3v3
Singles
3LC (Canis) vs 2LC + 1 (very weak) Middlemon
2 Subs
2 Recovers
5 Chills
1 Day DQ; 2 for Ref
Arena: Below this:
Singles
3LC (Canis) vs 2LC + 1 (very weak) Middlemon
2 Subs
2 Recovers
5 Chills
1 Day DQ; 2 for Ref
Arena: Below this:
Arena: Tynamo Ridge
Field Type: Neutral
Complexity: Intense
Format: All
Field Type: Neutral
Complexity: Intense
Format: All
Restrictions: No Water Source
Description: Tynamo Ridge is a hilly expanse that gets its nickname after the fact that there are endless Tynamo that live in the area. The battle takes place at the highest point, which is fairly flat & is very spacious & is about 150m in diameter. However, the battle attracts the attention of the Tynamo, who will then starts spawning & attacking.
At the end of each round, there is a 50% chance that a Tynamo will spawn. These Tynamo will join the battle as normal & will attack either Pokemon on the field with a move from their ridiculously small movepool every action. The Tynamo have infinite energy, but they do have finite HP, at 90 HP a piece. All Tynamo are neutral natured, fortunately. Defeating one, gives the Pokemon that killed one a 20 HP & Energy Bonus, as well as 1 KO Counter.
Also, at the end of every round, there's a 10% chance that a lightning bolt will drop from the sky. These bolts will do a flat 20 Damage to the Pokemon it strikes & has a 100% chance of inflicting 25% paralysis, even if it's a Ground Type. These bolts cannot be redirected by Lightningrod.
At the end of each round, there is a 50% chance that a Tynamo will spawn. These Tynamo will join the battle as normal & will attack either Pokemon on the field with a move from their ridiculously small movepool every action. The Tynamo have infinite energy, but they do have finite HP, at 90 HP a piece. All Tynamo are neutral natured, fortunately. Defeating one, gives the Pokemon that killed one a 20 HP & Energy Bonus, as well as 1 KO Counter.
Also, at the end of every round, there's a 10% chance that a lightning bolt will drop from the sky. These bolts will do a flat 20 Damage to the Pokemon it strikes & has a 100% chance of inflicting 25% paralysis, even if it's a Ground Type. These bolts cannot be redirected by Lightningrod.
Summary: Hilly expanse, constantly spawning Tynamo, & a big scary Lightning Bolt.
Special Note: If this arena is chosen for a battle using arenas such as TELEPORTATION! for the arena, Any Tynamo that joins the battle remains until it has fainted. Do roll for Tynamo before the arena change.
Numel [M]
Fire STAB; immune to burn, 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.[/LEFT]
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.[/LEFT]
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.[/LEFT]
Simple (Innate): This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.[/LEFT]
HP: 90
Atk: 3
Def: 3
SpA: 6
SpD: 3
Spe: 30
Size Class: 1
Weight Class: 2
-10 EVA
Pupitar [M]
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.[/LEFT]
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.[/LEFT]
Shed Skin (Innate): This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.[/LEFT]
HP: 100
Atk: 4.5
Def: 4.5
SpA: 6
SpD: 4.5
Spe: 44
Size Class: 3
Weight Class: 5
-10 EVA
Privatyke [M]
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Unaware (Innate): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.[/LEFT]
HP: 100
Atk: 6
Def: 4.5
SpA: 1.5
SpD: 3
Spe: 35
Size Class: 2
Weight Class: 4
Houndour [F]
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.
Fire STAB; immune to burn, 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.
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.
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
HP: 90
Atk: 1.5
Def: 4.5
SpA: 4.5
SpD: 3
Spe: 65
Size Class: 1
Weight Class: 1
Beldum [-]
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 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.
Clear Body (Innate): This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
HP: 90
Atk: 3
Def: 4.5
SpA: 3
SpD: 4.5
Spe: 26
Size Class: 1
Weight Class: 4
-10 EVA
Eevee [M]
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Run Away (Innate): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability (Innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
HP: 90
Atk: 3
Def: 3
SpA: 4.5
SpD: 4.5
Spe: 47
Size Class: 1
Weight Class: 1
-10 EVA
Tynamo
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.
Egg Group: Amorphous
Levitate (Innate): 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.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 1
Fire STAB; immune to burn, 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.[/LEFT]
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.[/LEFT]
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.[/LEFT]
Simple (Innate): This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.[/LEFT]
HP: 90
Atk: 3
Def: 3
SpA: 6
SpD: 3
Spe: 30
Size Class: 1
Weight Class: 2
-10 EVA
Pupitar [M]
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.[/LEFT]
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.[/LEFT]
Shed Skin (Innate): This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.[/LEFT]
HP: 100
Atk: 4.5
Def: 4.5
SpA: 6
SpD: 4.5
Spe: 44
Size Class: 3
Weight Class: 5
-10 EVA
Privatyke [M]
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Unaware (Innate): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.[/LEFT]
HP: 100
Atk: 6
Def: 4.5
SpA: 1.5
SpD: 3
Spe: 35
Size Class: 2
Weight Class: 4
Houndour [F]
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.
Fire STAB; immune to burn, 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.
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.
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
HP: 90
Atk: 1.5
Def: 4.5
SpA: 4.5
SpD: 3
Spe: 65
Size Class: 1
Weight Class: 1
Beldum [-]
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 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.
