Two Shieldon can't decide how to battle! Leethoof vs Dummy007

Someoneelse

Why am I here?
Rules:
6v6 Unique Format Strongmon Match
All Abilities
Switch=OK
Items=ON
3 Subs
1.5n-day DQ, n equals the average number of Pokemon currently active on each side
Infinite recovers/chills
Arena=Break of Dawn
It's a new day! Hurray! The sunrise is beautiful over the edge of the mountains, great rays of orange and pink splaying out across the clouds, and the world is ever so slowly waking up. The Kriketot chirp in their symphonies, the Whismur wimper their wimpiness, and the Chatot tweet their status updates! Everybody is ready for another exciting battle!

Well, at least, one of your Pokemon is ready for another exciting battle - the others aren't quite to roll out of bed and get to work yet. Yawning and stretching, it looks like this early bird will have to face off alone against your opponent. Maybe after the snooze alarm runs its course (or say, a friendly local Swirlix pops her head in), the others will wake up. It might take a few minutes, though, and a bit more than a few for those late late night owls.

Arena Effects:
-The Arena is effectively the ASB Arena, with all resources available and no move restrictions whatsoever.
-At the beginning of the match, players will send out their "early bird" to start the battle.
-Rounds 1 and 2 will play out as a standard single battle, with switch rules as decided by the match rules and functioning normally.
-After Round 2, some more Pokemon wake up and both players send out an additional mon in regular turn order. The match is now a Doubles battle.
-After Round 4, the last batch of Pokemon wake up and both players send out an additional mon in regular turn order. The match is now a Triples battle with two actions per round, and will continue to be so until the end of the match.
-Replacements to fainted mons occur as usual, replacing as many as needed for the current format.
-Colossoil instantly take 121 damage upon entering the arena.


Latehoof's Slowmons (plus Voodoom and Aerodactyl):

Musharna (Siddhartha) (M)
Nature
: Quiet (+Sp Atk, -15% Speed)

At first glance, Siddhartha might seem to be the most compassionate of Pokemon in the Stratons' team. He often strikes up conversations and asking others about their lives, and his nightly dream duty saves a lot of Pokemon from nightmares before they start. However, behind this lies an ulterior motive - to know absolutely everything. Siddhartha actively seeks out the educated elite of the world, invading and prodding their mind with Psychic assaults. His unquenchable thirst for knowledge is toned down among his few true friends, but he is still constantly searching.

Type: Psychic

Abilities: Forewarn/Synchronize/Telepathy

Stats:
HP: 120
Atk: Rank 2
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 25 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical: Frustration, Gyro Ball, Rock Slide, Rock Tomb, Zen Headbutt
Special: Charge Beam, Dazzling Gleam, Dream Eater, Energy Ball, Future Sight, Hyper Beam, Psybeam, Psychic, Psyshock, Psywave, Shadow Ball, Signal Beam, Stored Power, Swift, Synchronoise
Other: After You, Barrier, Baton Pass, Calm Mind, Defense Curl, Double Team, Gravity, Heal Bell, Healing Wish, Helping Hand, Hypnosis, Imprison, Light Screen, Lucky Chant, Magic Coat, Moonlight, Nightmare, Pain Split, Protect, Reflect, Rest, Safeguard, Skill Swap, Sleep Talk, Substitute, Telekinesis, Thunder Wave, Torment, Toxic, Trick, Trick Room, Wonder Room, Worry Seed, Yawn,


Armaldo [Thrawn] (M)
Nature
: Careful (+Sp Def, -Sp Atk)

Thrawn methodically thinks out his every action, from the simplest route to the most complex battle. His skills of observation are unparalleled - he never misses a single minute detail. In battle, every action is coolly calculated, and Thrawn always has a plan to victory.

