I Flash the Fish Round 3

Team Me:
439.png

Mime Jr (TBD) Male
Nature:
Bold
Type:
Psychic: STAB; 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.
Fairy: STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)

Abilities:
Soundproof:
Type: Passive
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: Boomburst, Bug Buzz, Chatter, Disarming Voice, Echoed Voice, Grass Whistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Filter:
Type: Passive
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent's super effective attack by two (2).

Technician (DW):
Type: Passive
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 that has its BAP increased by Technician 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.

Stats:
HP: 80
Atk: Rank 0 (-)
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 11


EC: 0/6
AC: 0/5
MC: 0


Attacks: 21/?? Total
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
Double Slap
Mimic
Light Screen
Reflect
Psybeam

Fake Out
Future Sight
Trick
Nasty Plot
Hypnosis

Solar Beam
Thunderbolt
Torment
Shadow Ball
Protect

Team Fish:
RebbleFront_zps715a8d2b.png

TBD (Rebble)
Nature:
Modest
Type:
Rock: STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage. Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.


Abilities:
Levitate:
Type: Passive
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Technician:
Type: Passive
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 that has its BAP increased by Technician 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.
Mold Breaker (DW):
Type: Passive
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities. (e.g. Levitators plummet towards the ground before Earthquake hits, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities such as Limber will remove their relevant status at the start of the victim's next action. For a full list of affected abilities, see http://pastebin.com/sMzktgbV

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
Base Rank Total: 14


EC: 0/9
AC: 0/5
MC: 0

Attacks: 19/75 Total
Vacuum Wave
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem

Trick
Heat Wave
Giga Drain
Earth Power
Stealth Rock

Shadow Ball
Hidden Power (Fighting)
Protect
Dazzling Gleam
Volt Switch
532.png

TBD (Timburr) Male
Nature:
Modest
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.


Abilities:
Guts:
Type: Passive
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sheer Force:
Type: Toggle
At default this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect. When toggled, no effect.
Iron Fist (DW):
Type: Passive
The Base Attack Power of this Pokemon's "Punch" attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamic Punch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunder Punch, Power-Up Punch)

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 13


EC: 0/9
AC: 0/5
MC: 0

Attacks: 18/70 Total
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away

Detect
Foresight
Mach Punch
Endure
Counter

Taunt
Substitute
Power-Up Punch
Brick Break
Dig


I automatically send in Mime Jr @ Exp Share
Fish sends in, equips, and orders
I order and ref
 
Oh jesus
Rebble@ exp share
Shadow Ball - Power Gem - Shadow Ball
IF solar beam, then protect that action, disable (solar beam) next action, but only if you are not targeted by encore in the action you would disable
 
Round 1:
Team Me:
439.png

80 HP
100 EN
Status: None
0/3/3/3/60
S/W: 1/2
Filter/Soundproof
Exp Share

Team Fish:
RebbleFront_zps715a8d2b.png

90 HP
100 EN
Status: None
1/2/4/2/90
S/W: 1/2
Levitate/Technician
Lucky Egg



Round 1:
Rebble uses Shadow Ball!
To Crit <625, 266 yes
Lower SpD <1000, 6647 no
6+3+1.5*1.5=15.75 Damage to Mime Jr
-6 Energy

Mime Jr uses Future Sight!
12+3+1.5=16.5 Damage incoming
-7 Energy

Round 2:
Rebble uses Power Gem!
To Crit <625, 5864 no
8+3+1.5=12.5 Damage to Mime Jr
-5 Energy

Mime Jr uses Encore!
Rebble received an encore!
-10 Energy

Round 3:
Rebble uses Power Gem!
To Crit <625, 4994 no
8+3+1.5=12.5 Damage to Mime Jr
-5 Energy

Mime Jr uses Solar Beam!
To Crit <625, 1299 no
12+1.5*1.5=20.25 Damage to Rebble
-8 Energy


Mime Jr: 15.75+12.5+12.5=41 Damage Taken
7+10+8=25 Energy Used
Rebble: 20 Damage Taken
6+5+5=16 Energy Used

Team Me:


439.png

39 HP
75 EN
Status: None
0/3/3/3/60
S/W: 1/2
Filter/Soundproof
Exp Share

Team Fish:


RebbleFront_zps715a8d2b.png

70 HP
84 EN
Status: Encored (1 Action), 16.5 Damage Incoming
1/2/4/2/90
S/W: 1/2
Levitate/Technician
Lucky Egg
 
Round 2:
Team Me:
439.png

39 HP
75 EN
Status: None
0/3/3/3/60
S/W: 1/2
Filter/Soundproof
Exp Share

Team Fish:
RebbleFront_zps715a8d2b.png

70 HP
84 EN
Status: Encored (1 Action), 16.5 Damage Incoming
1/2/4/2/90
S/W: 1/2
Levitate/Technician
Lucky Egg



Round 1:
Rebble uses Power Gem!
To Crit <625, 2014 no
8+3+1.5=12.5 Damage to Mime Jr
-6 Energy

Mime Jr uses Solar Beam!
To Crit <625, 7669 no
12+1.5*1.5=20.25 Damage to Rebble
-12 Energy

Future Sight deals 16.5 Damage to Rebble

Round 2:
Mime Jr uses Fake Out!
To Crit <625, 1074 no
4-3=1 Damage to Rebble
-4 Energy

Rebble Flinched!

Round 3:
Rebble uses Shadow Ball!
To Crit <625, 8916 no
Lower SpD <1000, 7939 no
6+1.5*1.5=11.25 Damage to Mime Jr
-6 Energy

Mime Jr uses Solar Beam!
To Crit <625, 6702 no
12.1.5*1.5=20.25 Damage to Rebble
-8 Energy


Mime Jr: 12.5+11.25=24 Damage Taken
12+4+8=24 Energy Used
Rebble: 20.25+1+20.25+16.5=58 Damage Taken
6+6=12 Energy Used

Team Me:
439.png

15 HP
51 EN
Status: None
0/3/3/3/60
S/W: 1/2
Filter/Soundproof
Exp Share

Team Fish:
RebbleFront_zps715a8d2b.png

12 HP
72 EN
Status: None
1/2/4/2/90
S/W: 1/2
Levitate/Technician
Lucky Egg
 
Round 3:
Team Me:
439.png

15 HP
51 EN
Status: None
0/3/3/3/60
S/W: 1/2
Filter/Soundproof
Exp Share

Team Fish:
RebbleFront_zps715a8d2b.png

12 HP
72 EN
Status: None
1/2/4/2/90
S/W: 1/2
Levitate/Technician
Lucky Egg



Round 1:
Round 1:
Rebble uses Shadow Ball!
To Crit <625, 4127 no
Lower SpD <1000, 6969 no
6+1.5*1.5=11.25 Damage to Mime Jr
-6 Energy

Mime Jr uses Solar Beam!
To Crit <625, 8124 no
12.1.5*1.5=20.25 Damage to Rebble
-8 Energy

Rebble was KOed!



Mime Jr: 11 Damage Taken
8 Energy Used
Rebble: 20 Damage Taken
6 Energy Used

Team Me:
439.png

4 HP
43 EN
Status: None
0/3/3/3/60
S/W: 1/2
Filter/Soundproof
Exp Share

Team Fish:
RebbleFront_zps715a8d2b.png

-8 HP
66 EN
Status: None
1/2/4/2/90
S/W: 1/2
Levitate/Technician
Lucky Egg


Troll mime

Me: 1 CC, 3 UC
Mime Jr: 1 EC, 3 MC, 1 AC

Fish: 1 CC
Rebble: 1 EC, 3 MC, 1 AC
 
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