Engineer Pikachu
Good morning, you bastards!
Accepting the above!
EDIT: Also taking below.
EDIT: Also taking below.
Reluctant to do this... but is there a way to get another ref for my The Legend Run? Its The Mysterious Cove, and my current ref has been rather... slow. It could be he overfilled his plate with reffing many matches, but I don't know. Yes; Simply by getting a subref, & what you are doing in terms of asking for one is the right thing.
Also, is it possible for him to recieve one of the Universal Counters for reffing it, instead of all of them? According to the UC System the ref will get any UC he/she has earned up to the point the ref gets subbed. If it was during a battle, then the user, iirc, gets the UC from the battle, equal to the # Pokemon that had been in play the ref had reffed. So the ref would get 5 UC & the Sub gets 2 UC, iirc.
Also, if all goes according to my plan in the battle, expect a long fight... It may, but dont take everthing for granted. ;)
As per a discussion with Destiny Warrior, I will be taking this. Expect a thread within the next two hours.I'm back for a new attempt at Mysterious Cove
Hlal (Audino) (F)
Nature: Modest (Sp. Attack raised by *; Attack lowered by *)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: N/A
MC: 0
DC: 2/5
Abilities:
Healer: (Innate) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Klutz (DW LOCKED): (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, though an item is necessary to pull it off.
Attacks (45 moves):
After You
Attract
Blizzard
Calm Mind
Double-edge
Doubleslap
Encore
Entrainment
Fire Blast
Flamethrower
Grass Knot
Growl
Heal Bell
Heal Pulse
Helping Hand
Hidden Power (Fighting, 7 BP)
Hyper Beam
Ice Beam
Last Resort
Light Screen
Pound
Protect
Psychic
Psyshock
Rain Dance
Reflect
Refresh
Rest
Safeguard
Secret Power
Shadow Ball
Simple Beam
Sleep Talk
Solarbeam
Substitute
Sunny Day
Take Down
Telekinesis
Thunder
Thunder Wave
Thunderbolt
Toxic
Trick Room
Wish
Yawn
Gardevoir (Sune) (F)
Nature: Bold (Defense raised by *; Attack lowered by *)
Type: Psychic
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.
Stats
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 4/5
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
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.
Telepathy (DW LOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Attacks (34 moves):
Ally Switch
Calm Mind
Captivate
Confusion
Disable
Double Team
Dream Eater
Encore
Energy Ball
Future Sigh
Growl
Heal Bell
Heal Pulse
Healing Wish
Hypnosis
Imprison
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Protect
Psychic
Psyshock
Reflect
Safeguard
Shadow Ball
Signal Beam
Skill Swap
Snatch
Sunny Day
Teleport
Thunder Wave
Thunderbolt
Will-O-Wisp
Wish
Gallade (Tyr) (M)
Nature: Impish (Defense raised by *; Special Attack lowered by *)
Type: Psychic
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats
HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Steadfast: (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.
Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks (60 moves):
Ally Switch
Brick Break
Calm Mind
Charm
Close Combat
Confuse Ray
Confusion
Disable
Double Team
Drain Punch
Dream Eater
Earthquake
Encore
Endure
False Swipe
Feint
Fire Punch
Focus Punch
Fury Cutter
Future Sight
Growl
Heal Pulse
Helping Hand
Hypnosis
Imprison
Knock Off
Ice Punch
Leaf Blade
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Night Slash
Protect
Psychic
Psycho Cut
Psyshock
Rain Dance
Reflect
Rock Slide
Safeguard
Shadow Sneak
Skill Swap
Slash
Snatch
Stone Edge
Stored Power
Sunny Day
Taunt
Teleport
Thunder Wave
Thunderpunch
Trick Room
Will-O-Wisp
X-Scissor
Zen Headbutt
As for the backpack...