Type: Bug/Rock

Abilities: Battle Armor/Swift Swim (DW)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 4 (+)
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical: Aerial Ace, Aqua Tail, Brick Break, Bug Bite, Bulldoze, Cross Poison, Dig, Double-Edge, Earthquake, Giga Impact, Headbutt, Knock Off, Low Kick, Metal Claw, Rapid Spin, Rock Slide, Rock Blast, Rock Tomb, Scratch, Slash, Smack Down, Stone Edge, Superpower, X-Scissor
Special: Mud-Slap, Struggle Bug, Water Gun
Other: Block, Double Team, Endure, Harden, Iron Defense, Mud Sport, Protect, Rest, Rock Polish, Sand-Attack, Sandstorm, Screech, Sleep Talk, Stealth Rock, String Shot, Substitute, Swords Dance


Stunfisk (Muddruckers) (M)
Nature
: Relaxed (+Def, -Speed, -10% Evasion)

Due to a life of being stepped on repeatedly, Muddruckers is a bit of an off-kilter Pokemon. Swapping wildly between a jovial carefree joker and a steaming footprint of electric rage, it's impossible to know what to expect from Muddruckers!

Type: Ground/Electric

Abilities: Static/Limber/Sand Veil

Stats:
HP: 110
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 27 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 19

EC: N/A
MC: 1
DC: 5/5

Attacks:
Physical: Aqua Tail, Bide, Bounce, Bulldoze, Dig, Earthquake, Endeavor, Fissure, Flail, Foul Play, Frustration, Payback, Revenge, Rock Slide, Rock Tomb, Spark, Stone Edge, Tackle
Special: Discharge, Earth Power, Electroweb, Infestation Mud Bomb, Mud Shot, Mud-Slap, Muddy Water, Scald, Shock Wave, Sludge Bomb, Sludge Wave, Surf, Thunder, Thundershock, Thunderbolt, Water Gun
Other: Camouflage, Curse, Double Team, Endure, Magnet Rise, Me First, Mud Sport, Pain Split, Protect, Rain Dance, Reflect Type, Rest, Sandstorm, Sleep Talk, Spite, Stealth Rock, Substitute, Thunder Wave, Toxic, Yawn


Carracosta [Henhene] (F)
Nature:
Quiet (+Sp Atk, -15% speed, -10% evasion)

Henehene is a caring and protective figure, and has been tasked with caring for the two rock royalty. She is protective and decisive, yet is not vengeful and never holds grudges. Though she may move slow and methodically, she will bolt into action if her wards are in danger.

Type: Water/Rock

Abilities: Sturdy/Solid Rock/Swift Swim

Stats:
HP: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 27 (32/1.15=19)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical: Aqua Jet, Aqua Tail, Bide, Bite, Body Slam, Bulldoze, Crunch, Dig, Dive, Eathquake, Flail, Giga Impact, Iron Head, Knock Off, Low Kick, Rock Slide, Rock Tomb, Smack Down, Stone Edge, Superpower, Waterfall
Special: Ancientpower, Blizzard, Brine, Earth Power, Focus Blast, Hydro Pump, Hyper Beam, Ice Beam, Icy Wind, Scald, Water Gun, Water Pulse, Whirlpool
Other: Block, Curse, Iron Defense, Protect, Rest, Rock Polish, Sandstorm, Shell Smash, Sleep Talk, Stealth Rock, Substitute, Toxic, Wide Guard, Withdraw


Voodoom (Stasis) (F)
Nature
: Naive (+Speed, -Sp Def) (19% Accuracy Boost)

Stasis lives under the shadow of her past in the Oreborough Mines always. Whereas Boggle and Don himself have used the experiences to strengthen themselves, Stasis is battered and scarred by the tough life. Although she is shy and timid usually, she is quick to anger. She uses her pent-up rage and sadness in battle effectively, but she must lean on Boggle's suave confidence to keep her up to par off the battlefield.

Type: Fighting/Dark

Abilities: Volt Absorb/Lightningrod/Motor Drive (DW)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 127 (+) (19% Accuracy Boost)
Height Class: 4
Cushiony Muscle Class: 4

EC: 6/6
MC: 0
DC: 5/5

Moves:
Physical: Astonish, Beat Up, Brick Break, Close Combat, Counter, Drain Punch, Drill Run, Earthquake, Faint Attack, Focus Punch, Foul Play, Ice Punch, Low Kick, Mach Punch, Night Slash, Pin Missile, Pursuit, Revenge, Rock Slide, Stone Edge, Wild Charge, Wrap
Special: Aura Sphere, Dark Pulse, Electroweb, Focus Blast, Hidden Power 7, Hyper Beam, Psychic, Shock Wave
Other: Baton Pass, Charge, Copycat, Double Team, Endure, Follow Me, Grudge, Helping Hand, Imprison, Magic Coat, Mimic, Pain Split, Perish Song, Protect, Snatch, Substitute, Swagger, Taunt, Thunder Wave, Torment, Toxic


Aerodactyl [Tulowitzki] (Male)
Nature
: Jolly (+ Speed, -Sp.Atk)

Tulowitzki is an arrogant showoff like nobody else. He's just as happy to win an important match as he is to look good losing one, and could care less about the outcome as long as people understand he was the MVP. Sure, he appreciates his teammates, but only if they admit that he was the star of the show. Which, of course, he is.

