Seven Deadly Sins
~hallelujah~
Rediamond
TEAM
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: 34
Growl*
Healing Wish
Confusion*
Double Team*
Teleport*
Lucky Chant*
Magical Leaf*
Heal Pulse*
Calm Mind*
Hypnosis
Imprison
Charm
Future Sight
Captivate
Dream Eater
Will-o-wisp*
Shadow Sneak*
Destiny Bond*
Disable
Dream Eater
Encore
Confuse Ray
Psycho Shock*
Psychic*
Thunderbolt*
Hidden Power Ground (7)
Substitute
Focus Blast
Taunt
Light Screen
Reflect
Toxic
Sunny Day
Hyper Beam
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[/COLOR] 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
Safeguard
# of moves: 36
Armaldo(M) Diego Armando
Nature: Adamant (+Att, -SpAtt)
Type: Bug/Rock
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.
Stats:
HP: 100
Atk+: Rank 6
Def: Rank 4
SpA-: Rank 2
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 1
DC: 2/5
Abilities:
Ability 1: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Ability 2 (DW): Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks: 31
Scratch
Harden
Mud Sport
Water Gun
Protect
Metal Claw
Rock Blast
Crush Claw
Protect
Rock Slide
Rapid Spin
Cross Poison
Endure
Aqua Tail
X-Scissor
Dig
Double Team
Stealth Rock
Sunny Day
Earthquake
Hone Claws
Return
Brick Break
Stone Edge
Ariel Ace
Facade
Swagger
Swords Dance
Substitute
Smack Down
BACKPACK
Potion: 2 Free Slots
Super Potion: 1 slot
Ether:2 Free Slots
Revive: 1 Revive, 0 slots
Pokeballs: 50; 30 Free slots, 2 Pokeballs, 2 Net Balls, 1 Cherish Ball, 5 Heal Balls, 10 Net Balls
Berries: 30 slots
Battle Items: 20 slots
Gems: 20 slots
Spare Pocket (any item): 3
ABANDONED POWER PLANT
One has to wonder why a Power Plant was built in such a remote location, accessible only by water (and flight), but one also can't help but imagine that this is one of the major reason that this massive structure, once populated by a full staff of Pokemon and human workers, now lies deserted in a hidden notch on the coast. In its heyday, this plant might have been enough to power an entire city, harnessing the electrical force of the many Electric-type Pokemon employed here. However, its heyday has long passed, and while the potential still remains, it is now little but a shelter for a bevy of Pokemon, attracted here for various reasons.
While few of the Pokemon here have ever been witnessed together in the wild, the Abandoned Power Plant has become somewhat of a gathering place for electrically inclined beasts of all kind. These beasts, some formerly tamed and some wild, are attracted here by the scent and feeling of crackling energy in the air. The hairs on your arms stand on end as you approach the gate of this gigantic edifice. Some have attempted to survey the grounds before, but little is known about the structure- wild Pokemon have chased off anyone brave or stupid enough to come investigate. Now it's your turn. Whether you fit into the first category or the second has yet to be determined.
What untold dangers lurk in this decrepit structure? Faintly, as if twisting through innumerable passageways in the belly of this edifice, an echo. A piercing cry, from the Pokemon that calls this arena home. Some call it a mystery, some call it a monster, some even call it a legend...
Long-Deserted Entryway
You enter the gateway, and find yourself in the lobby of the plant. In the past, this would be th first stop for those who came to work at the plant, but now, it stands as the first challenge you face. The room is fairly large, and there is a door on the other end of the arena. As you approach it, you recoil. Two Pokemon are charging directly at you! A duo of Joltik and Blitzle have forced you back, and seem intent to defend their territory.
|
(M) | (F)
HP: 90 | HP: 90
EN: 100 | EN: 100
Spe: 65 | Spe: 88
Rash | Hasty
Compoundeyes | Lightningrod
Unnerve | Motor Drive
Swarm | Sap Sipper
Discharge | Thunder Wave (Ninetales)
Discharge | Thunderbolt (Ninetales)
Joltik: If Disabled, change action 2 to Bug Buzz (Gardevoir)
Blitzle: If Ninetales uses Safeguard A1, change action to Thunderbolt (Ninetales)
Blitzle: If Ninetales uses Protect A1, change action to Pursuit (Ninetales)
Issue actions against the lackeys.