Potion: 1 slot - 1X Potion (spending 5 CC to buy it)
Ether: 1 slot - 1X Ether (spending 5 CC to buy it)
Revive: 1 slot - 1X Revive (spending 10 CC to buy it)
Pokeballs: 25 - 10X Net Ball (spending 10 CC to buy them), 5X Heal Ball (owned), 5X Repeat Ball (spending 5 CC to buy them), 5X Sport Ball (spending 5 CC to buy them)
Berries: 15
Battle Items: 5
Gems: 5
Spare Pocket (any item): 1 - 1X Elixir (Spending 10 CC to buy it)
So, spending 50 CC in total.
Ready, set, go!
Challenging Mysterious Cove. It's been a long time coming.
Actaea the Krillowatt (F)
Type: Electric/Water
Electric: 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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Nature: Timid (+15% Speed, +17% Accuracy, -1 Attack)
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.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+)
Accuracy Boost: 17%
Size Class: 1
Weight Class: 2
Base Rank Total: 21
EC: Fully Evolved
MC: 0
DC: 2/5
Moves:
-Bubble
-Charge
-Thundershock
-Tackle
-Detect
-Sheer Cold
-Mind Reader
-Metrenome
-Rain Dance
-Thunderbolt
-Double Team
-Ice Shard
-Confuse Ray
-Imprison
-Mirror Coat
-Aqua Jet
-Counter
-Hydro Pump
-Thunder
-Discharge
-Volt Switch
-Dive
-Surf
-Blizzard
-Torment
-Substitute
-Earthquake
-Discharge
Starmie, "Astraea"
Nature:
Modest - Attack decreased by *, Special Attack increased by *
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).
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:
Illuminate - (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
Natural Cure - (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic - (Can be enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
HP: 90
Atk: ** (-)
Def: ***
SpA: ***** (+)
SpD: ***
Spe: 115
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 0
DC: Unlocked
Attacks (45):
-Barrier
-Bide
-Blizzard
-Brine
-Bubblebeam
-Camouflage
-Confuse Ray
-Cosmic Power
-Dive
-Double Team
-Dream Eater
-Endure
-Facade
-Flash
-Flash Cannon
-Frustration
-Grass Knot
-Gravity
-Gyro Ball
-Hail
-Harden
-Hidden Power Fight
-Hydro Pump
-Hyper Beam
-Ice Beam
-Icy Wind
-Light Screen
-Magic Coat
-Mimic
-Minimize
-Natural Gift
-Pain Split
-Protect
-Power Gem
-Psychic
-Psyshock
-Psych Up
-Rain Dance
-Rapid Spin
-Recover
-Reflect
-Reflect Type
-Rest
-Return
-Rollout
-Scald
-Secret Power
-Signal Beam
-Skill Swap
-Sleep Talk
-Substitute
-Surf
-Swift
-Tackle
-Telekinesis
-Teleport
-Thunder
-Thunderbolt
-Thunder Wave
-Toxic
-Trick
-Twister
-Water Gun
-Whirlpool
-Zap Cannon
Zeus the Cyclohm(M)
Nature:
Modest - Adds * to SpA, Takes * from Att
Type:
Electric - 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.
Dragon - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Shield Dust - (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static - (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW) - (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: Fully Evolved
MC: 0
DC: Unlocked
Attacks (47):
-Tackle
-Growl
-Leer
-Dragon Rage
-Charge
-Thundershock
-Rain Dance
-Twister
-Spark
-Sonicboom
-Hydro Pump
-Heal Bell
-Signal Beam
-Flamethrower
-Substitute
-Discharge
-Slack Off
-Magnet Rise
-Hurricane
-Shock Wave
-Torment
-Light Screen
-Surf
-Volt Switch
-Thunder Wave
-Dragon Tail
-Protect
-Roar
-Double Team
-Charge Beam
-Toxic
-Draco Meteor
-Hidden Power [Grass]
-Power Gem
-Swift
-Trick Room
-Sleep Talk
-Rest
-Double Hit
-Weather Ball
-Whirlwind
-Bide
-Tri-Attack
-Ice Beam
-Dragon Pulse
-Earthquake
-Thunderbolt
-Thunder
-Endure
-Attact
-Zap Cannon
-Flash
-DragonBreath
-Dragon Dance
-Hone Claws
-Dragon Claw
-Hail
-Sunny Day
I purchase 5 Quick Balls. Then, including them, I bring:
1x Potion
2x Ether
1x Revive
10x Sport Ball
7x Heal Ball
8x Timer Ball
5x Quick Ball
All three Pokemon hold EBelts.
