Man, it seems like everyone is trying to be a Gym leader these days. There's like five people trying to be the Steel Gym leader, five people trying to be Water Gym leader, I just can't keep track of it all. Just look at those two; that guy is packing nothing but Grass types, the other is going for Psychic. Wait...
Oh, that's right! I gotta go ref a match between those two!! I'll be back once I'm done. Trust me, you'll want to stick around. This is gonna get wierd...
Foongus [Helaman] (M)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank from Attack)
Typing: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Stats:
HP: 100
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3(+)
Spe: 15
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Absorb
Growth
Astonish
Bide
Mega Drain
Ingrain
Faint Attack
Sweet Scent
Spore
Defense Curl
Gastro Acid
Stun Spore
Toxic
Venoshock
Energy Ball
Lotad [Beetle] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 26 (30/1.15)
EC: 1/9
MC: 0
DC: 0/5
Attacks:
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
BubbleBeam
Counter
Synthesis
Tickle
Rain Dance
Ice Beam
Energy Ball
Shroomish [Snorri] (F)
Nature: Jolly (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [5]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Attack)
Typing: 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:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Poison Heal: (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.
Quick Feet (DW): (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 2
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 41 (35*1.15)
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Bullet Seed
Charm
Drain Punch
Toxic
Facade
Swords Dance
Snivy [Jenna] (F)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank from Attack)
Typing: 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:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary (DW): (Can be Enabled) This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 63
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Glare
Mean Look
Mirror Coat
Toxic
Taunt
Light Screen
Bulbasaur [Silas] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (e.g., Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 3
Spe: 39 (45/1.15)
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Light Screen
Nature Power
Power Whip
Toxic
Sunny Day
Energy Ball
Cherubi [Sarah] (F)
Nature: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [5]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: 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:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 41 (35*1.15)
EC: 1/6
MC: 0
DC: N/A
Attacks:
Morning Sun
Tackle
Growth
Leech Seed
Helping Hand
Magical Leaf
Sunny Day
GrassWhistle
Heal Pulse
Weather Ball
Toxic
SolarBeam
Rest
Okay, and here's Gerard's;
Okay, let's get this match started! Since Dummy007 issued the challenge, he will send out his first pokemon, and pick 3 abilities for it. Then Gerard will do the same and issue orders, just remember the rules on abilities, you two!
Oh, that's right! I gotta go ref a match between those two!! I'll be back once I'm done. Trust me, you'll want to stick around. This is gonna get wierd...
Issuing a really specific OPEN CHALLENGE.
6 vs 6 Singles (LC Legal)
2 recoveries / 5 chills
2 Day Player DQ / 3 Day Ref DQ
Arena: Abilities Testing Site
This is a specially constructed arena where all moves are allowed and the only catch is, well, that it tests abilities. When you send out a Pokemon, you may give it 3 abilities of your choosing (none of them have to be its actual abilities). The only restrictions on this are: 1) you can't choose an ability more than once over the ENTIRE match (e.g., Rattata gets Stench/Contrary/Wonder Guard, Pidgey cannot have any of those three abilities), 2) you can only choose one "really good" ability per Pokemon (Wonder Guard, Magic Guard, Multiscale, etc.), and 3) you may not give a Pokemon any ability combination that renders it immune to every attack type (e.g., you can give Tynamo Wonder Guard, but, if you do, you can't also give it Levitate).
(I would prefer to face a mono-type team, but that's up to you. I will be using one.)
Alright, let's take a look at the teams. Here's Dummy007's;^^
Acepting challenge, I guess MonoGrass vs MonoPsyquic should be interesting
3 Abilities (lol)
Ok Switch
One Item
Foongus [Helaman] (M)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank from Attack)
Typing: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Stats:
HP: 100
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3(+)
Spe: 15
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Absorb
Growth
Astonish
Bide
Mega Drain
Ingrain
Faint Attack
Sweet Scent
Spore
Defense Curl
Gastro Acid
Stun Spore
Toxic
Venoshock
Energy Ball
Lotad [Beetle] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 26 (30/1.15)
EC: 1/9
MC: 0
DC: 0/5
Attacks:
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
BubbleBeam
Counter
Synthesis
Tickle
Rain Dance
Ice Beam
Energy Ball
Shroomish [Snorri] (F)
Nature: Jolly (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [5]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Attack)
Typing: 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:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Poison Heal: (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.
