Destiny Warrior
also known as Darkwing_Duck
1v1 Singles
1 Day DQ
2 Recovers/5 Chills
Lord Jesseus
Pilcowatt [Delta]
Nature: Quiet (+SpA, -15% Spe and +5% accuracy on enemy attacks)
Current form: Rotom-W, Water/Electric, Hydro Pump
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 80
Atk: **
Def: *
SpA: *** (+1)
SpD: *
Spe: 80 (-15%)
EC: 1/6
MC: 1
DC: 1/5
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (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.
Attacks:
Bubble(*)
Charge(*)
Tackle(*)
Thundershock(*)
Detect(*)
Counter(*)
Mirror Coat(*)
Signal Beam(*)
Thunder Wave(*)
Thunderbolt(*)
Scald(*)
Venser
]
Nohface [Jyuu] ()
Nature: Adamant (+ Attack, - Special Attack)
Type: Steel / Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Abilities:
Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Levitate (DW) (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 10
EC: 1/6
MC: 0
DC: 1/5
Attacks
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
ShadowStrike
Psycho Shift
Meteor Mash
Yawn
Will-o-Wisp
Dig
Earthquake
Taunt
Scyther [Ed] ()
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy on an opponent's attacks)
Type: Bug / Flying
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 89 (-15%)
EC: 2/6
MC: 2
DC: 2/5
Abilities:
Technician (Innate): This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Swarm (Innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Steadfast (DW) (Innate): If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Attacks:
Vacuum Wave*
Quick Attack*
Leer*
Focus Energy*
Double Team*
Pursuit*
False Swipe*
Agility*
Wing Attack*
Fury Cutter*
Safeguard*
Counter*
Silver Wind*
Swords Dance*
Roost*
Substitute*
Brick Break*
Revenankh [Umbra] ()
Nature: Relaxed (Adds * to Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate has Energy Cost reduced by one (1).
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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
MC: 0
DC: 0/5
Stats:
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 55.25 (-15%)
Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Moonlight
Counter
Destiny Bond
Hex
Focus Punch
Drain Punch
Toxic
Taunt
Since the rules for these weren't defined, I'll define them myselves
Switch = lolwut
No Items
All Abiltiies
Since noone defined the arena, I'll do that myself as well.
http://www.mariowiki.com/Tick_Tock_Clock
Battlers start from the bottom(sm64 edition).
On behalf of Lord Jesseus, I'll send out his Plicowatt, Delta, so Venser, choose your Pokemon.
1 Day DQ
2 Recovers/5 Chills
Lord Jesseus
Pilcowatt [Delta]
Nature: Quiet (+SpA, -15% Spe and +5% accuracy on enemy attacks)
Current form: Rotom-W, Water/Electric, Hydro Pump
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 80
Atk: **
Def: *
SpA: *** (+1)
SpD: *
Spe: 80 (-15%)
EC: 1/6
MC: 1
DC: 1/5
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (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.
Attacks:
Bubble(*)
Charge(*)
Tackle(*)
Thundershock(*)
Detect(*)
Counter(*)
Mirror Coat(*)
Signal Beam(*)
Thunder Wave(*)
Thunderbolt(*)
Scald(*)
Venser
]
Nohface [Jyuu] ()
Nature: Adamant (+ Attack, - Special Attack)
Type: Steel / Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Abilities:
Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Levitate (DW) (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 10
EC: 1/6
MC: 0
DC: 1/5
Attacks
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
ShadowStrike
Psycho Shift
Meteor Mash
Yawn
Will-o-Wisp
Dig
Earthquake
Taunt
Scyther [Ed] ()
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy on an opponent's attacks)
Type: Bug / Flying
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 89 (-15%)
EC: 2/6
MC: 2
DC: 2/5
Abilities:
Technician (Innate): This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Swarm (Innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Steadfast (DW) (Innate): If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Attacks:
Vacuum Wave*
Quick Attack*
Leer*
Focus Energy*
Double Team*
Pursuit*
False Swipe*
Agility*
Wing Attack*
Fury Cutter*
Safeguard*
Counter*
Silver Wind*
Swords Dance*
Roost*
Substitute*
Brick Break*
Revenankh [Umbra] ()
Nature: Relaxed (Adds * to Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate has Energy Cost reduced by one (1).
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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
MC: 0
DC: 0/5
Stats:
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 55.25 (-15%)
Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Moonlight
Counter
Destiny Bond
Hex
Focus Punch
Drain Punch
Toxic
Taunt
Since the rules for these weren't defined, I'll define them myselves
Switch = lolwut
No Items
All Abiltiies
Since noone defined the arena, I'll do that myself as well.
http://www.mariowiki.com/Tick_Tock_Clock
Battlers start from the bottom(sm64 edition).
On behalf of Lord Jesseus, I'll send out his Plicowatt, Delta, so Venser, choose your Pokemon.