Data Battle Tower MkII (For all your Match-Seeking Needs!) [SEE POST #6786]

Gotta get some training in for 2 of my mons. I'll let you guess which 2.

3v3 LC Triples (positioning OFF)
2 subs
2/5 chills/recovers
Training items
All abilities
Unown Soup


Rufflet (M)
Adamant nature (+1 Atk, -1 SpA)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

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.

Hustle: (DW) (Can be enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank total: 14

EC: 4/6
MC: 0
DC: 5/5

Attacks:
Peck
Leer
Fury Attack
Wing Attack
Hone Claws
Scary Face
Aerial Ace
Slash
Sky Drop
Brave Bird
Thrash

Superpower
Tailwind
Heat Wave
Roost

Facade
Sky Drop
Shadow Claw

Ralts (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Psychic
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.

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Stats:
HP: 90
Atk: Rank 0-
Def: Rank 1
SpA: Rank 3+
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC: 0/9
MC: 0
DW: 0/5

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Destiny Bond
Disable
Encore

Hidden Power (Ice, 7)
Thunderbolt
Psyshock

Deino (F)
Naive nature (+15% Spe, +7% Acc, -1 SpD)
Type: Dark/Dragon
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1-
Spe: 44+
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 0/9
MC: 0
DC: N/A

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch

Fire Fang
Ice Fang
Thunder Fang

Frustration
Return
Double Team
I'll take your challenge, Geodude6. Just let me get my new Pokèmon from the battle I just won. :)

Now we just need a ref. :D
FINE. I'LL REF YOU TWO. GAWD
 
Another Naglfar challenge!
3v3 FE singles
All Abilities
All Items
Switch= OK
Arena: Naglfar
This mythical ship, constructed from the nails of the dead, houses a full fledged arena, permitting every move save those who require natural plant life or weather changing moves.
Mournful shades are watching the match, and at the end of every action there's a 60% chance that they'll try to copy a move that was used, targetting it randomly. Due to their unliving nature, they use the moves at 50% their BAP, and with a Rank 3 Attack/Special Attack.
The dark and gloomy nature of the surroundings makes it hard to see for mons who are not accustomed to it, reducing their accuracy on ranged moves by 10%. Dark and Ghost types, conversely, enjoy a 10% accuracy increase against those unwary targets.
Take care when using powerful and inaccurate moves, since they could damage the ship, bringing on you the wrath of the shades .
Summary:
-10% accuracy on non contact-making moves for non Dark or Ghost types.
10% accuracy bonus for Dark and Ghost types.
If a >10 BAP move misses, it is bounced back at the user at 75% of the BAP, if the same mon does it again the percentage modifier increases by 25%, until 150%, reflected moves ignore immunities.
Shadows can randomly copy used moves.
 
Dropping my battle with TIO to issue a new challenge. Want to test out an idea for a Sub-Arena (Region/District/Block/Quarter) of Mìthriâ-Hadûm.

