Ullar
card-carrying wife-guy
Here we are again, at the Earth Mausoleum. Damn, this place gives me bad memories...here's hoping Frosty can make some better ones! Or will IAR roflstomp him, like he did me? Let's find out!
First, the match details:
4v4 Doubles (IAR brings 6, chooses 4)
3 Day Player DQ Time
∞ Recoveries/∞ Chills per Pokemon
2 Substitutions
Switch=OK
Abilities=All
Items=On; No "Training Items" Permitted
Turn Order=Coin-Flip
Arena=Earth Mausoleum
Now, the presiding leader's team!
(Heads = IAR, Tails = Frosty)
IAR sends out his first two Pokemon and equips items, if he so chooses
Frosty sends out his Pokemon with items and orders
IAR orders
I meagerly attempt to ref
First, the match details:
4v4 Doubles (IAR brings 6, chooses 4)
3 Day Player DQ Time
∞ Recoveries/∞ Chills per Pokemon
2 Substitutions
Switch=OK
Abilities=All
Items=On; No "Training Items" Permitted
Turn Order=Coin-Flip
Arena=Earth Mausoleum
Arena: Earth Mausoleum
Field Type: Ground
Complexity: Intense
Format: All
Restrictions: No Natural Grass, Only Sandstorm & Clear weather permitted, Poorly-lit Indoor arena
Description: The Earth Mausoleum is a dark, desolate place inside a cave situated in a remote desert about 6km from the nearest city. At the entrance, you must proceed down a tunnel that is fairly dark, but is loaded to the gills with harmless Ground Type Pokemon, predominately Hippopotas & Sandshrew, even the occasional Garchomp lurking about the place. After your short walk through a prescribed route, you walk into a large, fairly well lit indoors arena, that looked very dull, but one thing's obvious; This was a Ground Type Paradise...
This arena has virtually the same dimensions as the ASB Tournament arena, but with a few differences. Firstly, the arena has mini-grandstands at the side, & the trainers stand on a Podium elevated up by 3 metres. Lastly, the arena ceiling is rather low at only 20m high.
Now, what does this arena have that gives Ground Types an edge? Firstly, The main arena floor is a hybrid of sand & dirt, mixed together to make a strange material that can easily be dug into. Additionally, the ceiling is low & creates a completely indoor feel, where Moves that require sunlight, like Solarbeam, & all other weathers bar Clear & Sandstorm, fail. Additionally, Pokemon using Sky Drop/Fly/Bounce fail to gain enough altitude to evade, that is, they become a normal attack. Next, there is a fairly large mud patch near the centre of the arena at about 10 metres in diameter, & goes to about 10 metres deep. This mud patch has a little bit of water in it, but enough to be considered an external water source, but in using it, the attack becomes combined with mud & becomes a Ground Type Attack. Additionally, anyone using the patch to dive are still vulnerable to seismic moves & get hit for double power, & finally, the mud also makes Soak turn users into Ground-Types.
Being a Ground Type paradise, how will the average player fare? We shall see soon enough...
Mechanics:
Mud patches around the arena have enough water to be considered usable as an external Water Source.
However, all the mud means that such attacks become Ground Type moves.
Moves using these Mud Patches are also treated as Water-Type Moves for the purposes of Abilities such as Storm Drain.
Pokemon hiding in Mud Patches, while retaining the normal properties of Dive (Bar Typing), is also treated as the move: Dig, for the purposes of moves like Earthquake, Earth Power, etc.
The move: Soak, turns its targets into the Ground-Type instead.
Sky Drop, Fly, & Bounce all work like they normally do, but they do not gain enough altitude to successfully evade attacks.
Summary: Ground Type Paradise.
Field Type: Ground
Complexity: Intense
Format: All
Restrictions: No Natural Grass, Only Sandstorm & Clear weather permitted, Poorly-lit Indoor arena
Description: The Earth Mausoleum is a dark, desolate place inside a cave situated in a remote desert about 6km from the nearest city. At the entrance, you must proceed down a tunnel that is fairly dark, but is loaded to the gills with harmless Ground Type Pokemon, predominately Hippopotas & Sandshrew, even the occasional Garchomp lurking about the place. After your short walk through a prescribed route, you walk into a large, fairly well lit indoors arena, that looked very dull, but one thing's obvious; This was a Ground Type Paradise...