Okay time to finally make my run. Black Sulfur Caldera here I come!
Tomohawk [Woosh] (M)
Nature: Modest (+1 SpA, -1 Att)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Intimidate: (Can be Activated) 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 thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks (32):
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Taunt
Superpower
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Earth Power
Air Slash
Heat Wave
Sky Drop
Hurricane
Brick Break
Double Team
Return
Solarbeam
Grass Knot
Hidden Power [Rock-7]
Reflect
Focus Blast
Rain Dance
Toxic
Confuse Ray
Roost
Stealth Rock
Yawn
Rapid Spin
Slowbro [Lag] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Summary: 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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 26 (30/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Own Tempo: (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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks (29):
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Heal Pulse
Water Pulse
Psychic
Scald
Flamethrower
Ice Beam
Surf
Hidden Power [Ground-7]
Thunder Wave
Focus Blast
Grass Knot
Brine
Light Screen
Reflect
Incinerate
Toxic
Zen Headbutt
Mud Sport
Sleep Talk
Block
Magic Coat
Signal Beam
Muk [Stinka] (M)
Nature: Quiet (+1 Special Attack, -15% Speed, +10% Accuracy for opponents)
Type: Poison
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 43 (50/1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 1/5
Abilities:
Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Poison Touch: [DW LOCKED] (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect)..
Attacks (31):
Poison Gas
Pound
Harden
Mud Slap
Disable
Minimize
Sludge
Mud Bomb
Sludge Wave
Sludge Bomb
Toxic
ThunderBolt
Flamethrower
Dig
Protect
Brick Break
Double Team
Torment
Rock Slide
Focus Blast
Substitute
Shadow Sneak
Curse
Shadow Punch
Imprison
Acid Spray
Pain Split
Giga Drain
Focus Punch
DynamicPunch
Bide
We should stack up our backpack too I guess.
2 Potions: 10 CC
1 Revive: 10 CC
10 Heal Balls: 10 CC
10 Sport Balls: 10 CC
5 Timer Balls: 5 UC
All up that has me spending 40 CC and 5 UC. Lets go.
I've got this one. Expect an OP shortly.Challenging Mysterios Cove for fun :)
[pimg]328[/pimg]
Trapinch [Myopic] (Male)
Nature: Hasty (+Spe, -Def, +5%Acc)
Type:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Hyper Cutter:[Type: Innate]This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap:[Type: Innate] This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force:[Type: Can be enabled][DW]This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
Trapinch
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 12 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 2/9
MC: 0
DC: 1/5
Attacks:
Level Up - Bite, Sand Attack, Faint Attack, Sand Tomb, Earth Power, Earthquake, Dig
TM/HM - Protect, Bulldoze, Rock Slide
Egg Moves - Signal Beam, Endure, Quick Attack[pimg]225[/pimg]
Delibird [Sleepy] (M)
Nature: Naive (+Spe, -SpD, +9%Acc)
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Vital Spirit: [Type: 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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Hustle: [Type: Can be enabled] This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Insomnia:[Type: Innate][DW] This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1(-)
Spe: 87(+)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
MC: 0
DC: 5/5
Attacks:
Level Up - Present
TM/HM - Blizzard, Brick Break, Fly
Egg Move - Fake Out, Icy Wind, Future Sight
Electrike [Fearless] (M)
Timid (+Speed, -1 Atk, +13%Acc)
Electric: 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.
Abilities:
Static[Type: Innate]:This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Lightningrod[Type: Innate]:These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Minus[Type: Innate][DW]This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3
SpD: 2
Spe: 75 (+)
Size Class: 1
Weight Class: 2
EC: 1/6
MC: 2
DC: 1/5
Attacks:
Level Up: Tackle, Thunder Wave, Leer, Howl, Quick Attack, Spark, Oder Sleuth
TM/HM: Flamethrower, Volt Switch, Snarl
Egg Moves: Shock Wave, Discharge, Switcheroo
Also I'm purchasing
5x Pokeballs
5x Sport Balls
For 8 UC I'll edit my UC when someone picks it up
Because two of the Pokemon selected are being used in an accepted "unofficial" Gym Match, I am forced to suspend this until further notice.Timeless Tower, letsago!