6 v 6 Triples
Switch = OK
Items = All
Abilities = All
2 Day DQ
Chills = Your choice
Recoveries = Your choice
Substitutions = Your choice
Arena said:
Nestled deep beneath a mountain, these mines are a haven for Rock-types. Regions within the mines are known to amplify sounds and carry them everywhere. Due to the shifting of the earth above, either from mining or seismic activity, sand and rocks constantly fall down. The mines are not spacious. It is very cramped under the mountain. Because this a mine under a mountain, there is no grass source. Not enough sunlight down here to nurture and type of plant. There is also no clean water source. All the water brought into the mine comes from the outside, and only enough to hydrate the miners. The little water naturally found down here is dirty with oil and sand. It is fairly dark in the mine. Only a few lanterns can be found.
-Sandstorm is treated as being active, minus the damaging effect. (This means Sand Veil, Sand Force, and Sand Rush are all triggered, and Special Attacks are reduced by 2 BAP against Rock-Types).
-Rock-Type moves gain 10% accuracy, due to the tight quarters.
-Nature Power is treated as Rock Slide
-There is a 15% chance the user will flinch if they use Avalanche, Bulldoze, Dig, Earthquake, or Magnitude. These moves have the potential to cause a cave-in and doom everyone.
-Drill moves gain a 30% chance to flinch, due to the rocks from above falling down.
-Rock Wrecker's BAP is lowered by 2 and EN is raised by 1, but the user does not become sluggish. This is due to the user taking care not to cause a cave-in and doom them all.
-SolarBeam's BAP is halved, unless its user expends 16 EN.
-Grass and Water-Type moves are decreased by 2 BAP, excluding SolarBeam, due to the lack of water and grass in the mine.
-Pokemon with the ability "Magnet Pull" have permanent Levitation, due to the metalic ores in the mine.
-Leech Seed, Ingrain, and Aqua Ring heal/Leech once every round instead of every action, due to the lack of clean water and sunlight in the mine.
-Snow Warning, Hail, Drizzle, Rain Dance, Drought, and Sunny Day have no effect, due to the mine being underground.
-Rock Polish can be used as a +1 Priority evasive attack. Rock Polish will evade any slower single target attack (other than perfect accuracy attacks and No Guard attacks). If used evasively, the Pokemon does not gain any speed boost. Evasive Rock Polish also fails if used after or before Protect, Detect, Evasive Teleport, Evasive Agility, or the Dodge Command or if used successively. If Evasive Rock Polish is combined with a suitable damaging move, the evasive properties granted by Evasive Rock Polish are nullified.

Sub-Arena: Mithria-Hadum Evolutionary Shaft
One of the many mine shafts in Mithria-Hadum. This shaft is one of the biggest mines for Evolutionary Stones in the world. There are an abundance of Dawn, Dusk, Fire, Leaf, Moon, Thunder, Shiny, Sun, and Water stones, along with Ice and Moss rocks. Because of this abundance, Pokemon affected by these stones gain the benefits of them without holding them. If a pokemon would be affected by multiple stones, only one of these stones actually affects them.

Summary: Petilil and Lilligant are affected by the Sun Stone, so they would gain the benefits as if they were holding a sun stone, even though they are not. Same applies for other Pokemon affected by evolutionary stones.
 
3v3 Triples; 2 NFE, 1 LC
Switch = lol
Items = Training
Abilities = All
2 Day DQ
5 Chills/Recovers
2 Subs
Arena: Unown Soup
 
Open Challenge

3v3 Triples Weak FE (25 moves or less)
2 Day DQ
1 Substitution
2/5 Chills/Recoveries
Arena: Center Stage

Description: This arena is a reasonably popular arena where crowds gather to see a different type of battle. You see, they don't want to see any standard issue stuff like at the ASB Arena, they want battles with flair, creative moves, and intensely close calls. As such, in this arena roleplaying actions are more likely to work. Additionally, the ref can modify the arena as he desires (within reason, no teleporting to another dimension) to either cause pain to the competitors or open up new roleplaying opportunities. For instance, he could have a tent appear over the competitors thus allowing them to use the poles to smack each other or even bring the tent down and muck everything up.

As for the arena itself, it's a fairly simple battlefield. The competitors are on the top of a platform about 50 ft in the air, surrounding a simple moat (though the ref can modify this as he so chooses). This platform is a square measuring about 50 yards on each side. The floor is white, although some grass covers the arena allowing Energy Ball and similar moves to work at full effectiveness. The arena is contained within a cavernous area, but the sun shines through the ceiling giving ample light. All moves are allowed.

Summary:
Roleplaying actions are easier to pull off
Referee can modify the arena within reason
All moves are allowed
ACCEPTING. but Maxim and i agreed over IRC that we are nixing the (25 moves or less) requirement. Also dropping my challenge with what's his face someonelse because i dont want to train my baby mons anymore.
 
Seeking 1v1 LC training battle.

1v1 LC Training
1 Day DQ
No Substitutions
2 Chills, 5 Recoveries

Arena: Underground Day Care Center
Field Type: Neutral
Complexity: Simple
Format: All
An untold secret about the Day Care Center in an unspecified region. Supposedly, there is one in every region. Beneath those hallowed halls of love and care is a war pit. Declined eggs speckle the shelves on all the walls. Pokemon who battle in this place gain a boost from their Egg Group. The floor is made of impenetrable organic concrete. The fighting area is about 50 x 50 x 30 meters. The actual room is about 75 x 60 x 50.

