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1v1 NFE Singles
Standard Rules
Fluffiator:
Machoke[M][Machiator]
Types: Fighting
Abilities::
Guts, No Guard, Steadfast (H)
Nature: Lonely(+1 ATK, -1 Def)
Stats:
HP: 100
Atk: 5(+)
Def: 2(-)
SpA: 2
SpD: 2
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 16
EC: 4/9
MC: 9
AC: 3/5
Attacks:
Level Up
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Knock Off
Vital Throw
Egg
Fire Punch
Ice Punch
Thunder Punch
Bullet Punch
Close Combat
TM/HM
Earthquake
Protect
Substitute
Poison Jab
Rock Slide
ZhengTann:
ZhengTann sends out and orders
Fluffiator sends out and orders
I ref
Standard Rules
Fluffiator:
Machoke[M][Machiator]
Types: Fighting
Abilities::
Guts, No Guard, Steadfast (H)
Nature: Lonely(+1 ATK, -1 Def)
Stats:
HP: 100
Atk: 5(+)
Def: 2(-)
SpA: 2
SpD: 2
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 16
EC: 4/9
MC: 9
AC: 3/5
Attacks:
Level Up
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Knock Off
Vital Throw
Egg
Fire Punch
Ice Punch
Thunder Punch
Bullet Punch
Close Combat
TM/HM
Earthquake
Protect
Substitute
Poison Jab
Rock Slide
ZhengTann:
Fenrir, "God-Devouring Wolf" - Rhyhorn (M)
Lore later
Nature: Brave (+Atk, -15% Speed, -10% Evasion) - Full to brim with a lone wolf's pride
Type:
Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Ground type: 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:
Ability 1: Lightning Rod
Type: Passive
Fenrir naturally attracts electricity away from partners in double battles. When struck with an Electric-type attack, the energy is transferred into his body, increasing Special Attack (and adjust the natural stage) by one (1) stage, unless Fenrir happens to have a type immunity to Electric-type attacks. Oh the irony.
Ability 2: Rock Head
Type: Passive
Fenrir's ferocious constitution prevents him from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. This does not prevent recoil damage from Struggle.
Ability 3: Reckless (locked)
Type: Passive
Fenrir's innately aggressive nature lets him use all-out attacks with recoil more effectively. Recoil attacks have two (2) more Base Attack Power, and recoil percentage is unaffected. Jump Kick and High Jump Kick count as recoil moves.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 21 (-10%)
Size Class: 3
Weight Class: 5
BRT: 14
EC: 0/9
MC: 0
AC: 0/5
Attacks:
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Smack Down
Bulldoze
Chip Away
Rock Blast
Counter
Skull Bash
Fire Fang
Ice Fang
Thunder Fang
Protect
Facade
Dig
Rock Tomb
Rock Smash
Lore later
Nature: Brave (+Atk, -15% Speed, -10% Evasion) - Full to brim with a lone wolf's pride
Type:
Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Ground type: 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:
Ability 1: Lightning Rod
Type: Passive
Fenrir naturally attracts electricity away from partners in double battles. When struck with an Electric-type attack, the energy is transferred into his body, increasing Special Attack (and adjust the natural stage) by one (1) stage, unless Fenrir happens to have a type immunity to Electric-type attacks. Oh the irony.
Ability 2: Rock Head
Type: Passive
Fenrir's ferocious constitution prevents him from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. This does not prevent recoil damage from Struggle.
Ability 3: Reckless (locked)
Type: Passive
Fenrir's innately aggressive nature lets him use all-out attacks with recoil more effectively. Recoil attacks have two (2) more Base Attack Power, and recoil percentage is unaffected. Jump Kick and High Jump Kick count as recoil moves.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 21 (-10%)
Size Class: 3
Weight Class: 5
BRT: 14
EC: 0/9
MC: 0
AC: 0/5
Attacks:
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Smack Down
Bulldoze
Chip Away
Rock Blast
Counter
Skull Bash
Fire Fang
Ice Fang
Thunder Fang
Protect
Facade
Dig
Rock Tomb
Rock Smash
ZhengTann sends out and orders
Fluffiator sends out and orders
I ref