Backpack
2x Potion (-10 CC)
2x Ether (-10 CC)
1x Super Potion (-8 CC)
1x Revive
6x+5x=11x Heal Balls (-5 CC)
3x+5x=8x Sport Balls (-5 CC)
5x+5x=10x Timer Balls (-5 CC)
3x Expert Belt
Hippowdon(*) [Stortamus] (M)
NATURE: Sassy (-10% Evasion) (NC)
TYPE
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
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
STATS
HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 40 (-)
Size Class: 4
Weight Class: 7
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (59/59)
PHYSICAL
Bite*
Body Slam*
Bulldoze
Crunch
Dig*
Double-Edge
Earthquake*
Facade
Fire Fang
Fissure
Frustration
Giga Impact
Headbutt
Ice Fang
Iron Head
Iron Tail
Natural Gift
Revenge
Return
Rock Slide*
Rock Smash
Rock Tomb
Sand Tomb*
Secret Power
Stone Edge
Strength
Superpower
Tackle*
Take Down*
Thunder Fang
SPECIAL
Earth Power
Hidden Power (Grass, 7)
Hyper Beam
Mud-Slap
Round
Snore
Spit Up
Water Pulse
OTHER
Attract
Captivate
Curse*
Double Team
Endure
Protect
Rest
Roar*
Sand-Attack*
Sandstorm
Slack Off*
Sleep Talk
Stealth Rock
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Toxic
Whirlwind
Yawn*
Garchomp [Choragon] (M)
NATURE: Mild (NC)
TYPE
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash 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
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW Unlocked): (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
STATS
HP: 110
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 102
Size Class: 4
Weight Class: 4
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
ATTACKS (59)
PHYSICAL
Aerial Ace
Aqua Tail
Body Slam
Brick Break
Bulldoze
Crunch
Dig
Dragon Claw
Dragon Rush
Dragon Tail
Dual Chop
Earthquake
Facade
False Swipe
Fire Fang
Frustration
Giga Impact
Iron Head
Outrage
Poison Jab
Return
Rock Slide
Rock Tomb
Sand Tomb
Shadow Claw
Slash
Stone Edge
Strength
Tackle
Take Down
Thrash
SPECIAL
Draco Meteor
Dragon Rage
Earth Power
Fire Blast
Flamethrower
Hidden Power (Grass 7)
Hyper Beam
Incinerate
Round
Surf
Twister
Whirlpool
OTHER
Attract
Double Team
Endure
Hone Claws
Protect
Rain Dance
Rest
Roar
Sand-Attack
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Toxic
Excadrill [Shovrill] (M)
NATURE: Jolly (+12% Accuracy) (NC)
TYPE
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.
ABILITIES
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Mould Breaker (DW Unlocked): (Innate) 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, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
STATS
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 102 (+)
Size Class: 1
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (50/50)
PHYSICAL
Aerial Ace
Brick Break
Bulldoze
Crush Claw
Cut
Dig
Drill Run
Earthquake
Facade
Fissure
Fling
Frustration
Fury Swipes
Giga Impact
Horn Drill
Metal Claw
Poison Jab
Rapid Spin
Return
Rock Climb
Rock Slide
Rock Tomb
Scratch
Shadow Claw
Skull Bash
Slash
Stone Edge
Strength
Submission
X-Scissor
SPECIAL
Earth Power
Focus Blast
Hidden Power (Grass 7)
Hyper Beam
Mud-Slap
Round
Sludge Bomb
OTHER
Attract
Double Team
Hone Claws
Iron Defence
Metal Sound
Mud Sport
Protect
Rest
Sandstorm
Substitute
Swagger
Swords Dance
Toxic
Letsaroll!
