ZhengTann
Nargacuga
Laws of the Jungle said:6v6 FE Doubles
Team Preview = Off
Switch = OK
Items = On
Abilities = All
5 Chills / 2 Recoveries
5 Substitutions
Arena: Standard ASB Arena
Team Tigris Ignus said:
Mr. Mime - Mind (F)
Nature: Timid
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 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:
Soundproof: (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.
Filter: (Innate) This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 5
Spe: 104 (+)
Acc: +12%
Size Class: 3
Weight Class: 4
EC: 6/6
MC:
DC: 5/5
Attacks (77):
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
DoubleSlap
Mimic
Light Screen
Reflect
Psybeam
Fake Out
Confuse Ray
Icy Wind
Psyshock
Protect
Toxic
Psychic
Double Team
Hypnosis
Endure
Magic coat
Thunder Wave
Thunder
Taunt
Shadow Ball
Nasty Plot
Signal Beam
Safeguard
Snatch
Attract
Substitute
Sunny Day
Solarbeam
Magical Leaf
Quick Guard
Wide Guard
Power Swap
Guard Swap
Recycle
Counter
Teleport
Hyper Beam
Mud-Slap
Trick Room
Bide
Rest
Sleep Talk
Future Sight
Dream Eater
Zap Cannon
Charge Beam
Thunderbolt
Attract
Foul Play
Rain Dance
Zen Headbutt
Focus Blast
Brick Break
Drain Punch
Round
Grass Knot
Hidden Power Fire 6
Focus Punch
Metronome
Psyche Up
Torment
Ice Punch
Trick
Role Play
Baton Pass
Wake-up Slap
Healing Wish
Helping Hand
Iron Defense
Wonder Room
Gengar(*) - Purple Boss (M)
Nature: Timid
Type: Poison/Ghost
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Accuracy: +17%
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
Attacks (45):
Hypnosis(*)
Lick(*)
Spite(*)
Mean Look(*)
Curse(*)
Night Shade(*)
Confuse Ray(*)
Sucker Punch(*)
Shadow Punch
Will-O-Wisp(*)
Astonish(*)
Disable(*)
Sludge Bomb(*)
Substitute(*)
Thunderbolt(*)
Shadow Ball
Toxic
Energy Ball
Taunt
Pain split
Hex
Dark Pulse
Venoshock
Dream Eater
Protect
Torment
Bide
Focus Blast
Destiny Bond
Endure
Counter
Perish Song
Double Team
Psychic
Giga Drain
Thunder
Thief
Role Play
Snatch
Explosion
Icy Wind
Brick Break
Sunny Day
Foul Play
Trick Room
Metagross [Brains] (Genderless)
Nature: Careful (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank from Special Attack)
Type: Steel/Psychic
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.
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:
Ability 1: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Ability 2: Light Metal (DW) [unlocked]
Type: Innate
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4
Spe: 60 (-10 eva)
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22
EC: 9/9
MC:
DC: 5/5
Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Bullet Punch
Meteor Mash
Hammer Arm
Psychic
Agility
Pursuit
Iron Defense
Iron Head
Zen Headbutt
Headbutt
Ice Punch
Thunder Punch
Dynamic Punch
Gravity
Selfdestruct
Sleep Talk
Mimic
Block
Earthquake
Giga Impact
Double Team
Reflect
Light Screen
Rock Slide
Endure
Brick Break
Hone Claws
Protect
Aerial Ace
Explosion
Rain Dance
Telekinesis
Sandstorm
Rest
Bulldoze
Swagger
Substitute
Miracle Eye
Hyper Beam
Icy Wind
Signal Beam
Stealth Rock
Toxic
Psyshock
Sunny Day
Shadow Ball
Sludge Bomb
Rock Tomb
Facade
Grass Knot
Flash Cannon
Rock Smash
Cut
Strength
Flash
Hidden Power Fire (7)
Rock Polish
Swift
Mud Slap
Natural Gift
Double Edge
Remember: the Jungle Laws also lock your battlers in time, meaning they will not learn new moves in this battle (i.e. Keep your PMs and refer to them when ordering, because I will slap you with a rusty chainsaw if you order new moves that were unavailable according to my Inbox). Without further ado, let us introduce the hunter, Gerard Psyquic, who will be facing a known bestial species, the Panthera Tigris Ignus, nicknamed Orcinus Duo because of their paired appearance everywhere. As Gerard readies his arsenal, the monsters prowled without a sound, seeking an opening in the human's stance......Team Psyquic Hunter said:Fantine (Kitsunoh) {}
Nature: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost/Steel
- 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.
- 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:
- Frisk: (Can be Activated)
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
- Limber: (Innate)
This Pokemon’s body is well trained and immune to paralysis.
- Cursed Body: (Innate)
When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (+)
SC: 3
WC: 4
BST: 19
EC: 6/6
MC: 1
DC: 5/5
Attacks: 52
Aerial Ace
Copycat
Curse
Dig
Double Team
Earthquake
Endeavour
Faint Attack
Fake Out
Foul Play
Giga Impact
Ice Punch
Icy Wind
Imprison
Iron Defense
Iron Head
Knock Off
Lick
Low Kick
Magic Coat
Memento
Metal Claw
Meteor Mash
Odor Sleuth
Pain Split
Perish Song
Protect
Psycho Shift
Rain Dance
Revenge
Roar
Rock Slide
Safeguard
Scratch
Shadow Claw
Shadow Sneak
ShadowStrike
Sleep Talk
Snatch
Substitute
Sucker Punch
Super Fang
Superpower
Tail Whip
Taunt
Thunder Punch
Torment
Toxic
Trick
U-Turn
Will-o-Wisp
YawnGardevoir (Katherine) {}
Nature: Bold (+1 Def, -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.
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)
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
- Telepathy: (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: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BST: 21
EC: 9/9
MC: 3
DC: 5/5
Attacks: 47
Ally Switch
Calm Mind
Captivate
Charm
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Dream Eater
Encore
Endure
Energy Ball
Focus Blast
Fire Punch
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire [6]
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Pain Split
Protect
Psychic
Rain Dance
Reflect
Safeguard
Shadow Ball
Signal Beam
Skill Swap
Snatch
Stored Power
Sunny Day
Taunt
Teleport
Thunder Wave
Thunderbolt
ThunderPunch
Torment
Will-O-Wisp
Wish
Orcinus leads
Gerard releases with orders
Orcinus replies
I reff