Type: Flying/Rock

Abilities: Pressure/Rock Head/Unnerve(DW)/Tough Claws(Mega)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (130x1.15) (26% Accuracy Boost)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

Mega Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 173 (+) (30% accuracy boost)
Size Class: 4
Weight Class: 4
Base Rank Total: 23

EC: Nope
MC: 0
DC: 5/5

Attacks:
Physical: Aerial Ace, Aqua Tail, Bide, Bite, Bulldoze, Crunch, Double-Edge, Dragon Claw, Earthquake, Fire Fang, Fly, Giga Impact, Headbutt, Ice Fang, Iron Head, Iron Tail, Pursuit, Rock Slide, Rock Tomb, Sky Attack, Sky Drop, Smack Down, Steel Wing, Stone Edge, Strength, Take Down, Thunder Fang, Wing Attack
Special: Ancientpower, Fire Blast, Flamethrower, Heat Wave, Razor Wind, Twister
Other: Agility, Defog, Double Team, Endure, Hone Claws, Mimic, Protect, Reflect, Roar, Rock Polish, Roost, Sandstorm, Scary Face, Sleep Talk, Stealth Rock, Substitute, Supersonic, Swagger, Taunt, Torment, Toxic, Wide Guard, Whirlwind


Dummy's Counterteaming (ie Colossoil):

Salamence(*) [Draco] (M)
Nature: Lonely (+1 Atk, -1 Def)
Typing: Dragon/Flying
Dragon: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp). Unable to have Thrash or Outrage disrupted by oncoming damage.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:
Intimidate:
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 their 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 as a Command, and will affect all opponents. (Trigger)
Activate Intimidate Command: Lowers all foes' Attack by one (1) stage. Only usable if a foe entered play this round.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Moxie (HA-Unlocked): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. (Passive)

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 1
AC: 5/5

Attacks (43/82):
Aerial Ace
Air Cutter

Aqua Tail
Attract
Bite(*)
Body Slam
Brick Break(*)
Bulldoze
Captivate
Confide

Crunch
Cut
Defense Curl

Defog
Double-Edge
Double Team
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Dance(*)
Dragon Pulse(*)
Dragon Rage
Dragon Rush
Dragon Tail
Earthquake
Ember(*)
Endure
Facade
Fire Blast(*)
Fire Fang(*)
Flamethrower
Fly
Focus Energy(*)
Frustration
Fury Cutter

Giga Impact
Headbutt(*)
Heat Wave
Hidden Power
Hone Claws
Hydro Pump(*)
Hyper Beam
Hyper Voice

Incinerate
Iron Defense
Iron Tail
Leer(*)
Mimic
Mud-Slap
Natural Gift
Ominous Wind

Outrage
Protect
Rage(*)
Rain Dance
Rest
Return
Roar
Rock Slide(*)
Rock Smash
Rock Tomb
Rollout

Roost
Round
Scary Face
Secret Power

Shadow Claw
Sleep Talk
Snore
Steel Wing
Stone Edge
Strength

Substitute
Sunny Day
Swagger
Swift

Tailwind
Thrash
Thunder Fang(*)
Toxic
Twister

Zen Headbutt


Colossoil(*) [Neville] (M)
Nature: Lonely (+1 Atk, -1 Def)
Typing: Dark/Ground
Dark: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Ground: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.

