CAP ASB Kart with Mamo and Galcier!


Bronzor [Sheild] (-)
NATURE
: Relaxed (+def -speed)

TYPE
Steel
: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid & Acid Spray, can be magnetised. 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 & throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike & cannot be used as a catch-all for Disabling, Binding, & redirecting opposing attacks.

ABILITIES
Levitate
: (Innate) This Pokémon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, & Magnitude. Earth Power will have three (3) less Base Attack Power. Dig & Dive can strike a Levitating Pokémon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise, Dig & Dive will miss. Ground moves can still hit.
Heatproof: (Innate) This Pokémon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW): (Innate) The Pokémon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokémon's Weight Class, rounded up.

STATS
HP: 90
Atk: Rank 1
Def: Rank 4 (+)
SpA: Rank 1
SpD: Rank 3
Spe: 20 (-)
Size Class: 1
Weight Class: 4 (5)
Base Rank Total: 19

EC: 0/6
MC: 0
DC: 0/5

ATTACKS
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Psywave
Iron Defense
Safeguard

Skill Swap
Stealth Rock
Trick
Gravity
Wonder Room

Protect
Light Screen
Reflect
Trick Room
Substitute

19 Moves
Its_A_Random the Goldeen (M)

Nature:

Type:

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

Abilties:

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.

Lightningrod (DW LOCKED): 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, Lightningrod will not activate.

Stats:
HP:
90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 63
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 1/6
MC: 0
DC: 1/5

Attack:
Peck
Tail Whip
Water Sport
Super Sonic
Horn Attack
Water Pulse
Flail
Megahorn
Soak
Agility

Hydro Pump
Mud Slap
Psybeam
Signal Beam
Mud Shot

Scald
Poison Jab
Protect
Ice Beam
Surf

20 Moves

Xena the Kabuto (F)

Mild Nature (+Spa, -Def)

Types: Rock/Water
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Egg Group: Water 1/Water 3
Abilities:
Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Battle Armor (Innate): This Pokemon’s thick armor prevents it from taking critical hits.
Weak Armor (Can Be Enabled) (Locked): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 55
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 1/6
MC: 0
DC: 1/5

Attacks:
Scratch
Harden
Absorb
Leer
Mud Shot
Sand Attack
Aqua Jet
Ancient Power

Confuse Ray
Giga Drain
Bubblebeam
Icy Wind
Rapid Spin

Protect
Rock Slide
Smack Down
Scald
Ice Beam

18 Moves
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Pokemon [Male] [Swinrob]
Types: Ice/Ground

Abilities::
Oblivious / Snow Cloak / Thick Fat (H)

Nature:
Jolly, -1 SpA, +15% Spe and +12% accuracy

Stats:
HP: Value 90
Atk: Rank 2
Def: Rank 2
SpA (-): Rank 1
SpD: Rank 2
Spe (+): Value 58
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 0/9
MC: 0
AC: 0/5

Attacks (19):
Level Up
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Ice Shard

Egg
Ancient Power
Icicle Crash
Icicle Spear
Freeze Dry
Bite

TM/HM
Earthquake
Rock Slide
Hail
Reflect
Light Screen



Pokemon [Female] [Aurora]
Types: Fighting
Abilities:: Steadfast / Inner Focus / Prankster (H)
Nature: Naive, -1 SpDef, +15% Spe, 11% Acc boost
Stats:
HP: Value 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD (-): Rank 1
Spe (+): Value 69
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 0/6
MC: 0
AC: 0/5

Attacks (19):
Level Up
Quick Attack
Foresight
Endure
Counter
Feint
Force Palm
Copycat
Reversal
Screech

Egg
Blaze Kick
Bullet Punch
High Jump Kick
Sky Uppercut
Crunch

TM/HM
Earthquake
Shadow Claw
Swords Dance
Poison Jab
Rock Slide



Pokemon [Male] [Salad Bowl]
Types: Dragon
Abilities:: Rock Head / Sheer Force (H)
Nature: Hasty -1 Def, +15% Spe, 12% Acc Boost