Pokemon belonging to two (2) egg groups gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 10%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2).
Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
Field Group: This pokemon's STAB becomes five (5) instead of three (3).
Fairy Group: Attraction has an additional fifty percent (50%) chance to be inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by 3 BAP. All regular damage attacks against this pokemon are reduced by 2 BAP. All not very effective attacks against this pokemon are reduced by 1 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 5% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost in weather to speed.
Dragon Group: EN use is decreased by 10% (x0.1).**
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by three (3) damage.*

Pokemon belonging to one (1) egg group gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 15%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2). Increases the effect chance of combo moves by 250% (x2.5)
Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. This pokemon is unaffected by the secondary effects of super-effective attacks.
Fairy Group: Attraction has an additional fifty percent (50%) chance to be inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts six (6) actions.
Grass Group: The pokemon heal thirty percent (x0.3) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD two (2) stages.
Mineral Group: All super effective attacks against this pokemon are reduced by 4 BAP. All regular damage attacks against this pokemon are reduced by 3 BAP. All not very effective attacks against this pokemon are reduced by 2 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 10% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost to speed.
Dragon Group: EN use is decreased by 20% (x0.2).***
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by five (5) damage.
Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
Undiscovered Group: This Pokemon's uniqueness has make it hardy and tough. It gains a flat 25 more HP.

*Note: End Damage means the damage is calculated normally. Then, add 3 or 5 on to that damage to get the final damage.
**For simple calculation, multiply the base EN by 0.9.
***For simple calculation, multiply the base EN by 0.8.
 
Seeking 1v1 LC training battle.

1v1 LC Training
1 Day DQ
No Substitutions
2 Chills, 5 Recoveries

Arena: Underground Day Care Center
Field Type: Neutral
Complexity: Simple
Format: All
An untold secret about the Day Care Center in an unspecified region. Supposedly, there is one in every region. Beneath those hallowed halls of love and care is a war pit. Declined eggs speckle the shelves on all the walls. Pokemon who battle in this place gain a boost from their Egg Group. The floor is made of impenetrable organic concrete. The fighting area is about 50 x 50 x 30 meters. The actual room is about 75 x 60 x 50.

Pokemon belonging to two (2) egg groups gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 10%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2).
Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
Field Group: This pokemon's STAB becomes five (5) instead of three (3).
Fairy Group: Attraction has an additional fifty percent (50%) chance to be inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by 3 BAP. All regular damage attacks against this pokemon are reduced by 2 BAP. All not very effective attacks against this pokemon are reduced by 1 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 5% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost in weather to speed.
Dragon Group: EN use is decreased by 10% (x0.1).**
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by three (3) damage.*

Pokemon belonging to one (1) egg group gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 15%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2). Increases the effect chance of combo moves by 250% (x2.5)
Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. This pokemon is unaffected by the secondary effects of super-effective attacks.
Fairy Group: Attraction has an additional fifty percent (50%) chance to be inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts six (6) actions.
Grass Group: The pokemon heal thirty percent (x0.3) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD two (2) stages.
Mineral Group: All super effective attacks against this pokemon are reduced by 4 BAP. All regular damage attacks against this pokemon are reduced by 3 BAP. All not very effective attacks against this pokemon are reduced by 2 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 10% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost to speed.
Dragon Group: EN use is decreased by 20% (x0.2).***
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by five (5) damage.
Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
Undiscovered Group: This Pokemon's uniqueness has make it hardy and tough. It gains a flat 25 more HP.

*Note: End Damage means the damage is calculated normally. Then, add 3 or 5 on to that damage to get the final damage.
**For simple calculation, multiply the base EN by 0.9.
***For simple calculation, multiply the base EN by 0.8.

I'll give this a go, Wynaut?
 
My last battle went a bit hairy... I need a new one now :/

Seeking a 2vs2 LC Doubles
All Items
All Abilities
2 Recoveries/5 Chills
2 Day DQ
2 Substitutions
ASB Arena.
 