Abilities:
Rebound:
The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. (Trigger)
Activate Rebound <hazard layer> Command: Removes a layer of hazards from the user's side of the field. Places a layer of the same type on the opponent's field. In battles with more than two teams, the user must target a team to Rebound to.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Guts: This Pokemon is tenacious and will work ever harder when under a status condition, raising the BAP of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. (Passive)
Pressure (HA-Unlocked): This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. (Passive)

Stats:
HP: 120
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

EC: 6/6
MC: 1
AC: 5/5

Attacks (59):
Leer(*)
Tackle(*)
Rapid Spin(*)
Bubble Beam(*)
Pursuit(*)
Crunch
Dig
Peck(*)
Horn Attack(*)
Bite(*)
Magnitude(*)
Bounce
Megahorn
Body Slam(*)
Stockpile
Swallow
Horn Drill
Drill Run
Rototiller(*)

Sucker Punch(*)
Earth Power(*)
Water Spout(*)
Encore
Fake Out
Sand Tomb
Screech
Thunder Fang
Fire Fang
Mud Bomb
Mud Shot
Foul Play
Fissure

Earthquake(*)
Payback(*)
U-Turn(*)
Stone Edge
Taunt
Smack Down
Substitute
Bulldoze
Protect
Double Team
Dragon Tail
Return
Quash
Poison Jab
Embargo
Rest
Snarl
Sludge Bomb

Aqua Tail
Knock Off
Superpower
Snatch
Iron Tail
Dive
Dark Pulse
Endure
Sleep Talk


Volcarona(*) [Harry] (M)
Nature: Timid (+15% Speed, +15% Accuracy, -1 Atk)
Typing: Bug/Fire
Bug: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two-hit moves) with a total hit cap of five (5).
Fire: Fire STAB; immune to burn status. Brighten Command.
Brighten Command: For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Abilities:
Flame Body:
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. (Passive)
Swarm (HA-Unlocked): When this Pokemon's HP is lower than 33% (flat), the BAP of its Bug-type attacks is increased by 2. (Passive)

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 115 (100*1.15) (+15% Acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 1
AC: 5/5

Attacks (41):
Ember(*)
String Shot(*)
Leech Life(*)
Take Down(*)
Bug Buzz(*)
Flare Blitz(*)
Flame Charge
Gust(*)
Quiver Dance(*)
Hurricane(*)
Fiery Dance(*)
Whirlwind
Fire Spin
Amnesia(*)
Rage Powder(*)
Heat Wave(*)
Thrash(*)
Flame Wheel(*)

Magnet Rise(*)
Morning Sun(*)
Zen Headbutt(*)
Foresight
Endure

Sunny Day(*)
Solar Beam(*)
Flamethrower(*)
Psychic
Double Team
Toxic
Will-O-Wisp
Light Screen
Overheat
Substitute
Hidden Power [Ground]
Safeguard
Protect
Rest
Swagger
Roost

Giga Drain
Tailwind


Whimsicott [Ron] (M)
Nature: Timid (+15% Speed, +20% Accuracy, -1 Atk)
Typing: Grass/Fairy
Grass: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.
Bloom Command: For the next six (6) actions, this Pokemon's "Grass," "Powder," and "Seed" status-moves will have fifteen (15) added points to their Base Accuracy (e.g. Grass Whistle goes from 55 Base Acc to 70 Base Acc). Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Fairy: Fairy STAB; -1 EN on non-Fairy-typed Nature, Sound, and Scent moves (stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)

Abilities:
Prankster:
This Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging moves a +1 increase in priority level. (Passive)
Infiltrator: Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, Safeguard, and Substitute with all of its attacks. (Passive)
Chlorophyll (HA-Unlocked): During bright sunlight, this Pokemon's cells absorb more solar energy, doubling (x2) its speed. (Passive)

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 133 (116*1.15) (+20% Acc)
Size Class: 1
Weight Class: 1
Base Rank Total: 19

EC: 6/6
MC: 0
AC: 5/5

Attacks (43):
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
Poison Powder
Giga Drain
Tailwind
Energy Ball
Cotton Guard
Charm
Sunny Day
Endeavor
Solar Beam
Hurricane
Gust
Fairy Wind
Moonblast

Encore
Fake Tears
Grass Whistle
Worry Seed
Captivate
Memento

Toxic
Taunt
Substitute
Light Screen
Hidden Power [Rock]
Psychic
Shadow Ball
Double Team
Hyper Beam
Protect
Dream Eater
Safeguard
Rest
Swagger
Sleep Talk
U-Turn

Knock Off


Krilowatt [Dobby] (M)
Nature: Timid (+15% Speed, +16% Accuracy, -1 Atk)
Typing: Electric/Water
Electric: Electric STAB; immune to paralysis status.
Water: Water STAB; ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