Quick Feet (DW): (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 2
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 41 (35*1.15)
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Bullet Seed
Charm
Drain Punch
Toxic
Facade
Swords Dance
Snivy [Jenna] (F)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank from Attack)
Typing: 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:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary (DW): (Can be Enabled) This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 63
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Glare
Mean Look
Mirror Coat
Toxic
Taunt
Light Screen
Bulbasaur [Silas] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (e.g., Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 3
Spe: 39 (45/1.15)
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Light Screen
Nature Power
Power Whip
Toxic
Sunny Day
Energy Ball
Cherubi [Sarah] (F)
Nature: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [5]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: 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:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 41 (35*1.15)
EC: 1/6
MC: 0
DC: N/A
Attacks:
Morning Sun
Tackle
Growth
Leech Seed
Helping Hand
Magical Leaf
Sunny Day
GrassWhistle
Heal Pulse
Weather Ball
Toxic
SolarBeam
Rest
Okay, and here's Gerard's;
Staryu (Vogue) {O}
Nature: Modest (+1 SpA, -1 Atk)
Type: Water
HP: 90
Atk: 1 (-)
Def: 2
SpA: 4 (+)
SpD: 2
Spe: 85
EC 1/6
MC 2
DC 1/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Light Screen
Minimize
Hydro Pump
Surf
Ice Beam
Thunderbolt
Aurora Beam
Barrier
Supersonic
Nature: Modest (+1 SpA, -1 Atk)
Type: Water
- Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
- Illuminate: (Can be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
- Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
- Analytic (DW): (Can be Enabled)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 4 (+)
SpD: 2
Spe: 85
EC 1/6
MC 2
DC 1/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Light Screen
Minimize
Hydro Pump
Surf
Ice Beam
Thunderbolt
Aurora Beam
Barrier
Supersonic
Ralts (Katherine) {F}
Nature: Modest (+1 SpA, -1 Atk)
Type: Psychic
HP: 90
Atk: 0 (-)
Def: 1
SpA: 3 (+)
SpD: 2
Spe: 40
EC 0/9
MC 0
DC 0/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Thunderbolt
Shadow Ball
Will-O-Wisp
Disable
Confuse Ray
Encore
Nature: Modest (+1 SpA, -1 Atk)
Type: Psychic
- 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.
- 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.
- Trace: (Can be activated)
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
- Telepathy (DW): (Innate)
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: 0 (-)
Def: 1
SpA: 3 (+)
SpD: 2
Spe: 40
EC 0/9
MC 0
DC 0/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Thunderbolt
Shadow Ball
Will-O-Wisp
Disable
Confuse Ray
Encore
Abra (Nessarose) {M}
Nature: Hasty (+15% Speed, +30% Accuracy, -1 Def)
Type: Psychic
HP: 90
Atk: 1
Def: 0 (-)
SpA: 4
SpD: 2
Spe: 104 (90 x 1.15 = 103.5)
EC 0/9
MC 0
DC 0/5
Attacks:
Teleport
Guard Split
Light Screen
Encore
Psychic
Shadow Ball
Energy Ball
Nature: Hasty (+15% Speed, +30% Accuracy, -1 Def)
Type: Psychic
- 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.
- 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) (Innate)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Stats:
HP: 90
Atk: 1
Def: 0 (-)
SpA: 4
SpD: 2
Spe: 104 (90 x 1.15 = 103.5)
EC 0/9
MC 0
DC 0/5
Attacks:
Teleport
Guard Split
Light Screen
Encore
Psychic
Shadow Ball
Energy Ball
Slowpoke (Kurt) {M}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Water/Psyquic
HP: 100
Atk: 4 (+)
Def: 3
SpA: 2
SpD: 2
Spe: 13 (15/1.15)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Zen Headbutt
Safeguard
Sleep Talk
Mud Sport
Fire Blast
Earthquake
Trick Room
Grass Knot
Flamethrower
Ice Beam
Protect
Endure
Scald
Surf
Bide
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Water/Psyquic
- Psyquic: 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.
- Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
- Oblivious: (Innate)
This Pokemon is incapable of being effected by Attract or Cute Charm.
- Own Tempo: (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
- Regenerator (DW) : (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: 4 (+)
Def: 3
SpA: 2
SpD: 2
Spe: 13 (15/1.15)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Zen Headbutt
Safeguard
Sleep Talk
Mud Sport
Fire Blast
Earthquake
Trick Room
Grass Knot
Flamethrower
Ice Beam
Protect
Endure
Scald
Surf
Bide
Meowth (Isis) {F}
Nature: Rash (+1 SpA, -1 SpD)
Type: Normal
HP: 90
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 2 (-)
Spe: 90
EC: 2/6
MC: 6
DC: 2/5
Attacks:
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt
Hypnosis
Assist
Snatch
Hone Claws
Body Slam
Thunderbolt
Nature: Rash (+1 SpA, -1 SpD)
Type: Normal
- Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
- Pick Up: (Innate)
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
- Technician: (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
- Unnerve (DW):(Innate)
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 90
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 2 (-)
Spe: 90
EC: 2/6
MC: 6
DC: 2/5
Attacks:
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt
Hypnosis
Assist
Snatch
Hone Claws
Body Slam
Thunderbolt
Dratini (Christine) {F}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Dragon
HP: 90
Atk: 3
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 43 (-)
EC: 3/9
MC: 2
DC: 3/5
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Outrage
Light Screen
ExtremeSpeed
Dragon Pulse
Flamethrower
Thunderbolt
Ice Beam
Surf
Reflect
Protect
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Dragon
- Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
- 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.
- Marvel Scale (DW): (Innate)
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 90
Atk: 3
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 43 (-)
EC: 3/9
MC: 2
DC: 3/5
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Outrage
Light Screen
ExtremeSpeed
Dragon Pulse
Flamethrower
Thunderbolt
Ice Beam
Surf
Reflect
Protect
Okay, let's get this match started! Since Dummy007 issued the challenge, he will send out his first pokemon, and pick 3 abilities for it. Then Gerard will do the same and issue orders, just remember the rules on abilities, you two!