ZhengTann
Nargacuga
I had a dream last night in my sleep.
Texas leads and equips
Espy leads, equips and orders
Texas responds
I reff
Bed said:2v2 NFE Doubles
2 Day DQ
2 Recoveries / 5 Chills
2 Substitutions
Items = Training
Abilities = All
Switch = N/A
Arena = Zt's Mind
Texas Blanket said:
Kirlia Quotient (M)
Type: Psychic
Abilities: Synchronise, Trace
- 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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Nature: Impish (+1 Def, -1 SpA)
- Synchronise: (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 (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:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 6/9
MC: 0
DC: 3/5
Attacks (18):
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Destiny Bond
Disable
Encore
Thunderbolt
Will-o-Wisp
Thunder Wave
Substitute
Trick Room
Necturine, Priestess, (F)
Nature: Quiet (plus Special Attack, minus Speed, -10% Evasion)
Type: Grass / Ghost
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.
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.
Abilities:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 44 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 5/6
MC: 0
DC: 5/5
Attacks:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Shadow Ball
Pain Split
Power Whip
Sketch
Leaf Blade
Gravity
Synthesis
Worry Seed
Giga Drain
Leaf Storm
Toxic
Torment
Calm Mind
Psychic
Substitute
Solarbeam
Double Team
Total Moves: 22
Wartortle, Shellshocker (M)
Nature: Quiet (SpA: +1, Spe -6, Evasion -10%)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
(DW) Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 50 (-)
Size Class: 2
Weight Class: 2
BRT: 16
EC: 8/9
MC: 9
DC: 1/5
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Water Pulse
Fake Out
Mirror Coat
Water Spout
Ice Beam
Scald
Toxic
Total Moves: 14
In that dream, my blanket came alive and attempted to bind itself to my bolster, which then struggles to break free. The weird geometric shapes within them (I have blankets and bolster covers made of patched cloth) came alive...Espy Bolster said:
Minccino (Marrow) [Female]
Nature: Jolly (-1 Special Attack, +10% Speed, +17% Accuracy)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm:
Type: Innate
This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Technician:
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Skill Link (Dream World):
Type: Innate
This Pokemon's skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 87 (+)
Size Class: 1
Weight Class: 1
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Aqua Tail
Endure
Iron Tail
Dig
U-Turn
Safeguard
Pawniard (Magneto) [Male]
Nature: Careful (+1 Special Defense, -1 Special Attack)
Type: Dark/Steel
Dark: 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.
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.
Abilities:
Defiant:
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Inner Focus:
Type: 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.
Pressure (Dream World):
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 60
Size Class: 1
Weight Class: 2
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Scratch
Leer
Fury Cutter
Faint Attack
Scary Face
Metal Claw
Psycho Cut
Pursuit
Sucker Punch
Taunt
Brick Break
Aerial Ace
Snorunt (White Queen) [Female]
Nature: Timid (+15% Speed, -1 Attack, +8% Accuracy)
Type: Ice
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Inner Focus:
Type: 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.
Ice Body:
Type: Innate
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (Dream World):
Type: Innate
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
HP: 90
Atk: 1 (-)
Def: 2
SpA: 2
SpD: 2
Spe: 58 (+)
Size Class: 1
Weight Class: 2
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Bide
Disable
Spikes
Shadow Ball
Light Screen
Safeguard
Texas leads and equips
Espy leads, equips and orders
Texas responds
I reff