DarkSlay
Guess who's back? Na na na! *breakdances*
Welcome ladies and gentlemen to an exciting episode of POKEMON BATTLES! This is a special episode, where you will witness a BRAWL between twelve fine Pokemon from two good trainers! Let's see what we have in store today:
RAGNAROKALEX'S TEAM:
Porygon-Z (Hacketia)
Nature: Modest
Type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Adaptability:
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download:
Type: Innate
At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic: (Dreamworld)
Type: Can be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 90
EC: 9/9
MC: 0
DC: 5/5
Attacks:
COnversion
Conversion2
Tackle
Sharpen
Agility
Psybeam
Recover
Magnet Rise
Signal Beam
Tri Attack
Magic Coat
Defense Curl
Trick Room
Nasty Plot
Swift
Protect
Hyper Beam
Psychic
Shadow Ball
Thunder Wave
Thunderbolt
Ice Beam
Dark Pulse
Zweilous (Kormahs) Male
Nature: Rash
Type: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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:
Hustle:
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 58
EC: 5/9
MC: 6
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Crunch
Roar
Double Hit
Dark Pulse
Earth Power
Ice Fang
Draco Meteor
Protect
Thunder Wave
Work Up
Taunt
Fidgit (Ryversha) Female
Nature: Bold
Type: 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.
Ground: STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Persistent:
Type: (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:
Type: (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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster: (DreamWorld)
Type: (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
HP: 100
Atk: Rank 2 (-)
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 105
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Comet Punch
Magic Room
Wonder Room
Gravity
Heal Block
Earth Power
Wish
Disable
Toxic
Venoshock
Reflect
Taunt
Substitute
Protect
Light Screen
Gastly (Maltia) Female
Nature:
Timid (+Spe, +29% Flat Accuracy Boost, -Att)
Type:
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.
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.
Abilities:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+) (+29% Flat Accuracy boost)
EC: 7/9
MC: 0
Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Disable
Will o Wisp
Perish Song
Psychic
Substitute
Venoshock
Octillery (Feralyn) Female
Nature: Quiet
Type: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Hustle:
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper:
Type: Innate
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody:(Dreamworld)
Type: Innate
This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 38 (-) (-10% Evasion)
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Water Gun
Lock on
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Signal Beam
Ice Beam
Soak
Octazooka
Gunk Shot
Constrict
Wring Out
Water Spout
Rock Blast
Thunder Wave
Endure
Bounce
Flamethrower
Psychic
Protect
Monferno (Malspar) Male
Nature: Naughty
Type: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.
Abilities:
Blaze:
Type: Innate
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:(Dreamworld)
Type: Innate
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)
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 81
EC: 6/9
MC: 2
DC: 5/5
Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Acrobatics
Flamethrower
Mach Punch
Slack Off
Close Combat
Thunderpunch
Firepunch
Encore
Dig
Will o Wisp
Acrobatics
Grass Knot
Shadow Claw
KAXTAR'S TEAM
Elekid (M)
Nature: Rash (Adds One Rank to Special Attack, Subtracts One Rank from Special Defense)
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.
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
EC: 2/9
MC: 0
DC: 1/5
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.
Vital Spirit (DW): (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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
Thunderbolt
Psychic
Hidden Power Grass
Thunder Wave
Substitute
Counter
Magnet Rise
Signal Beam
Cross Chop
Fire Punch
Ice Punch
Pupitar (M)
Nature: Bashful (No Effect)
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 51
EC: 4/9
MC: 2
DC: 1/5
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Crunch
Earthquake
Dragon Dance
Stealth Rock
Outrage
Dig
Taunt
Protect
Metang [Nickname]
Nature: Careful (+1 SpD, -1 SpA)
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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 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.