Stats:
HP: Value 90
Atk: Rank 3
Def (-): Rank 1
SpA: Rank 2
SpD: Rank 2
Spe (+): Value 58
Size Class: 1
Weight Class: 3
Base Rank Total: 13

EC: 0/9
MC: 0
AC: 0/5

Attacks (18):
Level Up
Rage
Ember
Leer
Bite
Dragon Breath
Headbutt
Focus Energy
Crunch

Egg
Hydro Pump
Dragon Dance
Fire Fang
Endure
Dragon Pulse

TM/HM
Dragon Claw
Rock Slide
Facade
Fire Blast
Return

Arena: Moo Moo Meadows
Field Type: Grass, Ground
Complexity: Moderate
Formats: All Formats

Restrictions: All moves are allowed.

Description:
Moo Moo Meadows, the second course of Mushroom Cup, is located by a farming plantation in the, well... meadows. A river winds its way lazily past the side of the farm, where Pokemon can draw upon it for their Water moves. With a large expanse of green grass and a number of trees dotted around the sides of the course, any racer that races here will get the impression that they're in lush farmland. Of course, farmland implies the existence of animals, and Moo Moo Meadows is no exception to this; while racing, it is imperative to avoid both the various cows that enjoy walking across the racetrack and the Monty Moles that enjoy popping up from the ground just as you drive over, knocking you sideways. Avoid these two obstacles, though, and you're well on your way to racing into first place!

Grazing Meadows Rounds
On all odd-numbered rounds, racers zoom past the starting line and make a slight left turn into a twisted path with abundant grass on the sides. Here, all Grass-type moves have +1 BAP. The path seems easy to traverse as first, but the grazing cows here seem to like dirt better than grass, so they often come into the middle, inadvertently blocking the way of racers and battlers alike; in fact, somebody has figured out that the number of cows on the road is always equal to (2R - 2), where R is the round number. The number of cows often makes it difficult for large Pokemon to navigate easily, so at the end of each round, Pokemon may end up crashing into these stolid cows; the chance is equal to the Size Class of the Pokemon multiplied by the number of cows, with a cap at fifty (50) percent. Crashing into a cow makes the Pokemon suffer 10 DMG, as well as a fifty (50) percent decrease in Speed and a ten (10) percent decrease in Evasion, both of which wear off after one round.

Molehill Rounds
On all even-numbered rounds, racers exit the grazing meadows and make another left turn into a bumpy hill riddled with holes dug by moles. These moles seem to have taken a leaf from Excadrill's book, as they have suddenly become much more aggressive and destructive, despite their small size. In fact, they have become so aggressive that they will attack racers that are simply crossing through their territory. Every action, before a Pokemon moves, there is an X% chance that a mole will dig underneath them, then suddenly pop up, dealing five (5) DMG and making both attacks used by the Pokemon and attacks aimed at the Pokemon miss entirely, where X is equal to the round number multiplied by five (5) and has a cap of 30%. Due to the quantity of freshly turned soil in this area, all Ground-type moves have their BAP increased by one (1); however, each seismic attack used angers the moles, increasing X by one hundred (100) percent for that round and disregarding the standard cap.

Summary:
Grazing Meadows Rounds: Grass moves have +1 BAP, chance to crash into cows.
Molehill Rounds: Ground moves have +1 BAP, chance to get rammed into by Monty moles.



Rules:


3 vs 3 LC Singles
2 Subs
2 Recovers
5 Chills
Switch = KO
Training Items
3 Megas (Kappa)




Mamoswindle sends out
Glacier Knight orders
Mamoswindle orders
 

*Snarky Snarky Snark*

IAR the Goldeen w/ Amulet Coin

Ice Beam~Scald~Ice Beam
-If Bagon uses Facade AND is burned, use Agility (Evasive) that action
-If Bagon is frozen when you would use Scald, use Ice beam that action instead
 

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