1v1 NFE Singles (Training, doesn't count on W/L/T)
1 Day DQ
1 Recovery/2 Chills
ASB Arena
I want this to go quick, even though I'll be using Shroomish and I will probably use stall tactics...
Team jas(whatever)I'll battle you C$FP.
No items
All abilities
Goldeen (Matthew) (M)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Water Veil: (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Lightning Rod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 63
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks (13 Moves):
Peck
Tail Whip
Water Sport
Supersonic
Horn Attack
Water Pulse
Flail
Aqua Tail
Hydro Pump
Skull Bash
Ice Beam
Poison Jab
Dive
Team C$FP
Shroomish [Shroomish] (Male)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Grass
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Ability 1: Effect Spore
Type: Can be Disabled
This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Ability 2: Poison Heal
Type: 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. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Ability 3 (DW): Quick Feet
Type: Innate
This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
Poisonpowder
Spore
Seed Bomb
Bullet Seed
Drain Punch
Focus Punch
Double Team
Swagger
Substitute
Endure
Moves: 16
Numbers! You're up!
(No offense about not typing out the numbers, this just saves time.)