Frosty
=_=
Elevator_Music said:Can I challenge you too jazzers?
Jas61292 said:Indeed you can
4v4 Doubles
2 Day DQ
5 Chills / 2 Recovery
Arena: Flying Gym
Switch: KO
Items: Off
2 Substitutions
A few miles off the coast of land a large pillar sticks out of the ocean. It reaches up into the clouds, the top blocked from view when the sky is not clear. Atop the pillar lies a square battlefield, traditional in almost every sense. However, a few important differences set this place apart from your standard Pokemon arena.
First of all, the pillar itself is hollow and filled with water, that creates a pool at the fields center, giving combatants a water source other than the sea miles below. Secondly, the field itself is exceptionally thin, and as such all Pokemon who attempt to bury through it will plummet to their demise if they cannot keep themselves aloft. Finally, at each corner of the field are pillars with what appear to be nest-like structures at the top. These features allow sky based Pokemon to rest their wings more easily.
But what is even more important than the physical features of the arena are the natural effects of the location. Due to its location above the tropical seas and the directness of the sun's rays, hail turns to rain before it ever reaches the ground. Additionally, a lack of sand makes summoning a sandstorm impossible.
However, the most prominent feature of the gym is the wind. At this high altitude, strong winds are nearly a constant. The prevailing air currents bring big gusts in from the west on a regular basis, from right behind where the gym leader stands. This provides a constant effect similar to a Tailwind at one third of normal strength for the gym leader's Pokemon. In addition, the strong winds also amplify moves that use their effects, boosting their power and their accuracy as.
Summary:
First of all, the pillar itself is hollow and filled with water, that creates a pool at the fields center, giving combatants a water source other than the sea miles below. Secondly, the field itself is exceptionally thin, and as such all Pokemon who attempt to bury through it will plummet to their demise if they cannot keep themselves aloft. Finally, at each corner of the field are pillars with what appear to be nest-like structures at the top. These features allow sky based Pokemon to rest their wings more easily.
But what is even more important than the physical features of the arena are the natural effects of the location. Due to its location above the tropical seas and the directness of the sun's rays, hail turns to rain before it ever reaches the ground. Additionally, a lack of sand makes summoning a sandstorm impossible.
However, the most prominent feature of the gym is the wind. At this high altitude, strong winds are nearly a constant. The prevailing air currents bring big gusts in from the west on a regular basis, from right behind where the gym leader stands. This provides a constant effect similar to a Tailwind at one third of normal strength for the gym leader's Pokemon. In addition, the strong winds also amplify moves that use their effects, boosting their power and their accuracy as.
Summary:
- No Sandstorm or Hail
- The thin battle platform prevents Dig.
- Well technically using Dig will just cause the digging Pokemon to plummet thousands of feet into the water below, putting them out of bounds and knocking them out of the battle.
- Flying and Levitating Pokemon who won't fall can still use Dig, but it won't actually do anything.
- Seriously though, this is the flying gym. Why would you be using Dig anyways?
- All other attacks are allowed.
- Energy Cost of Roost reduced by 1.
- Permanent Tailwind-like effect on Gym Leaders side (provides 1.33x speed boost)
- Wind Based attacks have their base accuracy increased by 10% up to a maximum of 100%
- Wind Based attacks have base power increased by 2
- Wind based moves include the following: Hurricane, Razor Wind, Gust, Twister, Air Slash, Ominous Wind, Silver Wind, Heat Wave, Icy Wind (There may be others that I am forgetting)
- Changes to the accuracy of attacks due to the wind are factored in before any other effects, such as stage boosts to accuracy or evasion.
- All effects, including the power boost to wind moves and the Tailwind effect, are arena effects, not weather effects, and thus can not be negated by Cloud Nine, Air Lock or other such effects.
Erm...
ANYWAY
Hello folks! We are here today to see the battle between the Flying Gym Leader Jas61292 and the Challenger Elevator_Music!
Our Flying Gym Leader earned his position on an extremely tough battle against Objection, where, despite being the underdog (correct me if I am wrong), he used some very smart strategies to earn the Gym leadership. After that, the now Gym Leader passed through rough patches, mainly against teams with Cyclohm (4 losses in 4 battles), but don't count he out of the game just yet! Jas has Hatchet the Tomohawk, by far his best pokemon, and he knows it like few, as he took an active role in creating it (so the terrible pre-25 movepool is his fault!). “If you know the enemy and know yourself, you need not fear the result of a hundred battles” Sun Tzu once again, and Jas surely knows his team. Will that be enough? We will see soon enough.
On the other side of the field is the challenger, Elevator_Music. Coming from a defeat against Dogfish in a close battle where he betted on a refined strategy, Elevator_Music is well known for being a player capable of pulling some tricks out of his sleeve and the opponent can't even see defeat coming, a quality which earned him the title of being the first player to reach Gold Pike. His signature pokemon is Togekissu the Togekiss, one of the very few pokemon that defeated Battle Hall, back when it was a Togepi.
