ThunderPunch!
RNG Roll (Crit) [<=625 Crit]: 427/10000 (Crit)
(8+3+2+(7.5-3))*1.5 = 26.25 damage
RNG Roll (Effect) [<=1000 Effect]: 8606/10000 (No)
-6 energy
Dewott used Waterfall!
RNG Roll (PAR) [<=1000 PAR]: 1073/10000 (No)
RNG Roll (Crit) [<=625 Crit]: 5973/10000 (No)
(8+3+3+2+(6-3))*1.5+2 = 30.5 damage [-1 Water Gem use]
-5 energy

Action 3:
Infernape used ThunderPunch!
RNG Roll (Crit) [<=625 Crit]: 8791/10000 (No)
(8+2+(7.5-3))*1.5 = 21.75 damage
Dewott fainted!
-10 energy



Infernape (M)
HP: 25
En: 60
Ranks: 5/2/4/3
Speed: 108
SC/WC: 3/4
Ability: Iron Fist
Item: Exp. Share
Stats: N/A
Status: N/A
Other: N/A


Dewott (F)
HP: KO
En: KO
Ranks: 4/2/2/2
Speed: 60 (15)
SC/WC: 2/2
Ability: Torrent
Item: Water Gem (3 uses)
Stats: N/A
Status: PAR (5%)
Other: N/A

-----------


"What?! No way!!"
 
Battle 3:
RNG Adjust: 1%


Black Belt Kevin would like to battle!
"Do you wish to spar with us?"

RNG Roll for Pokemon: 16/50 (Gurdurr)
RNG Roll for Ability: 2/3 (Sheer Force)


Gurdurr (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Guts:
(Passive) 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.

Sheer Force:
(Toggle) This Pokemon can energize all its attacks with secondary effect chances less than 100%. There is no default effect. When toggled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Iron Fist (DW):
(Passive) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Item:
Leftovers

Stats:
HP: 100
Atk+: 5
Def: 3
SpA-: 1
SpD: 2
Spe: 40
SC: 2
WC: 3
BST: 16

Attacks
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Hammer Arm
Focus Punch

Counter
Drain Punch
Foresight
Mach Punch
Wide Guard

Ice Punch
ThunderPunch

Bulk Up
Taunt
Protect
Frustration
Smack Down
Return
Dig
Brick Break
Double Team
Facade
Payback
Stone Edge
Rock Slide
Substitute
Strength



Gurdurr (M)
HP: 100
En: 100
Ranks: 5/3/1/2
Speed: 40
SC/WC: 2/3
Ability: Sheer Force (Off)
Item: Leftovers
Stats: N/A
Status: N/A
Other: N/A


"Prepare yourself!"

[Toggle Sheer Force] Hammer Arm ~ Rock Slide ~ Hammer Arm
IF (Counter is used) THEN (use Bulk Up)
IF (Dig is used) THEN (use Dig)​
 

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