Abilities:
Trace:
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced. (Trigger)
Activate Trace <Ability> Command: Replaces Trace with the target Ability for six (6) actions. When the copied ability fades, the user regains Trace.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Magic Guard: This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated. (Passive)
Shed Skin (HA-Unlocked): 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. (Passive)

Stats:
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (105*1.15) (+16% Acc)
Size Class: 1
Weight Class: 2
Base Rank Total: 21

EC: 6/6
MC: 0
AC: 5/5

Attacks (43):
Bubble
Charge
Tackle
Thunder Shock
Detect
Ice Shard
Confuse Ray
Aqua Jet
Mirror Coat
Imprison
Volt Switch
Heart Swap
Discharge
Hydro Pump
Thunder
Fairy Wind
Muddy Water

Counter
Me First
Signal Beam
Metronome
Follow Me
Whirlpool

Ice Beam
Thunderbolt
Scald
Toxic
Substitute
Rain Dance
Safeguard
Earthquake
Blizzard
Torment
Surf
Protect
Double Team
Rest
Thunder Wave
Sleep Talk
Dazzling Gleam

Earth Power
Endure
Dive


Gengar [Severus] (M)
Nature: Timid (+15% Speed, +19% Accuracy, -1 Atk)
Typing: Ghost/Poison
Ghost: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost-types can switch out while affected by a partial trapping move, but they will still take damage every action if they stay in.
Poison: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.
Store Command: For the next six (6) actions, this Pokemon's moves will have their poison / toxic effect chance double.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Abilities:
Levitate:
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less BAP. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Other Ground moves can still hit. (Passive)

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (110*1.15) (+19% Acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0
AC: N/A

Attacks (32):
Hypnosis
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Destiny Bond
Hex
Lick
Shadow Punch
Dark Pulse

Clear Smog
Disable
Perish Song
Haze
Reflect Type
Fire Punch

Thunderbolt
Psychic
Shadow Ball
Will-O-Wisp
Sludge Bomb
Focus Blast
Energy Ball
Telekinesis
Substitute
Torment
Hidden Power [Fire]
Taunt
Protect

Bide


Order:
Leethoof sends out
Dummy007 sends out and orders
Leethoof is DQed orders
I ref
 

"Get up everyone! Time for a brand new day, and a brand new battle against an old rival of mine!"

Thrawn rises from his nest, swiveling his eyestalks around slowly as he accustoms himself to the murky predawn light. He methodically works his way over towards Don, looking out over the gray field with one eye.

"Greetings, Don. Lee won't be commanding us today?"

"Nope, bud. He's off rockin' a grunge concert or mopin' about not being a gym leader or something equally angsty. I'm sure you understand, hanging 'round with him all the time. And Louise is takin' care o' the ranch for a while, so I thought I might come down and battled with y'all a bit."

Don glances around at the other sleeping Pokemon with a wry smile.

"Looks like you're the only one awake, Thrawn. Well, Siddhartha's really always sleeping, but the others oughta be up by now..."


Thrawn nods, unamused by Don's banter, and notices their opponent across the arena now, his silhouette just barely visible. Thrawn leans his eyes forward, studying the shadowed figure.

"I do not know of this one. This match, without sufficient preparation and knowledge, will be a difficult one."

"That's not quite the spirit I was lookin' for, but I'll take it anyways. Go get 'em, Thrawn!"

@ Claw Fossil
 
(I don't usually write flavor, but when I do, it looks vaguely like this.)


"It's never too early to do research! Rise and shine, everyone!"

Dobby appears quickly, looking groggy but attentive. He fires a few volts into himself to wake himself up further, then scuttles over to Dummy.

"What could possibly be happening this early? Research doesn't usually start until 7 at the earliest."


"There's no time to wait. An old rival (my oldest, in fact), wanted a battle, and we're here to give him one. I'm also planning to use the opportunity to study his strategies so that he won't be able to beat me when I'm Water Gym Leader."

"Still, couldn't you guys have waited until 7? You won't learn anything at 4 or whatever time it is that you couldn't learn in a couple hours..."

"Time is of the essence! We don't have forever to do Gym prep, so we may as well take it when we can get it. I'm expecting you to be one of my star players, after all."

"All right, I'll do it. But if I start dozing off halfway through, it'll be on your head."