But enough jibberjabber, as nobody reads this anyway. Let's move on the the teams!
Gym Leader
Swanna(*) BigPecks (F)
Nature: Quirky (No Effect on Stats)
Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Flying: 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:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Hydration (DW, unlocked): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 98
Size Class: 2
Weight Class: 2
Base Rank Total: 19
EC: 6/6
MC: 1
DC: 5/5
Attacks (32 Moves):
Water Gun (*)
Water Sport (*)
Defog (*)
Wing Attack (*)
Water Pulse (*)
Aerial Ace (*)
BubbleBeam (*)
Feather Dance (*)
Aqua Ring (*)
Air Slash
Roost
Rain Dance
Tailwind
Brave Bird
Hurricane
Me First (*)
Mirror Move (*)
Steel Wing (*)
Brine
Gust
Facade (*)
Ice Beam (*)
Scald (*)
Toxic
Hidden Power Ground (7)
Substitute
Double Team
Protect
Fly
Surf
Dive
Hyper Beam
Sky Attack
Icy Wind
Tomohawk (Hatchet) (M)
Nature: Bold (+1 Def, -1 Atk)
Type: Normal/Fighting
Flying: 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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW, unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase 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.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 3
DC: 5/5
Attacks (52 Moves):
Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Bulk Up
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Hyper Voice@~
Sky Drop
Superpower
Rest@
Hurricane
Healing Wish
Roost
Nature Power
Haze
Yawn
Confuse Ray
Rapid Spin
Stealth Rock
Memento
Baton Pass@
Taunt
Toxic
Protect
Double Team
Substitute
Reflect
Hidden Power Ice
Grass Knot
Hyper Beam@
Snatch@
Safeguard@
Rock Slide@
Swagger@
Quash~
Fly~
Tailwind@
After You@
Bounce@
Sleep Talk@
Sky Attack@
Drain Punch~
~ = In Tournament Only
@ = Out of Tournament Only
Honchkrow [Lafayette] (M)
Nature: Rash (+1 SpA, -1 SpD)
Type: Dark/Flying
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.
Flying: 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:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (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.
Moxie (DW, unlocked): (Inate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 20
EC: 6/6
MC: 4
DC: 5/5
Attacks (47 Moves):
Faint Attack
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Swagger
Sucker Punch
Torment
Nasty Plot
Night Slash
Dark Pulse
Roost
Psycho Shift
Confuse Ray
Sky Attack
Brave Bird
Perish Song
Quick Attack
Drill Peck
Mirror Move@
Quash~
Tailwind~
Calm Mind
Thunder Wave
Snarl
Shadow Ball
Psychic
Protect
Substitute
Payback
Fly
Hidden Power Grass
Double Team
Psych Up
Toxic
Embargo@
Hyper Beam@
Double Team~
Heat Wave
Icy Wind
Superpower
Endure
Snatch
Detect
Double-Edge
~ = In Tournament Only
@ = Out of Tournament Only
-This pokemon was caught in a Heal Ball during the Fog of War-
Ledian (Lucas) (M)
Nature: Relaxed (+ Def, -Spe, -10% Evasion)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: 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:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Iron Fist (DW, unlocked): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 4
Spe: 73 (85/1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 15
EC: 6/6
MC: 3
DC: 5/5
Attacks (32 Moves):
Tackle
Supersonic
Comet Punch
Light Screen
Reflect
Safeguard
Mach Punch
Baton Pass
Silver Wind
Swift
Bug Buzz
Agility
Bide
Drain Punch
Encore
Focus Punch
Endure
Screech
Toxic
Protect
Substitute
Dig
Acrobatics
Swords Dance
Focus Blast
U-Turn
Double Team
Hidden Power (Psychic)
Brick Break
Tailwind
Ice Punch
Thunder Punch
Roost
Air Cutter
Salamence (Roosevelt) (M)
Nature: Lonely (+ Atk, -Def)
Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying: 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:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Moxie (DW, unlocked): (Inate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 4
DC: 5/5
Attacks (41 Moves):
Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Crunch
Dragon Claw
Double-Edge
Fly
Dragon Tail
Dragon Dance
Dragon Pulse
Hydro Pump
Endure
Fire Blast
Shadow Claw
Rock Slide
Earthquake
Substitute
Brick Break
Toxic
Roar
Stone Edge
Hidden Power (Grass)
Protect~
Bulldoze~
Swagger@
Draco Meteor
Tailwind@
Sleep Talk@
Outrage
Ominous Wind
Heat Wave
Iron Tail
Steel Wing
Roost@
Air Cutter@
Mimic@
Defog@
~ = In Tournament Only
@ = Out of Tournament Only
Gliscor (Ground) (M)
Nature: Careful (+ SpD, -SpA)
Type: Ground/Flying
Ground: round STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW, unlocked): (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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks (30 Moves):
Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Acrobatics
Sky Uppercut
Guillotine
Counter
Feint
Night Slash
Protect
U-Turn
Earthquake
Taunt
Dig
Stone Edge
Rock Slide
Substitute
Toxic
Aqua Tail
Sky Attack
Roost
Endure
Challenger
Cyclohm [] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
Total Moves: 58
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Bide
Charge
Discharge
Double Hit
Dragon Pulse
Dragon Rage
Dragon Tail
Growl
Hurricane
Outrage
Rain Dance
Slack Off
Sonicboom
Tackle
Thrash
ThunderShock
Tri Attack
Twister
Weather Ball
Whirlwind
Zap Cannon
DragonBreath
Gust
Hydro Pump
Magnet Rise
Shock Wave
Attract
Blizzard
Charge Beam
Double Team
Endure
Fire Blast
Flamethrower
Flash
Hail
Hyper Beam
Ice Beam
Incinerate
Light Screen
Protect
Rest
Roar
Sandstorm
Substitute
Sunny Day
Surf
Thunder
Thunderbolt
Thunder Wave
Torment
Toxic
Trick Room
Volt Switch
Wild Charge
Draco Meteor
Electroweb
Heal Bell
Signal Beam
Sleep Talk
Carracosta [Abagoora] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Water/Rock
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Study: (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.