LF a Training Battle (doesn't count towards W/L/T score)

Open Challenge
1v1 Beginner Battle (only LC mons allowed)
1 day DQ
ASB Arena
Only training items
1 Substitution

The challenger can decide everything else^^
 
Another Naglfar challenge!
3v3 FE singles
All Abilities
All Items
Switch= OK
Arena: Naglfar
This mythical ship, constructed from the nails of the dead, houses a full fledged arena, permitting every move save those who require natural plant life or weather changing moves.
Mournful shades are watching the match, and at the end of every action there's a 60% chance that they'll try to copy a move that was used, targetting it randomly. Due to their unliving nature, they use the moves at 50% their BAP, and with a Rank 3 Attack/Special Attack.
The dark and gloomy nature of the surroundings makes it hard to see for mons who are not accustomed to it, reducing their accuracy on ranged moves by 10%. Dark and Ghost types, conversely, enjoy a 10% accuracy increase against those unwary targets.
Take care when using powerful and inaccurate moves, since they could damage the ship, bringing on you the wrath of the shades .
Summary:
-10% accuracy on non contact-making moves for non Dark or Ghost types.
10% accuracy bonus for Dark and Ghost types.
If a >10 BAP move misses, it is bounced back at the user at 75% of the BAP, if the same mon does it again the percentage modifier increases by 25%, until 150%, reflected moves ignore immunities.
Shadows can randomly copy used moves.
I'll take this match. Preparing for the worst. I swear I won't ragequit this one 9.9
 
1v1 Weak FE Singles
2 Day DQ
2 Recoveries / 5 Chills
Subs = 2
ASB Arena
Items = Training
Abilities = All


<Magneton> [Bipolar] (Genderless)
Nature: Calm (+SpD, -Att)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Magnet Pull (Type: Can Be Activated)
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.

Sturdy (Type: Innate)
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Analytic (Type: Innate) [DW, Unlocked]
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5
SpD: Rank 4 (+)
Spe: 60
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Mirror Coat
Barrier
Tri Attack
Metal Sound
Tackle
Supersonic
ThunderShock
SonicBoom
Thunder Wave
Magnet Bomb
Spark
Mirror Shot
Flash Cannon
Lock-On
Zap Cannon

Endure
Mimic
Magic Coat

Thunderbolt
Light Screen
Reflect
Flash Cannon

Refresh

Levitate
 
1v1 Weak FE Singles
2 Day DQ
2 Recoveries / 5 Chills
Subs = 2
ASB Arena
Items = Training
Abilities = All


<Magneton> [Bipolar] (Genderless)
Nature: Calm (+SpD, -Att)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Magnet Pull (Type: Can Be Activated)
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.

Sturdy (Type: Innate)
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Analytic (Type: Innate) [DW, Unlocked]
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5
SpD: Rank 4 (+)
Spe: 60
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Mirror Coat
Barrier
Tri Attack
Metal Sound
Tackle
Supersonic
ThunderShock
SonicBoom
Thunder Wave
Magnet Bomb
Spark
Mirror Shot
Flash Cannon
Lock-On
Zap Cannon

Endure
Mimic
Magic Coat

Thunderbolt
Light Screen
Reflect
Flash Cannon

Refresh

Levitate
I'll take this (and resist the temptation to bring Gastrodon)


Aggron (Baron) (M)
Nature: Quiet (+1 SpA, -15% spe, -10% eva)
Type: Steel/Rock
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
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.
Heavy Metal: (DW) (Trait) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 7
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 43 (-)
Size Class: 4
Weight Class: 8 [10 Heavy Metal]
Base Rank Total: 20

EC: 9/9
MC: 4
DC: 5/5


Attacks:
Tackle
Harden
Mud Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Metal Burst
Heavy Slam
Protect
Iron Head
Iron Tail
Autotomize
Double-Edge

Curse
Head Smash
Dragon Rush
Stealth Rock

Hone Claws
Earthquake
Aerial Ace
Substitute
Stone Edge
Taunt
Rock Slide
Thunder Wave
Giga Impact
Dig

Counter
Magnet Rise
Ice Punch
Focus Punch
Fire Punch
Endeavour
Moves: 34
 

Imanalt

I'm the coolest girl you'll ever meet
is a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
im a cool person so im gonna ref deck vs texas

Also issuing an open challenge
2v2 lc training doubles
2 day dq
2 recover/5 chill
2 subs
you can choose arena
items = training
abilities = all
 

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