Clear Body (Innate): This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
HP: 90
Atk: 3
Def: 4.5
SpA: 3
SpD: 4.5
Spe: 26
Size Class: 1
Weight Class: 4
-10 EVA
Eevee [M]
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Run Away (Innate): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability (Innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
HP: 90
Atk: 3
Def: 3
SpA: 4.5
SpD: 4.5
Spe: 47
Size Class: 1
Weight Class: 1
-10 EVA
Tynamo
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.
Egg Group: Amorphous
Levitate (Innate): 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.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 1
King Serperior's Pokemon
Numule (Vulcan) [Male]
Nature: Quiet (+1Sp.Atk, -15% Speed, -10% evasion)
Type:
Fire: Fire STAB; immune to burn, 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.
Fire: Fire STAB; immune to burn, 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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-15% Speed; -10% Evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-15% Speed; -10% Evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Abilities:
Oblivious: (Innate)This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Simple: (Innate)This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.
Own Tempo: (DW-Locked)(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.
Oblivious: (Innate)This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Simple: (Innate)This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.
Own Tempo: (DW-Locked)(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.
EC: 0/6
DC: 0/5
MC: 0
KOC: 0
DC: 0/5
MC: 0
KOC: 0
Moves:
1). Growl
2). Tackle
3). Ember
4). Magnitude
5). Focus Energy
6). Take Down
7). Flame Burst
8). Amnesia
9). Lava Plume
10). Yawn
11). Endure
12). Heat Wave
13). Protect
14). Sunny Day
15). Will-o-Wisp
1). Growl
2). Tackle
3). Ember
4). Magnitude
5). Focus Energy
6). Take Down
7). Flame Burst
8). Amnesia
9). Lava Plume
10). Yawn
11). Endure
12). Heat Wave
13). Protect
14). Sunny Day
15). Will-o-Wisp
Pupitar [Greymon] (Male)
Quiet (-Speed, +Sp.Atk)
Type:
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.
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.
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.
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:
Shed Skin: (Innate)This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Shed Skin (DW) (Locked): (Innate)This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Shed Skin: (Innate)This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Shed Skin (DW) (Locked): (Innate)This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+1)
SpD: Rank 3
Spe: 51 -> 44 (-15% Speed, -10 evasion)
Size Class: 3
Weight Class: 5
Base Rank Total: 17
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+1)
SpD: Rank 3
Spe: 51 -> 44 (-15% Speed, -10 evasion)
Size Class: 3
Weight Class: 5
Base Rank Total: 17
EC: 8/9
DC: 5/5
MC: 17
KOC: 0
DC: 5/5
MC: 17
KOC: 0
Moves:
1). Bite
2). Leer
3). Sandstorm
4). Screech
5). Chip Away
6). Rock Slide
7). Scary Face
8). Curse
9). Iron Head
10). Pursuit
11). Protect
12). Earthquake
13). Double Team
1). Bite
2). Leer
3). Sandstorm
4). Screech
5). Chip Away
6). Rock Slide
7). Scary Face
8). Curse
9). Iron Head
10). Pursuit
11). Protect
12). Earthquake
13). Double Team
Privatyke [Davy Jones] (male)
Nature: Adamant (+Atk, -Sp.Atk)
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
HP: 100
Atk: Rank 4 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 15
Atk: Rank 4 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 15
EC: 5/6
MC: 8
DC: 4/5
KOC: 0
MC: 8
DC: 4/5
KOC: 0
Moves:
1). Bubble
2). Smokescreen
3). Yawn
4). Wrap
5). Chip Away
6). Arm Thrust
7). Aqua Jet
8). Cross Chop
9). Recover
10). Rock Blast
11). Waterfall
12). Brick Break
13). Earthquake
1). Bubble
2). Smokescreen
3). Yawn
4). Wrap
5). Chip Away
6). Arm Thrust
7). Aqua Jet
8). Cross Chop
9). Recover
10). Rock Blast
11). Waterfall
12). Brick Break
13). Earthquake
Canis Majoris' Pokemon
Houndour [Cecille] (Female)
Nature: Bold (+ Defense, - Attack)
Type: Dark/Fire
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.
Fire: Fire STAB; immune to burn, 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.
Abilities:
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.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Unnerve: (DW) (Locked) (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Fire Spin (Egg)
Nasty Plot (Egg)
Will-o-Wisp (Egg)
Fire Blast (TM)
Sludge Bomb (TM)
Torment (TM)
Beldum [Deep Blue] (Genderless)
Nature: Sassy (+SpD, -Spe, -10% Evasion)
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 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:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal: (DW) (Locked) (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: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 26 (-10% Evasion)
Size Class: 1
Weight Class: 4 [3 Light Metal]
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Take Down
Iron Head (Tutor)
Iron Defense (Tutor)
Zen Headbutt (Tutor)
Eevee [Jet] (Male) *
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate)The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation: (DW)(Locked)(Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-10% Evasion)
Size Class: 1
Weight Class: 1
EC: 2/6
MC: 2
DC: 2/5
Attacks:
Helping Hand
Tackle
Tail Whip
Sand-Attack
Growl
Quick Attack
Bite
Covet
Double-Edge
Focus Energy
Take Down
Wish (Egg)
Tickle (Egg)
Endure (Egg)
Facade (TM)
Substitute (TM)
Double Team (TM)
Heal Bell (Tutor)
Numel
90|100
Pupitar
100|100
Privatyke
100|100
Houndour
90|100
Beldum
90|100
Eevee
90|100
Orders
King Serperior sends out pokemon and equips
Canis Majoris sends out pokemon, equips, and orders
King Serperior orders
I ref