53-(10+10+8+5+5+5)=53-43=10 CC
One and a half months after last reffing a TLR, I shall take this. Let us roll.TO MYSTERIOUS COVE I WANT ABRA AND PHIONE
Backpack:
1x Potion
1x Ether
1x Revive [10 CC]
7x Timer Ball
3x Heal Ball
7x Sport Ball
1x Expert Belt
1x NeverMeltIce
1x Shell Bell
Syclant* [Hyomu] (M)
Nature: Mild (Special Attack increased by *, Defense reduced by *)
Type: Ice / Bug
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (Unlocked): (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 mutli-hit attacks is increased by two (2).
Stats: 70 / 116 / 70 / 114 / 64 / 121
HP: 100
Atk: **** (4)
Def-: ** (2)
SpA+: ***** (5)
SpD: *** (3)
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21
Evolution Counter: 6 / 6
Move Counter: 1
Dream Counter: 5 / 5
Attacks:
Avalanche
Bug Bite (*)
Bug Buzz
Focus Energy (*)
Hail
Ice Beam
Ice Punch
Ice Shard (*)
Icicle Drop
Icicle Spear (*)
Icy Wind (*)
Leech Life (*)
Leer (*)
Sheer Cold
Slash (*)
X-Scissor
Earth Power (*)
Water Pulse (*)
Tail Glow (*)
Toxic
Venom Shock
Hidden Power [Electric 6]
Taunt
Blizzard (*)
Protect
SolarBeam
Earthquake
Dig
Brick Break
Double Team
Aerial Ace
Focus Blast
False Swipe
Acrobatics (*)
Stone Edge
Struggle Bug
Bulldoze
Frost Breath
Rock Slide (*)
U-Turn
Substitute
Move Count: 41
Revenankh (Maila) (F)
Nature: Relaxed (Defense increased by *, -15% Speed, -10% Evasion)
Type: Ghost / Fighting
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Ability:
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.
Infiltrator (Unlocked): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats: 90 / 105 / 90 / 65 / 110 / 65
HP: 100
Atk: **** (4)
Def+: **** (4)
SpA: *** (3)
SpD: **** (4)
Spe: 56 (65 / 1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Evolution Counter: Not Applicable.
Move Counter: 0
Dream Counter: 5 / 5
Attacks:
Arm Thrust
Bide
Glare
Grudge
Hammer Arm
Mean Look
Moonlight
Power Whip
Punishment
Revenge
Rock Tomb
Sand Tomb
Shadow Punch
Vital Throw
Wrap
Wring Out
Counter (#)
Shadow Sneak (#)
Wide Guard
Taunt (#)
Protect
Earthquake (#)
Brick Break
Double Team
Torment
Low Sweep
Rock Slide (#)
Poison Jab
Substitute
Drain Punch (#)
Move Count: 30
Chillaccino (Ilyana) (F)
Nature: Naughty (Attack increased by *, Special Defense decreased by *)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
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).
Skill Link (Unlocked): (Innate) This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Stats: 75 / 95 / 60 / 65 / 60 / 115
HP: 100
Atk+: **** (4)
Def: ** (2)
SpA: *** (3)
SpD-: * (1)
Spe: 115
Size Class: 1
Weight Class: 1
Base Rank Total: 17
Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5
Attacks:
Bullet Seed
Charm
DoubleSlap
Encore
Growl
Helping Hand
Pound
Rock Blast
Sing
Swift
Tail Slap
Tickle
Wake-Up Slap
Aqua Tail (#)
Endure
Fake Tears (#)
Iron Tail (#)
Knock Off
Mud-Slap
Sleep Talk
Toxic
Hidden Power [Ice 6] (#)
Sunny Day
Light Screen
Protect
Rain Dance
Safeguard
Thunderbolt (#)
Thunder
Dig (#)
Double Team
Rest
Attract
Thief
Focus Blast
Thunder Wave
Work Up
Grass Knot
Swagger
U-Turn
Substitute
Move Count: 42
This has me spending 10 CC.
Suspending this until my mons are freeOkay taking on the Timeless Tower!
