"No need to worry. ♪ Let chance do what it does. Like surprises from the game board, life goes through twists and turns. No need to worry. ♪ Things will go as they will. But, enough of that. I know one thing for certain. You have arrived here not merely because you were lucky. Let us not waste any time. I wish to test your skills myself!"
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Pure Power(Trait): This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
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.
Telepathy + Pure Power[Trait]
Hidden Power Flying 7
Hi Jump Kick
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
"Then we shall start with Medicham, we'll see who has better tricks up their sleeve!"
Your roulette for this battle is as follows:
16 18 17 9
24 1 3 18
22 10 9 18
19 4 7 13
1: Opponent’s Pokemon are poisoned for the battle.
3: Opponent’s Pokemon are paralyzed(15%) at the start of the battle.
4: Opponent’s Pokemon are put to sleep(1 action) at the start of the battle
7: Opponent’s Pokemon become cloaked by a Safeguard(4 rounds).
9: Challenger’s Pokemon are poisoned for the duration of the battle.
10: Challenger’s Pokemon are burned for the duration of the battle.
13: Challenger’s Pokemon each receive a berry(challenger picks from a pool based on streak length) for the rest of the challenge.
17: Drought is applied to the battle.
18: Drizzle is applied to the battle.
22: The roulette is slowed down for the rest of the challenge(N is halved)
24: Challenger wins 1 free CC, then battles normally
Please Select Four Consecutive Events from the Roulette.
Hmm... Guys, I can tell this is just going to be a downhill battle from here... However, that is not a reason to not push through! Although, I didn't have Night Slash on Dovahkiin when I signed up for this. Oy.
Taunt -> Faint Attack -> Faint Attack
If a damaging Fighting-type move is used:
-as a combo: use Dig and stay under
-not as a combo: change that action to Dig the first time, Agility the second time, and Dig the third time
If a Protective move is used A1, change that action to Hone Claws and push actions back- First sub takes precedence