@
(Focus Sash)

- - -


"Holy cow, Claw Fossil is broken! I can barely dent this thing with SE STAB!"

"Then perhaps we just need to neutralize it for the time being instead of playing all-out offense."

[Trace Battle Armor] Scald -> Scald -> Muddy Water
If Thrawn is not burned A3, use Scald A3
If Thrawn uses Protect, change that action to Rain Dance the first time, Substitute [15] the second time, and Chill the third time and push actions back
If Thrawn uses Substitute [15], change your next action to Hydro Pump and push actions back

Higher subs take precedence.
 

"Is this truly what my kind has evolved into? Weak and irrelevant shrimplets whose only saving grace is a bit of electrical potency? This is a most disappointing millennium for shrimpkind..."

"Hey, save the er, dissertation, for later, Thrawn - we have ourselves a mighty tough fight here! Focus on the -"

Thrawn swivels one eyestalk behind him to give a half-glare at Don, keeping his other eye trained on the Krillowatt.

"Do not question my methods, Don. I will unlock this weakling's most primal fears!"

He ruffles his featherbits and rises to his full height.

Bulldoze -> Dig -> Dig
 

Someoneelse

Why am I here?
Pre-Round

Field: Nothing

Leethoof
Armaldo (M) @ Claw Fossil

HP: 100
EN: 100
Ranks: 5/4/2/5/45
Size / Weight: 3 / 4
Ability: Battle Armour (6a) | Swift Swim
Other: None

Dummy007
Krilowatt (M) @ Focus Sash

HP: 125
EN: 94
Ranks: 2/3/3/3/121
Size / Weight: 1 / 2
Ability: Traced Battle Armour | Magic Guard | Shed Skin
Other: +16% Accuracy

Round One

I might do flavour later, but not now.
Action One

Krilowatt: Scald (-5EN)
Armaldo: [8+3+4.5-7.5]*1.5
=12HP
Burn: <=3000
=774 (Y)
Armaldo was burned.

Armaldo: Bulldoze (-5EN)
Krilowatt: [6-3-2+7.5-4.5]*1.5
=6HP
Krilowatt: -1 Spe (69)

Armaldo: -2HP

Action Two

Armaldo: Dig (-5EN)
Armaldo dug underground.

Krilowatt: Scald (-9EN)
Armaldo was underground.

Armaldo: Dig (-5EN)
Krilowatt: [8-3-2+1+7.5-4.5]*1.5
=10.5HP

Armaldo: -2HP

Action Three

Armaldo: Dig (-7EN)
Armaldo dug underground.

Krilowatt: Muddy Water (-6EN)
Armaldo was underground.

Armaldo: Dig (-7EN)
Krilowatt: [8-3-2+1+7.5-4.5]*1.5
=10.5HP

Armaldo: -2HP

Summary:
Armaldo: -18HP, -29EN
Krilowatt: -27HP, -20EN

Post-Round

Field: Nothing

Leethoof
Armaldo (M) @ Claw Fossil

HP: 82
EN: 71
Ranks: 5/4/2/5/45
Size / Weight: 3 / 4
Ability: Battle Armour | Swift Swim
Other: Burnt

Dummy007
Krilowatt (M) @ Focus Sash

HP: 98
EN: 74
Ranks: 2/3/3/3/121
Size / Weight: 1 / 2
Ability: Traced Battle Armour (3a) | Magic Guard | Shed Skin
Other: +16% Accuracy, -1 Spe
 
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"Thrawn, you holdin' up okay with that burn?"

"All part of the plan. Tell me, Don, do you know the folklore of the Krilowatt? Their stories are only slightly different from my treasured Anorith tales, and thus I am quite familiar with the topic."

"Err.....no...I don' believe I do..."

He shakes his feathers and sits a bit lower to the ground, carefully splitting his focus between Don and Dobby.

"As you might expect, every single one of their tales involves a meager hero acquiring courage from some mysterious source. He will then proceed to defeat his adversary through a clever ploy, utilizing their brute strength against them - a fairly generic plot, yet it shows up time and time again. Take, for example, Volty and the Sharpedo, or Bill and Will and the Great Arctic Adventure - the Krilowatt always gain the advantage through some fortunate coincidence - a conveniently placed iceberg, or -"

"A scald burn?"