This arena has virtually the same dimensions as the ASB Tournament arena, but with a few differences. Firstly, the arena has mini-grandstands at the side, & the trainers stand on a Podium elevated up by 3 metres. Lastly, the arena ceiling is rather low at only 20m high.
Now, what does this arena have that gives Ground Types an edge? Firstly, The main arena floor is a hybrid of sand & dirt, mixed together to make a strange material that can easily be dug into. Additionally, the ceiling is low & creates a completely indoor feel, where Moves that require sunlight, like Solarbeam, & all other weathers bar Clear & Sandstorm, fail. Additionally, Pokemon using Sky Drop/Fly/Bounce fail to gain enough altitude to evade, that is, they become a normal attack. Next, there is a fairly large mud patch near the centre of the arena at about 10 metres in diameter, & goes to about 10 metres deep. This mud patch has a little bit of water in it, but enough to be considered an external water source, but in using it, the attack becomes combined with mud & becomes a Ground Type Attack. Additionally, anyone using the patch to dive are still vulnerable to seismic moves & get hit for double power, & finally, the mud also makes Soak turn users into Ground-Types.
Being a Ground Type paradise, how will the average player fare? We shall see soon enough...
Mechanics:
Mud patches around the arena have enough water to be considered usable as an external Water Source.
However, all the mud means that such attacks become Ground Type moves.
Moves using these Mud Patches are also treated as Water-Type Moves for the purposes of Abilities such as Storm Drain.
Pokemon hiding in Mud Patches, while retaining the normal properties of Dive (Bar Typing), is also treated as the move: Dig, for the purposes of moves like Earthquake, Earth Power, etc.
The move: Soak, turns its targets into the Ground-Type instead.
Sky Drop, Fly, & Bounce all work like they normally do, but they do not gain enough altitude to successfully evade attacks.
Summary: Ground Type Paradise.
Now, the presiding leader's team!
And the challenger's team!Its_A_Random said:Cheers.
Gliscor(*) [Capers] (M)
NATURE: Jolly (+14% Accuracy) (NC)
TYPE
Ground: Ground 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): (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 3
Spe: 110 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (97/97)
PHYSICAL
Acrobatics
Aerial Ace
Aqua Tail
Bite
Brick Break
Bug Bite
Bulldoze
Counter
Cross Poison
Cut
Dig
Double-Edge
Earthquake*
Facade
Faint Attack*
False Swipe
Feint
Fire Fang
Fling
Frustration
Fury Cutter*
Giga Impact
Guillotine
Headbutt
Ice Fang
Iron Tail
Knock Off*
Metal Claw
Natural Gift
Night Slash*
Payback
Poison Jab
Poison Sting*
Poison Tail
Quick Attack*
Return
Rock Climb
Rock Slide*
Rock Smash
Rock Tomb
Sand Tomb
Secret Power
Sky Attack
Sky Uppercut
Slash
Steel Wing
Stone Edge
Strength
Thief
Thunder Fang
U-Turn
Wing Attack
X-Scissor
SPECIAL
Dark Pulse
Dream Eater
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Mud-Slap
Razor Wind
Round
Sludge Bomb
Snore
Struggle Bug
Swift
Venoshock
OTHER
Agility*
Attract
Baton Pass*
Captivate
Curse
Defog
Detect
Double Team
Endure
Harden*
Hone Claws
Mimic
Power Trick
Protect
Rain Dance
Rest
Rock Polish
Roost
Sand-Attack*
Sandstorm
Screech
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Swords Dance*
Tailwind
Taunt
Torment
Toxic
Camerupt [Tormeldon] (M)
NATURE: Quiet (-10% Evasion)
TYPE
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Ground: Ground 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.
ABILITIES
Magma Armour: (Innate) This Pokemon has a strong, heated armour that makes it incapable of being frozen. The armour also reduces the Base Attack Power of all incoming attacks by one (1).
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).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Glyph of Explosion: (Raid Glyph) Causes Explosion to affect only one opponent instead of all allies and enemies, raises its base power by 40 and causes it to ignore resistances.