TEAM
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: 34
Growl*
Healing Wish
Confusion*
Double Team*
Teleport*
Lucky Chant*
Magical Leaf*
Heal Pulse*
Calm Mind*
Hypnosis
Imprison
Charm
Future Sight
Captivate
Dream Eater
Will-o-wisp*
Shadow Sneak*
Destiny Bond*
Disable
Dream Eater
Encore
Confuse Ray
Psycho Shock*
Psychic*
Thunderbolt*
Hidden Power Ground (7)
Substitute
Focus Blast
Taunt
Light Screen
Reflect
Toxic
Sunny Day
Hyper Beam
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[/COLOR] 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
Safeguard
# of moves: 36
Armaldo(M) Diego Armando
Nature: Adamant (+Att, -SpAtt)
Type: Bug/Rock
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.
Stats:
HP: 100
Atk+: Rank 6
Def: Rank 4
SpA-: Rank 2
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 1
DC: 2/5
Abilities:
Ability 1: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Ability 2 (DW): Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks: 31
Scratch
Harden
Mud Sport
Water Gun
Protect
Metal Claw
Rock Blast
Crush Claw
Protect
Rock Slide
Rapid Spin
Cross Poison
Endure
Aqua Tail
X-Scissor
Dig
Double Team
Stealth Rock
Sunny Day
Earthquake
Hone Claws
Return
Brick Break
Stone Edge
Ariel Ace
Facade
Swagger
Swords Dance
Substitute
Smack Down
BACKPACK
Potion: 2 Free Slots
Super Potion: 1 slot
Ether:2 Free Slots
Revive: 1 Revive, 0 slots
Pokeballs: 50; 30 Free slots, 2 Pokeballs, 2 Net Balls, 1 Cherish Ball, 5 Heal Balls, 10 Net Balls
Berries: 30 slots
Battle Items: 20 slots
Gems: 20 slots
Spare Pocket (any item): 3
ABANDONED POWER PLANT
One has to wonder why a Power Plant was built in such a remote location, accessible only by water (and flight), but one also can't help but imagine that this is one of the major reason that this massive structure, once populated by a full staff of Pokemon and human workers, now lies deserted in a hidden notch on the coast. In its heyday, this plant might have been enough to power an entire city, harnessing the electrical force of the many Electric-type Pokemon employed here. However, its heyday has long passed, and while the potential still remains, it is now little but a shelter for a bevy of Pokemon, attracted here for various reasons.
While few of the Pokemon here have ever been witnessed together in the wild, the Abandoned Power Plant has become somewhat of a gathering place for electrically inclined beasts of all kind. These beasts, some formerly tamed and some wild, are attracted here by the scent and feeling of crackling energy in the air. The hairs on your arms stand on end as you approach the gate of this gigantic edifice. Some have attempted to survey the grounds before, but little is known about the structure- wild Pokemon have chased off anyone brave or stupid enough to come investigate. Now it's your turn. Whether you fit into the first category or the second has yet to be determined.
What untold dangers lurk in this decrepit structure? Faintly, as if twisting through innumerable passageways in the belly of this edifice, an echo. A piercing cry, from the Pokemon that calls this arena home. Some call it a mystery, some call it a monster, some even call it a legend...
Long-Deserted Entryway
You enter the gateway, and find yourself in the lobby of the plant. In the past, this would be th first stop for those who came to work at the plant, but now, it stands as the first challenge you face. The room is fairly large, and there is a door on the other end of the arena. As you approach it, you recoil. Two Pokemon are charging directly at you! A duo of Joltik and Blitzle have forced you back, and seem intent to defend their territory.
(M) | (F)
HP: 90 | HP: 90
EN: 100 | EN: 100
Spe: 65 | Spe: 88
Rash | Hasty
Compoundeyes | Lightningrod
Unnerve | Motor Drive
Swarm | Sap Sipper
Discharge | Thunder Wave (Ninetales)
Discharge | Thunderbolt (Ninetales)
Joltik: If Disabled, change action 2 to Bug Buzz (Gardevoir)
Blitzle: If Ninetales uses Safeguard A1, change action to Thunderbolt (Ninetales)
Blitzle: If Ninetales uses Protect A1, change action to Pursuit (Ninetales)
Issue actions against the lackeys.