And Welcome to the spectacular Waterfall Colloseum!
We have a battle between Steampowered and c$FP today!
Both competitors bring 4 pokemon, and do 3 rounds of 1Vs1 Singles, chosing the order of their mons prior to them seing their opponents Pokemon!
Restrictions: Team Battles only, no digging
This arena is specifically made for a "Team Battle". Here is an example of a Team Battle for a 3v3 Singles: each trainer brings 4 Pokemon. Once they see each other's teams, they PM the ref the order they want their Pokemon to battle. Then, a series of 1v1's take place, Trainer 1's first Pokemon against Trainer 2's first Pokemon, etc. Best out of 3 is the victor (if there is an even amount of battles, like an 8v8 Doubles, the winning Pokemon from each match will be fully healed and the trainers will reorder their Pokemon via PMing the ref). For the actual arena, it is on the side of a mountain on an island. There is a platform built with an arena painted on the stone floor. There is a waterfall flowing down the mountain and into the arena. There are stone pillars just outside of a moat created by the water coming in. Otherwise, the only specific restriction is that there is no digging, because it is a stone floor. There is enough water for continuous use, any weather can take place, the whole structure can endure seismic activity. Enjoy Team Battling!
Steampowered's Mons:
Royal (M) Piplup
Type:
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).
Abilities:
Torrent (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Defiant (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
EC 0/9
MC 0
DC 0/5
Nature:
Modest Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 40
Attacks
Pound
Growl
Bubble
Water Sport
Bubblebeam
Bide
Fury Attack
Icy Wind
Agility
Aqua Ring
Ice Beam
Scald
Surf
Luminato (F) Chinchou
Type:
Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Electric Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Abilities:
Illuminate (Can be Activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Volt Absorb (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Water Absorb (DW) (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
EC 5/6
MC 0
DC 0/5
Nature:
Modest Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack
HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 67
Attacks
Supersonic
Bubble
Thunder Wave
Flail
Confuse Ray
Water Gun
Spark
Take Down
Shock Wave
Brine
Agility
Ice Beam
Thunderbolt
Scald
Arina (F) Tepig
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 brushfire areas.
Abilities:
Blaze (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Thick Fat (DW) (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.)
EC 0/9
MC 0
DC 0/5
Nature:
Brave (Adds One (1) Rank to 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.
Tepig
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 39 (-) (45/1.15 = 39)
Attacks
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down
Flamethrower
Wild Charge
Toxic
Yawn
Endeavor
Body Slam
Wood (M) Scratchet
Type:
Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
FightingFighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Abilities:
Scrappy (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW) (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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
EC 0/6
MC 0
DC 0/5
Nature:
Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
HP: 90
Atk: Rank 2 (-1)
Def: Rank 3
SpA: Rank 2 (+1)
SpD: Rank 3
Spe: 40
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Confuse Ray
Yawn
Roost
Brick Break
Rock Slide
Toxic
C$FP's Mons
Scyther [Claws] (Female)
Nature: Adamant (+ to Attack, - from Special Attack)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Ability 1: Swarm
Type: 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, X-Scissor from 8 to 10)
Ability 2: Technician
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Ability 3: Steadfast (DW)
Type: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. This speed boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Counter
Reversal
Safeguard
Aerial Ace
Brick Break
X-Scissor
Ferroseed [Spike] (Female)
Nature: Sassy (Adds One (1) Rank to Special Defense; 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.
Type: Grass/Steel
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.
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.
Abilities:
Ability 1: Iron Barbs
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1
SpD: Rank 4 (+)
Spe: 9 (10/1.15=8.70)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Leech Seed
Seed Bomb
Worry Seed
Toxic
Thunder Wave
Substitute
Machop [Rocky] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: Guts
Type: Innate
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.
Ability 2: No Guard
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Ability 3 (DW): Steadfast
Type: 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. This speed boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
EC: 2/9
MC: 1
DC: 1/5
Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch
Cross Chop
Fire Punch
Ice Punch
Thunder Punch
Bulk Up
Earthquake
Brick Break
Beldum [Brains] (Genderless)
Nature: Brave (Adds One (1) Rank to 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.)
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Ability 2: Light Metal (DW)
Type: 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 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 26 [30/1.15=26]
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Take Down
Iron Defense
Iron Head
Zen Headbutt
Please PM me your chosen 3 and order.
We have a battle between Steampowered and c$FP today!
Both competitors bring 4 pokemon, and do 3 rounds of 1Vs1 Singles, chosing the order of their mons prior to them seing their opponents Pokemon!
