Issuing a challenge
Beginner Battle
Format: 1v1 Singles
1 Day DQ
2 Recovery moves, 5 Chills
Arena: Just an ordinary arena with everything needed. All moves are allowed, outdoors.
Team Zarator:I'll accept Zarator's challenge.
Items = Nope
Abilities = All
And bump...
Mankey (Garagos) (M)
Nature: Adamant (Attack raised by *; Sp. Attack lowered by *)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Anger Point: (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
(LOCKED) Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round
Attacks (20 moves):
Acrobatics
Assurance
Close Combat
Counter
Covet
Earthquake
Encore
Fire Punch
Focus Energy
Fury Swipes
Ice Punch
Karate Chop
Leer
Low Kick
Rock Slide
Scratch
Seismic Toss
Screech
Taunt
Thunderpunch
Slowpoke (Ulutiu) (M)
Nature: Relaxed (Defense raised by *; Speed lowered by 15%, Evasion reduced)
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: 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 2
SpD: Rank 2
Spe: 13 (-)
Size Class: 2
Weight Class: 3
Evasion reduced by 10%
Base Rank total: 14
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
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 (DW, LOCKED): (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 (18 moves):
Confusion
Curse
Disable
Earthquake
Flamethrower
Grass Knot
Growl
Headbutt
Ice Beam
Me First
Psychic
Scald
Shadow Ball
Sleep Talk
Tackle
Water Gun
Yawn
Zen Headbutt
Foongus (Ghaunadaur) (M)
Nature: Quiet (Sp. Attack raised by *; Speed lowered by 15%, Evasion reduced)
Type: Grass/Poison
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.
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: 100
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 13 (-)
Size Class: 1
Weight Class: 1
Evasion reduced by 10%
Base Rank Total: 12
EC: 0/6
MC: 0
DC: 0/5
Abilities
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Regenerator (DW, LOCKED): (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 (19 moves):
Absorb
Astonish
Bide
Body Slam
Endure
Faint Attack
Giga Drain
Growth
Hidden Power [Fire, 7 BP]
Ingrain
Mega Drain
Payback
Sludge Bomb
Solarbeam
Spore
Stun Spore
Sweet Scent
Toxic
Venoshock
Team danmantincan:
Haar - Shelgon (M)
Nature: Hardy (No effect on stats)
Type: Dragon
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
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).
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 50
Size Class: 2
Weight Class: 5
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 3/5
Moves (17):
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Crunch
Double Edge
Zen Headbutt
Hydro Pump
Dragon Pulse
Endure
Draco Meteor
Dragon Claw
Flamethrower
Shadow Claw
Rock Slide
Tibarn - Rufflet (M)
Nature: Adamant (+1 Atk, -1 SpA)
Types: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Sheer Force: (Can be Enabled) 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.
Hustle (DW): (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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 4/6
MC: 0
DC: 3/5
Moves (15):
Peck
Leer
Fury Attack
Wing Attack
Hone Claws
Scary Face
Aerial Ace
Crush Claw
Sky Drop
Whirlwind
Rock Slide
Rock Smash
Fly
Substitute
Shadow Claw
Janaff - Scratchet (M)
Nature: Modest (+1 SpA, -1 Atk)
Types: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 3/6
MC: 0
DC: 2/5
Moves (14):
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Taunt
Rest
Roost
Stealth Rock
Yawn
Toxic
Substitute
Grass Knot
Reflect
Focus Blast
Brick Break
Okay, so... Zar's mon, dan's mon and orders, Zar's orders.