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 50
EC: 6/9
MC: 0
DC: 4/5
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Take Down
Magnet Rise
Confusion
Metal Claw
Scary Face
Meteor Mash
Agility
Earthquake
Zen Headbutt
Iron Head
Iron Defense
Gallade [Demi Gravidon] (Male)
Nature: Jolly (+15% Sped, +10% Accuracy, -1 Rank Special Attack)
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 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: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 92 (+)
EC: 9/9
MC: 0
DC: 5/5
Steadfast: (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.
Justified (DW-UNLOCKED): (Innate) 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.
Leaf Blade
Night Slash
Growl
Leer
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Fury Cutter
Slash
Swords Dance
Psycho Cut
Feint
Imprison
Disable
Encore
Confuse Ray
Thunderbolt
Will-o-Wisp
Torment
Reflect
Taunt
Substitute
Light Screen
Thunder Wave
Earthquake
Ice Punch
Magic Coat
Tomohawk [Chinook](F)
Modest: (+1 SpA, -1 Atk)
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
EC: 6/6
MC: 0
DC: 5/5
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW) : (Innate) 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.
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Taunt
Morning Sun
Whirlwind
Aura Sphere
Sunny Day
Hurricane
Heat Wave
Air Slash
Rain Dance
Earth Power
Yawn
Roost
Confuse Ray
Focus Blast
Grass Knot
Double Team
Toxic
Reflect
Substitute
Fly
Protect
Lucario [Aura Beast] Male
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)
Fighting : Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90
EC: 6/6
MC: 0
DC: 5/5
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.
Steadfast: (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.
Justified (DW): Innate 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 will be maintained at the end of each round.
Dark Pulse
Foresight
Quick Attack
Detect
Metal Claw
Counter
Force Palm
Feint
Bone Rush
Metal Sound
Endure
Reversal
Screech
ExtremeSpeed
Aura Sphere
Dragon Pulse
Nasty Plot
Me First
Blaze Kick
Crunch
Hi Jump Kick
Agility
Swords Dance
Rock Slide
Toxic
Psychic
Substitute
Earthquake
Flash Cannon
Dig
Ice Punch
Thunderpunch
Magic Coat
Magnet Rise
You both know the rules. PM me your actions, and I will get to the reffing. No items, no switching, and all abilities. Tournament arena. Let the game...begin!
RAGNAROKALEX'S TEAM:
Porygon-Z (Hacketia)
Nature: Modest
Type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Adaptability:
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download:
Type: Innate
At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic: (Dreamworld)
Type: Can be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 90
EC: 9/9
MC: 0
DC: 5/5
Attacks:
COnversion
Conversion2
Tackle
Sharpen
Agility
Psybeam
Recover
Magnet Rise
Signal Beam
Tri Attack
Magic Coat
Defense Curl
Trick Room
Nasty Plot
Swift
Protect
Hyper Beam
Psychic
Shadow Ball
Thunder Wave
Thunderbolt
Ice Beam
Dark Pulse
Zweilous (Kormahs) Male
Nature: Rash
Type: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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:
Hustle:
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 58
EC: 5/9
MC: 6
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Crunch
Roar
Double Hit
Dark Pulse
Earth Power
Ice Fang
Draco Meteor
Protect
Thunder Wave
Work Up
Taunt
Fidgit (Ryversha) Female
Nature: Bold
Type: 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.
Ground: STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Persistent:
Type: (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:
Type: (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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster: (DreamWorld)
Type: (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
HP: 100
Atk: Rank 2 (-)
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 105
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Comet Punch
Magic Room
Wonder Room
Gravity
Heal Block
Earth Power
Wish
Disable
Toxic
Venoshock
Reflect
Taunt
Substitute
Protect
Light Screen
Gastly (Maltia) Female
Nature:
Timid (+Spe, +29% Flat Accuracy Boost, -Att)
Type:
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.
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.