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 32
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Total Moves: 53
EC: 6/6
MC: 0
DC: 5/5
Attacks:
AncientPower
Aqua Jet
Aqua Tail
Bide
Bite
Brine
Crunch
Curse
Hydro Pump
Protect
Rain Dance
Rock Slide
Rollout
Shell Smash
Smack Down
Water Gun
Wide Guard
Withdraw
Body Slam
Flail
Iron Defense
Knock Off
Rock Throw
Water Pulse
Whirlpool
Attract
Bulldoze
Dig
Dive
Double Team
Earthquake
Facade
Frustration
Giga Impact
Rest
Return
Rock Polish
Rock Smash
Rock Tomb
Sandstorm
Scald
Stone Edge
Substitute
Swagger
Toxic
Waterfall
Block
Icy Wind
Iron Head
Iron Tail
Low Kick
Sleep Talk
Stealth Rock
Slowking [Yadokingu] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (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.
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: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 26 (30 /1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Total Moves: 71
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Amnesia
Confusion
Curse
Disable
Growl
Headbutt
Heal Pulse
Hidden Power (Electric, 7)
Nasty Plot
Power Gem
Psych Up
Psychic
Rain Dance
Slack Off
Swagger
Tackle
Trump Card
Water Gun
Water Pulse
Yawn
Zen Headbutt
Block
Future Sight
Mud Sport
Stomp
Bide
Brick Break
Brine
BubbleBeam
Dig
Dive
Dragon Tail
DynamicPunch
Earthquake
Endure
Fissure
Flamethrower
Focus Blast
Focus Punch
Hail
Hyper Beam
Ice Beam
Light Screen
Pay Day
Protect
Psyshock
Reflect
Rest
Safeguard
Scald
Substitute
Surf
Telekinesis
Teleport
Thunder Wave
Toxic
Trick Room
Zap Cannon
Aqua Tail
Drain Punch
Foul Play
Ice Punch
Icy Wind
Iron Defense
Iron Tail
Magic Coat
Signal Beam
Skill Swap
Sleep Talk
Trick
Wonder Room
Togekiss [Togekissu] (F)
Nature: Modest (+1 SpA, -1 Atk)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. 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 Attack Power of all its physical attacks by three (3), but the haste used 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 (DW): (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 84
EC: 9/9
MC: 0
DC: 5/5
Attacks:
After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Charm
Double-Edge
Encore
ExtremeSpeed
Follow Me
Growl
Last Resort
Magical Leaf
Metronome
Safeguard
Sky Attack
Sweet Kiss
Wish
Yawn
Extrasensory
Foresight
Future Sight
Lucky Chant
Mirror Move
Morning Sun
Nasty Plot
Peck
Psycho Shift
Secret Power
Stored Power
Aerial Ace
Defog
Detect
Double Team
Endure
Facade
Flamethrower
Fly
Hidden Power (Ground, 7)
Hyper Beam
Light Screen
Mud-Slap
Pluck
Protect
Psychic
Psyshock
Reflect
Rest
Shadow Ball
Silver Wind
Snore
SolarBeam
Substitute
Sunny Day
Swagger
Telekinesis
Thunder Wave
Toxic
Water Pulse
Zap Cannon
Air Cutter
Body Slam
Counter
Covet
Dizzy Punch
Drain Punch
Endeavor
Headbutt
Heal Bell
Heat Wave
Helping Hand
Hyper Voice
Magic Coat
Mimic
Ominous Wind
Signal Beam
Sleep Talk
Softboiled
Swift
Tailwind
Tri Attack
Trick
Uproar
Order of Operations:
Heads: Gym Leader Sends out first.
Tails: Challenger sends out first
(tails)
Elevator_Music sends out pokemon
Jas61292 sends pokemon with orders
Elevator_Music gives orders
I Ref