19:32 CMFP if I use double team when I already have clones up, would it make additional clones or fail
19:32 Ranger97 yay, i got 2 voes XD
19:32 Ranger97 votes*
19:33 Alch Probably adds more up to the maximum, cmfp
19:33 Alch Which is four or five
19:33 CMFP k
19:33 Quagsiresaway Check that alch
19:33 Quagsiresaway I thought differently
19:33 Alch Oh
19:33 Alch Idk, it makes the most sense to me
19:33 dogfish44 I've always added additional
19:33 Quagsiresaway Double Team: The Pokemon rapidly moves back and forth between several locations, creating several clones. The clones make it harder for the opponent to figure out which Pokemon is the real Pokemon. Each Clone increases the total number of targets an opponents move can affect on the field, so one clone creates two targets, two clones creates three targets, etc. Single target attacks will only strike one target and applies an accuracy check for the mo
19:33 Quagsiresaway ve to hit and then another check for if it hits the target (hit = 100 / # of Targets). Attacks that target all opponents or the whole field will target all clones and apply a single accuracy check. Double Team dissipates once the real Pokemon is hit with an attack. The Pokemon may create up to four clones; however, this will take extra energy.
19:34 dogfish44 the max is only max created by a single double team imho
19:34 Quagsiresaway I guess add
19:34 *** Alch quit (Connection reset by peer)
19:34 Quagsiresaway But if it would be above four, illegal
19:35 CMFP what do you mean by "it would be above four"
19:35 Quagsiresaway You can't have more than four clones
19:36 CMFP alright, then I suppose I'll ref it that way
19:39 SevenDeadlySins i would actually say just don't allow it
19:39 SevenDeadlySins or make it overwrite
19:39 *** Ranger97 is now known as Ranger_Reffing
19:40 *** smashlloyd20 quit (Ping timeout)
19:41 CMFP I know you're SDS and all, but is that official at all? because otherwise I will probably just do what alch and quags think
Haxorus (Lendys) (M) Nature: Adamant (Attack raised by *; Sp. Attack lowered by *) Type: Dragon Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen). Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Unnerve (DW LOCKED): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
RNG Roll for Pokemon: 1/5
RNG Roll for Ability: 3/3
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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.
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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Item: Life Orb
RNG Roll for Pokemon: 4/5
RNG Roll for Ability: 1/3
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Item: Light Clay