Abilities:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+) (+29% Flat Accuracy boost)
EC: 7/9
MC: 0
Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Disable
Will o Wisp
Perish Song
Psychic
Substitute
Venoshock
Octillery (Feralyn) Female
Nature: Quiet
Type: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Hustle:
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper:
Type: Innate
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody:(Dreamworld)
Type: Innate
This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 38 (-) (-10% Evasion)
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Water Gun
Lock on
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Signal Beam
Ice Beam
Soak
Octazooka
Gunk Shot
Constrict
Wring Out
Water Spout
Rock Blast
Thunder Wave
Endure
Bounce
Flamethrower
Psychic
Protect
Monferno (Malspar) Male
Nature: Naughty
Type: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.
Abilities:
Blaze:
Type: Innate
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:(Dreamworld)
Type: Innate
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)
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 81
EC: 6/9
MC: 2
DC: 5/5
Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Acrobatics
Flamethrower
Mach Punch
Slack Off
Close Combat
Thunderpunch
Firepunch
Encore
Dig
Will o Wisp
Acrobatics
Grass Knot
Shadow Claw
KAXTAR'S TEAM
Elekid (M)
Nature: Rash (Adds One Rank to Special Attack, Subtracts One Rank from Special Defense)
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.
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
EC: 2/9
MC: 0
DC: 1/5
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.
Vital Spirit (DW): (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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
Thunderbolt
Psychic
Hidden Power Grass
Thunder Wave
Substitute
Counter
Magnet Rise
Signal Beam
Cross Chop
Fire Punch
Ice Punch
Pupitar (M)
Nature: Bashful (No Effect)
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 51
EC: 4/9
MC: 2
DC: 1/5
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Crunch
Earthquake
Dragon Dance
Stealth Rock
Outrage
Dig
Taunt
Protect
Metang [Nickname]
Nature: Careful (+1 SpD, -1 SpA)
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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 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.
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 50
EC: 6/9
MC: 0
DC: 4/5
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Take Down
Magnet Rise
Confusion
Metal Claw
Scary Face
Meteor Mash
Agility
Earthquake
Zen Headbutt
Iron Head
Iron Defense
Gallade [Demi Gravidon] (Male)
Nature: Jolly (+15% Sped, +10% Accuracy, -1 Rank Special Attack)
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 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: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 92 (+)
EC: 9/9
MC: 0
DC: 5/5
Steadfast: (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.
Justified (DW-UNLOCKED): (Innate) 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.
Leaf Blade
Night Slash
Growl
Leer
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Fury Cutter
Slash
Swords Dance
Psycho Cut
Feint
Imprison
Disable
Encore
Confuse Ray
Thunderbolt
Will-o-Wisp
Torment
Reflect
Taunt
Substitute
Light Screen
Thunder Wave
Earthquake
Ice Punch
Magic Coat
Tomohawk [Chinook](F)
Modest: (+1 SpA, -1 Atk)
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
EC: 6/6
MC: 0
DC: 5/5
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW) : (Innate) 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.
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Taunt
Morning Sun
Whirlwind
Aura Sphere
Sunny Day
Hurricane
Heat Wave
Air Slash
Rain Dance
Earth Power
Yawn
Roost
Confuse Ray
Focus Blast
Grass Knot
Double Team
Toxic
Reflect
Substitute
Fly
Protect
Lucario [Aura Beast] Male
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)
Fighting : Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90
EC: 6/6
MC: 0
DC: 5/5
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.
Steadfast: (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.
Justified (DW): Innate 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 will be maintained at the end of each round.
Dark Pulse
Foresight
Quick Attack
Detect
Metal Claw
Counter
Force Palm
Feint
Bone Rush
Metal Sound
Endure
Reversal
Screech
ExtremeSpeed
Aura Sphere
Dragon Pulse
Nasty Plot
Me First
Blaze Kick
Crunch
Hi Jump Kick
Agility
Swords Dance
Rock Slide
Toxic
Psychic
Substitute
Earthquake
Flash Cannon
Dig
Ice Punch
Thunderpunch
Magic Coat
Magnet Rise
You both know the rules. PM me your actions, and I will get to the reffing. No items, no switching, and all abilities. Tournament arena. Let the game...begin!