Lucario@Exp.Share[/email]]
*<Lucario> [Lionheart] (Male)
Nature: Naive
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Steadfast: (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.Justified (DW)(UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+) (+12% Accuracy & Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 1
DC: 5/5
Attacks:(40)
*Foresight
*Endure
*Reversal
*Feint
*Force Palm
*Quick Attack
*Counter
*Screech
Dark Pulse
Bone Rush
Detect
Metal Claw
Metal Sound
Close Combat
Heal Pulse
Aura Sphere
Extremespeed
Dragon Pulse
Me First
Quick Guard
Copycat
*Blaze Kick
*Agility
*Vacuum Wave
Sky Uppercut
Cross Chop
Bullet Punch
Hi-Jump Kick
Zen Headbutt
*Brick Break
*Shadow Claw
*Earthquake
*Rock Slide
Magic Coat
Ice Punch
Thunder Punch
Toxic
Psychic
Dig
Drain Punch
Vaporeon (Aceladus) Male
Nature:
Bold
Type:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Absorb:
Type: 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.
Hydration:
Type: Innate
This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Stats:
Vaporeon
HP: 120
Atk: Rank 2(-)
Def: Rank 3(+)
SpA: Rank 4
SpD: Rank 3
Spe: 65
Size Class: 2
Weight Class: 3
Base Rank Total: 20
EC: 6/6
DC: 5/5
MC: 0
Attacks: 32 Total:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Take Down
Bite
Trump Card
Water Gun
Aqua Ring
Muddy Water
Hydro Pump
Acid Armor
Mist
Detect
Flail
Wish
Yawn
Signal Beam
Toxic
Protect
Substitute
Dig
Shadow Ball
Rain Dance
Ice Beam
Icy Wind
Scald
Heal Bell
Swagger
Brine
<Serperior> [Eirlasdar] (Male)
Nature: Modest
Type:
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.
Abilities:
Overgrow:(Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary:(DW)(UNLOCKED) (Can be Enabled.)This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 3(+)
SpD: Rank 3
Spe: 83
Size Class: 2
Weight Class: 2
Base Rank Total: 15
EC: 9/9
MC: 0
DC: 5/5
Attacks:(25)
Leer
Leech Seed
Tackle
Vine Whip
Slam
Leaf Torando
Wrap
Growth
Mega Drain
Leaf Storm
Coil
Giga Drain
Leaf Blade
Gastro Acid
Glare
Magical Leaf
Mirror Coat
Synthesis
Energy Ball
Protect
Taunt
Light Screen
Frenzy Plant
Safeguard
Reflect
I'm bringing my 6 Ultra Balls
Let's do this!
Signing up for Timeless Tower yet again!
(But not Rock Crag this time)
Bringing these existing Balls:
3 Pokeballs
1 Luxury Ball
1 Premiere Ball
8 Ultra Balls
1 Heal Balls
Luxury Ball
And buying some other items:
2 Potion 10CC
1 Super Potion 8CC
Elixir 10CC
Revive 10CC
10 (2 sets) Heal Balls 10CC
10 (2 sets) Sport Balls 10CC
If I happen to not have enough CC at the time of a referee taking my challenge I have plenty of UC to make up the difference.
GO TEAM
Machamp(*) [Sigma] (Male)
Nature: Quiet (+SpA, -Spe)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 48 (-)
Eva: -10%
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 9/9
MC: 1
DC: 5/5
Abilities:
Guts: (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.
No Guard: (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.
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:
Wide Guard
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Low Sweep(*)
Foresight(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)
DynamicPunch
Ice Punch(*)
ThunderPunch(*)
Fire Punch(*)
Encore
Bullet Punch
Knock Off
Payback(*)
Bulk Up(*)
Rock Slide(*)
Counter
Fissure
Smack Down
Stone Edge
Fire Blast
Rest
Earthquake
Dig
Focus Blast
Hidden Power (Grass 7)
Brick Break
Light Screen
Focus Punch
Protect
Sleep Talk
Bide
Endure
Helping Hand
Bulldoze
Substitute
Rotom [Gamma]
Nature: Timid (+Spe, -Atk)
Type:
Electric: 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.
