Welcome one and all to a match of the century! EngineerPikachu vs. Dogfish44. Let's look at the teams! Engineer's Team: Tamama the Togetic (Move your mouse to reveal the content) Tamama the Togetic (open) Tamama the Togetic (close) Togetic (Tamama) (M) Nature: Modest (Special Attack increased by *, Attack decreased by *) Type: Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. 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. Abilities: Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal. Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Super Luck (LOCKED): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time. Stats: 55 / 40 / 85 / 80 / 105 / 40 HP: 90 Atk-: * (1) Def: *** (3) SpA+: **** (4) SpD: **** (4) Spe: 40 Evolution Counter: 4 / 9 Move Counter: 0 Dream Counter: 1 / 5 Attacks: Charm Growl Metronome Sweet Kiss Yawn Encore AncientPower Follow Me Bestow Magical Leaf Morning Sun Nasty Plot Psycho Shift Tri Attack Flamethrower Reflect Substitute Shadow Ball Samurai the Ralts (Move your mouse to reveal the content) Samurai the Ralts (open) Samurai the Ralts (close) Ralts (Samurai) (M) Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion) 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 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. 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. 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.Command: (Ability: Trace (Target Ability) ) Telepathy (LOCKED): (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: 28 / 25 / 25 / 45 / 35 / 40 HP: 90 Atk: * (1) Def: * (1) SpA+: *** (3) SpD: ** (2) Spe-: 34 (40 / 1.15) Evolution Counter: 3 / 9 Move Counter: 0 Dream Counter: 0 / 5 Attacks: Growl Confusion Double Team Teleport Lucky Chant Magical Leaf Heal Pulse Calm Mind Confuse Ray Disable Shadow Sneak Thunderbolt Will-o-Wisp Substitute Toshi the Riolu (Move your mouse to reveal the content) Toshi the Riolu (open) Toshi the Riolu (close) Riolu (Toshi) (F) Nature: Naughty (Atk increased by *, SpD decreased by *) Type: Fighting Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: 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. 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. Prankster (LOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Stats: 40 / 70 / 40 / 35 / 40 / 60 HP: 90 Atk+: **** (4) Def: ** (2) SpA: ** (2) SpD-: * (1) Spe: 60 Evolution Counter: 0 / 6 Move Counter: 0 Dream Counter: 0 / 5 Attacks: Quick Attack Foresight Endure Counter Force Palm Feint Reversal Screech Agility Blaze Kick Vacuum Wave Magic Coat Magnet Rise ThunderPunch Ice Punch Earthquake Shadow Claw Rock Slide Dogfish's Team: Deino (F) (Move your mouse to reveal the content) Deino (F) (open) Deino (F) (close) Deino [Teresa] (F) Nature: Hasty (+15% Speed, +7% Accuracy, -1 Def) Type: Dark/Dragon: 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 (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: Deino HP: 90 Atk: Rank 3 Def: Rank 1 (-) SpA: Rank 2 SpD: Rank 2 Spe: 44 (+) EC: 0/9 MC: 0 DC: N/A Attacks: Tackle Dragon Rage Focus Energy Bite Headbutt Dragonbreath Roar Crunch Earth Power Head Smash Fire Fang Taunt Substitute Protect Nosepass (M) (Move your mouse to reveal the content) Nosepass (M) (open) Nosepass (M) (close) Nosepass [Noro] (M) Nature: Brave (+1 Atk, -15% Speed, -10% Evasion) Type: Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. Abilities: Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Magnet Pull (Can Be Activated): This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch. Sand Force (DW) (Innate): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage. Stats: Nosepass HP: 90 Atk: Rank 3 (+) Def: Rank 5 SpA: Rank 2 SpD: Rank 3 Spe: 26 (-) EC: 0/6 MC: 0 DC: 0/5 Attacks: Tackle Harden Rock Throw Block Thunder Wave Stealth Rock Explosion Head Smash Earthquake Rock Slide Thunderbolt Porygon (N/A) (Move your mouse to reveal the content) Porygon (N/A) (open) Porygon (N/A) (close) Porygon [Data] (N/A) Nature: Timid (+15% Speed, +7% Accuracy, -1 Atk) Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: 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. Command: (Ability: Trace (Target Ability) ) Download (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, Special Attack is raised.) This boost is maintained at the end of each round. Analytic (DW) (Can be enabled): If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power. Stats: Porygon HP: 100 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 46 (+) EC: 0/9 MC: 0 DC: 0/5 Attacks: Conversion 2 Tackle Sharpen Conversion Agility Psybeam Recover Magnet Rise Signal Beam Tri Attack Discharge Ice Beam Shadow Ball Hyper Beam Magic Coat And now the rules: Switch=N/A Items=Off Abilities=All All mons are automatically released, and Engineer moves first.