ZhengTann
Nargacuga
WukongFormat said:1v1 Self-Reffed
1-hour DQ
Items = ALL
Abilities = ALL
Megas = 1
2 Substitutions2 recoveries / 5 Chills per Pokemon
Arena = ASB Standard Arena
Scunner - Crucibelle (F)
Threat category IV. Scunner's shell armor as well as her resilient bio-fluids allow her to take great amounts of damage in the most severe, toxic environments. she has a purple bioluminous glow throughout it's body.
Nature: Naive (+Speed, +% Accuracy, -SpDef)
Type:
Rock 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 (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). 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.
Poison type: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction.
Ability 1: Regenerator
Type: Passive
When Scunner is switched out during a switch battle, her bio-luminescence reacts to the energy in the Pokeball and (ten) 10 HP is restored. When Scunner Chills, she restores six (6) HP in addition to its 12 Energy.
Ability 2: Mould Breaker
Type: Passive
Whenever Scunner attacks, she 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.
Ability 3: Liquid Ooze (Unlocked)
Type: Passive
Scunner's body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Ability 4: Magic Guard (Mega-Evo only)
Type: Passive
Scunner is infused with a powerful psycho-electric energy that makes her immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. She can still attack herself in confusion, and will still take damage from it. Additionally, the energy protects her from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect, she will not suffer any damage. Life Orb recoil is negated.
Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 120 (+17%)
Size Class: 3
Weight Class: 2
BRT: 21
Stats (Mega-Evo):
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 132 (+20%)
Size Class: 3
Weight Class: 2
BRT: 24
MC: 0
AC: 5/5
Attacks:
Acid Armor
Astonish
Block
Coil
Coil
Confuse Ray
Confusion
Defense Curl
Double Team
Endure
Explosion
Facade
Fake Tears
Frustration
Giga Impact
Grass Knot
Gravity
Gunk Shot
Head Smash
Helping Hand
Hex
Hidden Power
Hyper Beam
Infestation
Iron Head
Low Kick
Payback
Poison Jab
Protect
Psybeam
Psychic
Reflect
Rest
Return
Rock Blast
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Shadow Ball
Skill Swap
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Smack Down
Snatch
Snore
Stealth Rock
Stone Edge
Substitute
Torment
Toxic
Toxic Spikes
U-turn
Venoshock
Withdraw
Wood Hammer
Wood Hammer
Zen Headbutt
Threat category IV. Scunner's shell armor as well as her resilient bio-fluids allow her to take great amounts of damage in the most severe, toxic environments. she has a purple bioluminous glow throughout it's body.
Nature: Naive (+Speed, +% Accuracy, -SpDef)
Type:
Rock 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 (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). 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.
Poison type: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction.
Abilities:Store Command: For the next six (6) actions, this Pokemon's moves will have their poison / toxic effect chance double.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Ability 1: Regenerator
Type: Passive
When Scunner is switched out during a switch battle, her bio-luminescence reacts to the energy in the Pokeball and (ten) 10 HP is restored. When Scunner Chills, she restores six (6) HP in addition to its 12 Energy.
Ability 2: Mould Breaker
Type: Passive
Whenever Scunner attacks, she 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.
Ability 3: Liquid Ooze (Unlocked)
Type: Passive
Scunner's body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Ability 4: Magic Guard (Mega-Evo only)
Type: Passive
Scunner is infused with a powerful psycho-electric energy that makes her immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. She can still attack herself in confusion, and will still take damage from it. Additionally, the energy protects her from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect, she will not suffer any damage. Life Orb recoil is negated.
Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 120 (+17%)
Size Class: 3
Weight Class: 2
BRT: 21
Stats (Mega-Evo):
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 132 (+20%)
Size Class: 3
Weight Class: 2
BRT: 24
MC: 0
AC: 5/5
Attacks:
Acid Armor
Astonish
Block
Coil
Coil
Confuse Ray
Confusion
Defense Curl
Double Team
Endure
Explosion
Facade
Fake Tears
Frustration
Giga Impact
Grass Knot
Gravity
Gunk Shot
Head Smash
Helping Hand
Hex
Hidden Power
Hyper Beam
Infestation
Iron Head
Low Kick
Payback
Poison Jab
Protect
Psybeam
Psychic
Reflect
Rest
Return
Rock Blast
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Shadow Ball
Skill Swap
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Smack Down
Snatch
Snore
Stealth Rock
Stone Edge
Substitute
Torment
Toxic
Toxic Spikes
U-turn
Venoshock
Withdraw
Wood Hammer
Wood Hammer
Zen Headbutt
Weiss
Agnes Oblige []
Type: Steel/Fairy
Steel - Immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Fairy - The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).
Abilities:
Hyper Cutter: (Passive) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Intimidate: (Trigger) 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 their Attack stage (and adjusting the natural stage) by one (1). If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Command: Activate Intimidate - 5 En - Lowers all foes' Attack (and adjusting the natural stage) by one (1) stage. Only usable if a foe entered play this round.
✓Sheer Force (HA): (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.
Nature: Careful (+1 SpD, -1 SpA)
Stats:
HP: 90
Atk: 3
Def: 3
SpA: 1 (-)
SpD: 3 (+)
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: N/A
MC: 0
AC: 5/5
Type: Steel/Fairy
Ability: Huge Power
Huge Power: (Passive) This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (first of three stages = 1, first of two stages or second of three stages = 2, fully evolved = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
Stats:
HP: 90
Atk: 4 (7)
Def: 5
SpA: 1 (-)
SpD: 4 (+)
Spe: 50
Size Class: 2
Weight Class: 2
Base Rank Total: 18 (21)
Ability: Huge Power
Huge Power: (Passive) This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (first of three stages = 1, first of two stages or second of three stages = 2, fully evolved = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
Stats:
HP: 90
Atk: 4 (7)
Def: 5
SpA: 1 (-)
SpD: 4 (+)
Spe: 50
Size Class: 2
Weight Class: 2
Base Rank Total: 18 (21)
Attacks (40/???):
Level Up
Play Rough
Iron Head
Taunt
Growl
Fairy Wind
Astonish
Fake Tears
Bite
Sweet Scent
Vice Grip
Feint Attack
Baton Pass
Iron Defense
Sucker Punch
Crunch
Egg
Fire Fang
Ice Fang
Metal Burst
Misty Terrain
Poison Fang
Punishment
Seismic Toss
Thunder Fang
TM/HM
Brick Break
Double Team
Embargo
Facade
Payback
Power-Up Punch
Protect
Rain Dance
Rest
Rock Slide
Rock Tomb
Sleep Talk
Substitute
Swagger
Taunt
Torment
Toxic
Move Tutor
Counter
Endure
Focus Punch
Foul Play
Ice Punch
Knock Off
Magnet Rise
Mimic
Pain Split
Snatch
Stealth Rock
Super Fang
Thunder Punch
RNG Roll (ORDER) [1 WEISS ; 2 WUKONG]: 1 (WEISS)
Begin!