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.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 99 (+)
Acc: +11%
Size Class: 2 (1.3m)
Weight Class: 3 (25.3kg)
Base Rank Total: 20
MC: 1
Abilities:
Levitate: 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.
Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Substitute
Hex
Discharge
Charge
Electro Ball
Ominous Wind
Overheat
Toxic
Will-o-Wisp
Protect
Shadow Ball
Pain Split
Thunder
Rain Dance
Thunderbolt
Rest
Sleep Talk
Reflect
Light Screen
Endure
Volt Switch
Snatch
Signal Beam
Hidden Power (Ground 7)
Spite
Sucker Punch
Dark Pulse
Blaziken [Upsilon] (Female)
Nature: Rash (+SpA, -SpD)
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 brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 9/5
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).
Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Attacks:
Fire Punch
Hi Jump Kick
Scratch
Growl
Focus Energy
Double Kick
Ember
Peck
Sand Attack
Fire Spin
Flamethrower
Mirror Move
Flare Blitz
Night Slash
Reversal
Counter
Low Kick
Will-o-Wisp
Rock Slide
Dig
Protect
Endure
Brick Break
Focus Punch
Earthquake
edit: All good
Taking these two. I'll have this up tomorrow morning the latest.Challenging Timeless Tower
Bringing (from backpack):
2x Pokeball
1x Cherish Ball
2x Net Ball
And buying for 15 CC:
5x Ultra Ball
5x Sport Ball
5x Timer Ball
Gardevoir* [Dreamer] (Female)
Nature: Bold (+* Defense, -*Attack)
Type: Psychic
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.
Stats:
Hp: 100
Atk-: Rank 2
Def+: Rank 4
SpAtk: Rank 5
SpDef: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. (Dream World)
Attacks: 42
Growl*
Healing Wish
Confusion*
Double Team*
Teleport*
Lucky Chant*
Magical Leaf*
Heal Pulse*
Calm Mind*
Hypnosis
Imprison
Charm
Future Sight
Captivate
Will-o-wisp*
Shadow Sneak*
Destiny Bond*
Disable
Dream Eater
Encore
Confuse Ray
Pain Split
Magic Coat
Psycho Shock*
Psychic*
Thunderbolt*
Hidden Power Ground (7)
Substitute
Focus Blast
Taunt
Light Screen
Reflect
Toxic
Sunny Day
Hyper Beam
Shadow Ball
Rain Dance
Protect
Torment
Telekinesis
Safeguard
Ninetales (F) [Sunshine] (Female)
Nature: Timid (+Speed, +16% accuracy, -Att)
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
Hp: 100
Att: 2(-)
Def: 3
SpAtt: 3
SpDef: 4
Spe+: 115
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Dream World)
Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot
Fire Spin
Inferno
Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split
Disable
Hex
Heat Wave
Magic Coat
HP Ground 7
Protect*
Toxic*
Return*
Dig
SolarBeam
Bide
Psyshock
Double Team
Safegaurd
# of moves: 36
Volcarona [Flare] (F)
Nature: Bold (+Def, -Att)
Type:
Bug/Fire: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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 brushfire areas.
Stats:
HP: 100
Atk-: Rank 1
Def+: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
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, X-Scissor from 8 to 10)
[DreamWorld]
Attacks: 44
Ember
String Shot
Leech Life
Take Down
Gust
Hurricane
Fiery Dance
Quiver Dance
Heat Wave
Fire Spin
Whirlwind
Rage Powder
Bug Buzz
Flame Charge
Bug Bite
Amnesia
Silver Wind
Flame Wheel
Double Edge
Flare Blitz
Endure
Magnet Rise
Morning Sun
String Shot
SolarBeam
Psychic
Hidden Power (Water 7)
Flamethrower
Toxic
Hyper Beam
Light Screen
Sunny Day
Protect
Safegaurd
Double Team
Fire Blast
Rest
Overheat
Acrobatics
Will-o-Wisp
Struggle Bug
Substitute
U-Turn
Wild Charge
Fly