Thrawn narrows his eyes, and shifts them both to stare down Dobby.

"Exactly. And now that he is lulled into a false sense of security from his luck, believing that he too can be one of his great heroes, I strike."

Stealth Rock -> Earthquake -> Rock Slide
If Counter A2 or A3, then use Struggle Bug.
If Confuse Ray A2 or A3, then use Protect, but not consecutively.
 
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"Dobby, status report."

"I've seen better days. Being hit by a bulldozer certainly smarts. But what he's saying about my ancestry...That really riles me up! I can't believe I descended from such low-class rubbish as him. Why I oughta-"

"Keep your head on, Dobby. You don't need to let these insults get to you. Think about those Krilowatt from the stories: Did they get mad every time someone insulted them?"

"Yes, they did! And then they totally outsmarted the opposition and conquered brute force with cleverness! Volty Imprisoned that Sharpedo's Earthquake and Protect, and it couldn't really do anything to him after that, so he slaughtered it with Thunder. Bill and Will were in northern Canada- of course there were icebergs! They just made the water all muddy to make the ice tougher, which is a brilliant idea. And then there's my favorite childhood story: Scampi Goes West! It's about a Protowatt named Scampi who leaves his family in search of freedom. And there's this one part where he's staring down this HUUUUUUGE Gyarados, and it's flailing and thrashing and it just can't hit him because he's so small, and then he latches onto its face and hits it with a Confuse Ray and then it thinks that there are all these little Protowatt attacking him from everywhere, so it freaks out and-"

"I'll cut you off there, Dobby. I think you've just found the solution to our current troubles."

"-but it turns out that the princess is actually just a slave girl and the Voltorb bought her from her family so that they could- Wait, what? I did? But I haven't even gotten to the good part!"

Imprison [Protect, Earthquake, Safeguard] -> Muddy Water -> Confuse Ray
 

Someoneelse

Why am I here?
Pre-Round

Field: Nothing

Leethoof
Armaldo (M) @ Claw Fossil

HP: 82
EN: 71
Ranks: 5/4/2/5/45
Size / Weight: 3 / 4
Ability: Battle Armour | Swift Swim
Other: Burnt

Dummy007
Krilowatt (M) @ Focus Sash

HP: 98
EN: 74
Ranks: 2/3/3/3/121
Size / Weight: 1 / 2
Ability: Traced Battle Armour (3a) | Magic Guard | Shed Skin
Other: +16% Accuracy, -1 Spe

Round Two

Action One

Armaldo: Stealth Rock (-11EN)
Dummy007's team has Stealth Rocks up.

Krilowatt: Imprison (-8EN)
Krilowatt imprisoned Protect, Earthquake, and Safeguard.

Armaldo: -2HP

Action Two

Armaldo: Struggle (-5EN)
Hit: <=7500
=2789 (Y)
Krilowatt: [5-3-2+1+7.5-4.5]
=4HP
Armaldo: -0.8HP

Krilowatt: Muddy Water (-6EN)
Armaldo: [9+3+4.5-7.5]*1.5
=13.5HP
Acc Drop: <=3000
=1142 (Y)
Armaldo: -1 Acc

Armaldo: -2HP

Action Three

Armaldo: Struggle (-5EN)
Hit: <=7500
=1177 (Y)
Krilowatt: [5-3-2+1+7.5-4.5]
=4HP
Armaldo: -0.8HP

Krilowatt: Confuse Ray (-5EN)
Intensity: 1/3 (2a)

Armaldo: -2HP

Summary:
Armaldo: -21HP, -21EN
Krilowatt: -8HP, -19EN


Post-Round

Field: Stealth Rock (Dummy007)

Leethoof
Armaldo (M) @ Claw Fossil

HP: 61
EN: 50
Ranks: 5/4/2/5/45
Size / Weight: 3 / 4
Ability: Battle Armour | Swift Swim
Other: Burnt, Confused (2a), -1 Acc

Dummy007
Krilowatt (M) @ Focus Sash

HP: 90
EN: 55
Ranks: 2/3/3/3/121
Size / Weight: 1 / 2
Ability: Traced | Magic Guard | Shed Skin
Other: +16% Accuracy

Order:
Leethoof sends out another Pokemon
Dummy007 sends out another Pokemon and orders
Leethoof orders
I ref
 

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