Restrictions: Team Battles only, no digging
This arena is specifically made for a "Team Battle". Here is an example of a Team Battle for a 3v3 Singles: each trainer brings 4 Pokemon. Once they see each other's teams, they PM the ref the order they want their Pokemon to battle. Then, a series of 1v1's take place, Trainer 1's first Pokemon against Trainer 2's first Pokemon, etc. Best out of 3 is the victor (if there is an even amount of battles, like an 8v8 Doubles, the winning Pokemon from each match will be fully healed and the trainers will reorder their Pokemon via PMing the ref). For the actual arena, it is on the side of a mountain on an island. There is a platform built with an arena painted on the stone floor. There is a waterfall flowing down the mountain and into the arena. There are stone pillars just outside of a moat created by the water coming in. Otherwise, the only specific restriction is that there is no digging, because it is a stone floor. There is enough water for continuous use, any weather can take place, the whole structure can endure seismic activity. Enjoy Team Battling!
Issuing what I believe is a match no one has ever done in ASB!
3v3 Singles Team Battle (In the arena description)
DQ Time: 2 days
2 Recoveries/5 Chills per Pokemon
Arena: Waterfall Colosseum
Let me say that Team Battling really is a fun form of battling, and it doesn't make a difference if one of your Pokemon loses by 1 HP or if it is destroyed, it is simply best out of 3.
EDIT: I almost forgot, don't use any Pokemon that have entered battle before, and no Fire-types, just because of the Pokemon I will be using. Thank you!
EDIT AGAIN: Ok, I guess it doesn't matter if they have been in battle, but no single-stages or second of three, just first of two or first of three.
I wanna rematch C$FP so I'll join (get a third battle in)
and this time it's NFE pokemon so it will be even
no switch
all abilities
no items
Steampowered's Mons:
Royal (M) Piplup
Type:
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).
Abilities:
Torrent (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Defiant (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
EC 0/9
MC 0
DC 0/5
Nature:
Modest Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 40
Attacks
Pound
Growl
Bubble
Water Sport
Bubblebeam
Bide
Fury Attack
Icy Wind
Agility
Aqua Ring
Ice Beam
Scald
Surf
Luminato (F) Chinchou
Type:
Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Electric Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Abilities:
Illuminate (Can be Activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Volt Absorb (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Water Absorb (DW) (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
EC 5/6
MC 0
DC 0/5
Nature:
Modest Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack
HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 67
Attacks
Supersonic
Bubble
Thunder Wave
Flail
Confuse Ray
Water Gun
Spark
Take Down
Shock Wave
Brine
Agility
Ice Beam
Thunderbolt
Scald
Arina (F) Tepig
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 brushfire areas.
Abilities:
Blaze (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Thick Fat (DW) (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.)
EC 0/9
MC 0
DC 0/5
Nature:
Brave (Adds One (1) Rank to 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.
Tepig
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 39 (-) (45/1.15 = 39)
Attacks
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down
Flamethrower
Wild Charge
Toxic
Yawn
Endeavor
Body Slam
Wood (M) Scratchet
Type:
Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
FightingFighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Abilities:
Scrappy (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW) (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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
EC 0/6
MC 0
DC 0/5
Nature:
Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
HP: 90
Atk: Rank 2 (-1)
Def: Rank 3
SpA: Rank 2 (+1)
SpD: Rank 3
Spe: 40
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Confuse Ray
Yawn
Roost
Brick Break
Rock Slide
Toxic
C$FP's Mons
Scyther [Claws] (Female)
Nature: Adamant (+ to Attack, - from Special Attack)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Ability 1: Swarm
Type: 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, X-Scissor from 8 to 10)
Ability 2: Technician
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Ability 3: Steadfast (DW)
Type: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. This speed boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Counter
Reversal
Safeguard
Aerial Ace
Brick Break
X-Scissor
Ferroseed [Spike] (Female)
Nature: Sassy (Adds One (1) Rank to Special Defense; 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.
Type: Grass/Steel
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.
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.
Abilities:
Ability 1: Iron Barbs
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1
SpD: Rank 4 (+)
Spe: 9 (10/1.15=8.70)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Leech Seed
Seed Bomb
Worry Seed
Toxic
Thunder Wave
Substitute
Machop [Rocky] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: Guts
Type: Innate
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.
Ability 2: No Guard
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Ability 3 (DW): Steadfast
Type: 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. This speed boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
EC: 2/9
MC: 1
DC: 1/5
Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch
Cross Chop
Fire Punch
Ice Punch
Thunder Punch
Bulk Up
Earthquake
Brick Break
Beldum [Brains] (Genderless)
Nature: Brave (Adds One (1) Rank to 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.)
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Ability 2: Light Metal (DW)
Type: 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 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 26 [30/1.15=26]
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Take Down
Iron Defense
Iron Head
Zen Headbutt
Please PM me your chosen 3 and order.