ZhengTann
Nargacuga
Team smashlloyd20
Gligar [F] [Air Battle Master]
Types: Flying/Ground
Abilities: Hyper Cutter/Sand Veil/Immunity (Locked)
Nature: Jolly (+Speed, +22% Acc, -SpA)
Stats:
HP: 100
Atk: 3
Def: 4
SpA: 1 (-)
SpD: 3
Spe: 98 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 18
EC: 1/6
MC: 3
AC: 1/5
Attacks:
Level Up
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Feint Attack
Acrobatics
Egg
Counter
Cross Poison
Night Slash
Agility
Double-Edge
TM/HM
Taunt
Roost
Earthquake
Stone Edge
Dig
Team Zt
Smash starts off ordering
I counter orders and reff
Reverse orders
Rinse and Repeat
Gligar [F] [Air Battle Master]
Types: Flying/Ground
Abilities: Hyper Cutter/Sand Veil/Immunity (Locked)
Nature: Jolly (+Speed, +22% Acc, -SpA)
Stats:
HP: 100
Atk: 3
Def: 4
SpA: 1 (-)
SpD: 3
Spe: 98 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 18
EC: 1/6
MC: 3
AC: 1/5
Attacks:
Level Up
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Feint Attack
Acrobatics
Egg
Counter
Cross Poison
Night Slash
Agility
Double-Edge
TM/HM
Taunt
Roost
Earthquake
Stone Edge
Dig
Team Zt
Fenrir, "God-Devouring Wolf" - Rhyhorn (M)
Fenrir was a Rhyperior before being captured by Vali. Somehow during the fight a strange phenomenon occured that forced Fenrir to devolve, which result in Vali's victory - though Fenrir is frank that Vali was already having the upper hand and his lost was already iminent by that time of the battle. So, he obediently followed Vali as a part of his team, or herd, or pack, or whatever humans call it these days. Smarter than most Rhyhorns, Fenrir knew very well that him being with Vali hinges on his ability to take on and defeat God, and he relishes that future almost as much as Vali does, to fulfil an ancient prophecy foretold during the last time he was a Rhyhorn.
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: 3/9
MC: 0
AC: 2/5
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
Bide
Drill Run
Take Down
Aqua Tail
Crunch
Fenrir was a Rhyperior before being captured by Vali. Somehow during the fight a strange phenomenon occured that forced Fenrir to devolve, which result in Vali's victory - though Fenrir is frank that Vali was already having the upper hand and his lost was already iminent by that time of the battle. So, he obediently followed Vali as a part of his team, or herd, or pack, or whatever humans call it these days. Smarter than most Rhyhorns, Fenrir knew very well that him being with Vali hinges on his ability to take on and defeat God, and he relishes that future almost as much as Vali does, to fulfil an ancient prophecy foretold during the last time he was a Rhyhorn.
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: 3/9
MC: 0
AC: 2/5
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
Bide
Drill Run
Take Down
Aqua Tail
Crunch
Smash starts off ordering
I counter orders and reff
Reverse orders
Rinse and Repeat