STATS
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (55/77)
PHYSICAL
Body Slam
Bulldoze
Dig
Double-Edge
Earthquake
Explosion
Facade
Fissure
Flame Charge
Frustration
Iron Head
Magnitude
Return
Rock Slide
Rock Tomb
Stone Edge
Tackle
Take Down
SPECIAL
Ancientpower
Earth Power
Ember
Eruption
Fire Blast
Flame Burst
Flamethrower
Flash Cannon
Heat Wave
Hidden Power (Ice 7)
Hyper Beam
Incinerate
Lava Plume
Mud Bomb
Round
Selfdestruct
Solarbeam
OTHER
Amnesia
Attract
Curse
Double Team
Endure
Focus Energy
Growl
Mimic
Protect
Rest
Roar
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Toxic
Will-O-Wisp
Yawn
Fidgit [Utilitand] (M)
NATURE: Hardy
TYPE
Poison: 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.
Ground: Ground 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.
ABILITIES
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mould Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Glyph of Light Screen: (Raid Glyph) Causes Light Screen to affect the entire team instead of three Pokémon only.
STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (86/103)
PHYSICAL
Acrobatics
Aerial Ace
Body Slam
Bulldoze
Circle Throw
Comet Punch
Dig
Drill Run
Earthquake
Facade
Frustration
Knock Off
Low Sweep
Poison Jab
Rapid Spin
Retaliate
Return
Rock Slide
Sand Tomb
Secret Power
Smack Down
Stone Edge
Strength
U-Turn
SPECIAL
Acid Spray
Air Slash
Clear Smog
Earth Power
Gust
Hidden Power (Ice 7)
Icy Wind
Razor Wind
Shadow Ball
Sludge Bomb
Sludge Wave
Struggle Bug
Twister
Venoshock
OTHER
After You
Ally Switch
Attract
Block
Copycat
Disable
Dispel (R)
Double Team
Embargo
Encore
Endure
Entrainment
Follow Me
Gastro Acid
Gravity
Heal Block
Heal Pulse
Helping Hand
Light Screen
Lucky Chant
Magic Room
Me First
Mimic
Protect
Quash
Reflect
Rest
Safeguard
Sandstorm
Skill Swap
Sleep Talk
Snatch
Spikes
Stealth Rock
Substitute
Sunny Day
Swagger
Tailwind
Taunt
Telekinesis
Torment
Toxic
Toxic Spikes
Trick Room
Whirlwind
Wide Guard
Wish
Wonder Room
Stunfisk [Shockish] (M)
NATURE: Relaxed (-10% Evasion)
TYPE
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.
Ground: Ground 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.
ABILITIES
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralysing opponents that use contact moves on this Pokemon.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Sand Veil (DW): (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.
Glyph of Thunderbolt: (Raid Glyph) Lowers the threat generated by Thunderbolt by 50%.
STATS
HP: 110
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 27 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 19
EC: N/A
MC: 0
DC: 5/5
ATTACKS (37/62)
PHYSICAL
Bide
Bounce
Earthquake
Fissure
Flail
Payback
Revenge
Stone Edge
SPECIAL
Discharge
Earth Power
Mud Bomb
Mud Shot
Mud-Slap
Muddy Water
Scald
Sludge Bomb
Sludge Wave
Spark
Thunder
Thunderbolt
Thundershock
OTHER
Attract
Camouflage
Double Team
Endure
Flash
Mud Sport
Pain Split
Protect
Rain Dance
Rest
Sandstorm
Sleep Talk
Substitute
Thunder Wave
Toxic
Yawn
Steelix [Iron Chain] (M)
NATURE: Brave (-10% Evasion)
TYPE
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.
Ground: Ground 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.
ABILITIES
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
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.
Sheer Force (DW): (Can be Enabled) This Pokemon can energise all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (-)
Size Class: 7
Weight Class: 8
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (71/90)
PHYSICAL
Aqua Tail
Bide
Bind
Body Slam
Bulldoze
Crunch
Dig
Double-Edge
Dragon Tail
Earthquake
Explosion
Facade
Fire Fang
Fissure
Flail
Frustration
Giga Impact
Gyro Ball
Heavy Slam
Ice Fang
Iron Head
Iron Tail
Payback
Rage
Return
Rock Blast
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Sand Tomb
Selfdestruct
Slam
Smack Down
Stone Edge
Tackle
Thunder Fang
SPECIAL
Dark Pulse
Dragon Pulse
Dragonbreath
Earth Power
Flash Cannon
Hidden Power (Grass, 7)
Hyper Beam
Snore
Twister
OTHER
Attract
Autotomise
Block
Curse
Double Team
Endure
Harden
Magnet Rise
Mimic
Mud Sport
Protect
Psych Up
Rest
Roar
Rock Polish
Sandstorm
Screech
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Taunt
Torment
Toxic
Nidoking [King Odin] (M)
NATURE: Mild
TYPE
Poison: 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.
