Ludicolo- Marina (F)
Nature: Quiet (SpA increased by 1; Spe decreased by 15% and evasion decreased by a flat 10%)
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.
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Spe(-): 61 (70/1.15=60.86)
Total Moves: 21
Nidoking- Goliath (M)
Nature: Naive (Speed increased by 15%, Accuracy increased, SpD decreased by 1) [98^2/870= 11%]
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.
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.
Spe(+): 98 (85x1.15=97.75, rounded up)
Total Moves: 24
Reuniclus- Florence (F)
Nature: Quiet (SpA up by 1, Spe divided by 1.15; 10% flat increase to accuracy of opponent's attacks)
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Spe: 26 (30/1.15=26.1, rounded down to 26)
Hidden Power (Fighting, 7)
Total Moves: 27
Psychic Jonh Paul wants to battle!
I don't see myself losing in the near future!
RNG Asjust: 0%
RNG Roll (Pokemon) [1-50]: 32/50 (Duosion)
RNG Roll (Ability) [1-3]: 3/3 (Regenerator)
Have you heard that opposites attract? sooo true!
+1 SpA, -15% Speed, -10% Evasion
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
(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.
Hidden Power Fighting 7
This doesn't look good for your future!