Ground: Ground 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.
ABILITIES
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Sheer Force (DW): (Can be Enabled) This Pokemon can energise all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
STATS
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
ATTACKS (60/130)
PHYSICAL
Aqua Tail
Bide
Bulldoze
Chip Away
Counter
Dig
Double Kick
Dragon Tail
Drill Run
Earthquake
Fire Punch
Fury Attack
Head Smash
Horn Attack
Horn Drill
Megahorn
Peck
Poison Jab
Rock Slide
Shadow Claw
Smack Down
Stone Edge
Superpower
Tackle
Thrash
SPECIAL
Blizzard
Confusion
Dragon Pulse
Earth Power
Fire Blast
Flamethrower
Focus Blast
Hidden Power (Grass 7)
Ice Beam
Shadow Ball
Sludge Bomb
Surf
Thunder
Thunderbolt
Venoshock
OTHER
Captivate
Disable
Double Team
Endure
Flatter
Focus Energy
Helping Hand
Hone Claws
Leer
Protect
Rest
Roar
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Taunt
Torment
Toxic
Toxic Spikes
And to determine who goes first, let's play...FLIP THE GLIGAR. EHEHEHE.Frosty said:
Ludicolo [Odolwa] (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: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 60 (70/1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Moves (46):
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
BubbleBeam
Zen Headbutt
Energy Ball
Rain Dance
Fake Out
Fury Swipes
Water Sport
Thief
Uproar
Hydro Pump
Counter
Giga Drain
Leech Seed
Endure
Ice Beam
Protect
Surf
Scald
Solarbeam
Synthesis
Substitute
Focus Blast
Blizzard
Toxic
Fire Punch
Dive
Drain Punch
Icy Wind
Focus Punch
Ice Punch
Sleep Talk
ThunderPunch
Seed Bomb
Hyper Beam
Double Team
Rest
Swagger
Grass Knot
Diababa [Necturna] (F)
Nature: Quiet (+Sp Atk, -Speed)
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:
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (UNLOCKED) (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 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC 6/6
MC 0
DC 5/5
Moves (30) :
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Natural Gift
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Leaf Blade
Sketch
Giga Drain
Leaf Storm
Protect
Psychic
Shadow Ball
Snatch
Synthesis
Skill Swap
Hyper Beam
Knock Off
Trick
Sleep Talk
Stone Edge
Rest
Toxic
Snorlax [Hector] (M)
Nature: Quiet (+Spa, -Spe)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 125
Atk: Rank 4
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 26 (30/1.15)
Size Class: 4
Weight Class: 9
Base Rank Total: 22
EC: 6/6
MC: 0
DC:5/5
Abilities:
Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony: (Unlocked) (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Moves (44):
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Headbutt
Belly Drum
Yawn
Rest
Body Slam
Sleep Talk
Giga Impact
Crunch
Hyper Beam
Heavy Slam
Block
Stockpile
Snatch
Rollout
Covet
Snore
Harden
Last Resort
Natural Gift
Counter
Substitute
Double Edge
Whirlwind
Selfdestruct
Ice Beam
Surf
Fire Blast
Earthquake
Protect
Thunderbolt
Gunk Shot
Wild Charge
Psychic
Focus Blast
Hyper Voice
Rock Slide
Whimsicott[Veran] (F)
Nature: Timid (Adds 15% to Speed; Subtracts 1 From Attack, +21% accuracy)
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:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW): UNLOCKED(Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: 2 (-)
Def: 3
SpA: 3
SpD: 3
Spe: 134 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks (30):
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
PoisonPowder
Sunny Day
Cotton Guard
Helping Hand
Giga Drain
Endeavor
Energy Ball
Gust
Tailwind
Hurricane
Charm
Encore
GrassWhistle
Worry Seed
Switcheroo
Fake Tears
Toxic
Taunt
SolarBeam
Protect
Trick Room
Knock Off
Light Screen
Safeguard
Substitute
Rest
Sleep Talk
Attract
Swagger
(Heads = IAR, Tails = Frosty)
IAR sends out his first two Pokemon and equips items, if he so chooses
Frosty sends out his Pokemon with items and orders
IAR orders
I meagerly attempt to ref