Team Incoleo:TheRules said:OPEN CHALLENGE
1v1 LC singles
Training Items
0 subs (it'd be hell to sub in this)
2 day dq for battlers, 3 day dq for ref
All abilities
Arena: Glacier's Metronome Madness
Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles
Restrictions:
Metronome Madness:
"Wiggle Waggle! My finger Wiggles! Kekekekeke! I am Mr. Metronome, Wiggle Waggle! You two trainers shall have a fun battle! Wiggle Waggle! Your pokemon i have trained in my art, kekekeke. They can Metronome! The power to harness Metronome though, i have taught them as well! Now, Wiggle Waggle, show me your skill!"
And this is what you get for leaving your red solo cup outside the bathroom at that party. Where are you? a white room with random colored paint splattered erratically here and there (100x100 feet). An odd, creepy man in a full white suit looks at you eagerly, and it freaks you out. Since you are here though, why not battle?
However, Mr. Metronome was true to his word, and taught your pokemon the skill of Metronoming. But, that's all they know now........
But! they can hone Metronome, and be able to make the random move not so random. Confused? here, let me explain.
Mechanics
The only move Pokemon Know is Metronome.
Pokemon have 200 Energy instead of 100
Chills Heals 30 energy
There are two kinds of Metronome: Regular and Focused
Regular Metronome is like in-game Metronome (Randomly generates one move out of all moves and uses it). It costs no energy to perform.
Focused Metronome is special in that you can try to focus your metronome to pull up certain moves (e.g stab attacks, moves that start with "g"). There are many varieties of FM, and each cost different amounts of energy. The more specific you try to be, the more energy it costs
Types of Focused Metronome
FM-A: you name a type, and Metronome randomly picks a move of that type (e.g use the command FM-A (Grass), and then the Metronome will RNG a grass typed move out of all Grass typed moves).
FM-A*: You name a type your pokemon has STAB on, and then Metronome randomly picks a move of that type (E.g you have a Dragonite. if you want to use a Dragon move, you must use the command FM-A* (Dragon), and then the Metronome will RNG a dragon typed move out of all Dragon Typed moves). If your pokemon has only one typing, then you can just use the command FM-A*. However, if the pokemon is dual-typed, you must specify which STAB type
FM-B: You name a letter of the Alphabet, and Metronome randomly picks a move that begins with that letter (E.g you use the command FM-B (D), and then Metronome will RNG a move that starts with D out of all other moves that start with D).
FM-C: Metronome RNG's a damaging move that's Base Power is 6 or less out of all Damaging Moves that have 6 or less BP.
FM-C*: Metronome RNG's a damaging move that's Base Power is 7 or more out of all Damaging Moves that have 7 or more BP.
FM-D: Metronome RNG's a self-targeting move (e.g Protect, Imprison, Swords Dance) out of all self-targeting moves.
FM-E: Metronome RNG's a Status-Inflicting move (E.g Thunder Wave, Toxic, Will-O-Wisp) out of all Status-Inflicting Moves.
FM-G10: You name ten different moves, and Metronome Randomly picks one of them (this is regular ASB metronome).
FM-G5: You name five different moves, and Metronome Randomly picks one of them (E.g use the Command FM-G5 (fire punch/ice punch/thunder punch/needle arm/shadow punch), and then Metronome randomly picks one of those 5)
FM-G2: You name 2 Moves, and Metronome Randomly picks one of them (E.g use the command FM-G2 (Ice Beam/Flamethrower), and then Metronome randomly picks one of the two.)
FM-G1: You name One specific Move, and Metronome turns into that move (E.g You use the command FM-G1 (Blast Burn), and Metronome Turns into Blast Burn)
___________
Now, each FM command costs energy, some being more costly than others.
FM-A: costs 18 EN
FM-A*: costs 25 EN
FM-B: costs 15 EN
FM-C: costs 15 EN
FM-C*: costs 25 EN
FM-D: costs 20 EN
FM-E: costs 25 EN
FM-G10: costs 40 EN
FM-G5: costs 60 EN
FM-G2: costs 80 EN
FM-G1: costs 100 EN
Moves used by metronome do not cost any energy. For example, if you use FM-G1 (Ice Punch), then the pokemon uses 100 energy. ice punch costs no energy, only FM-G1.
Good luck, and happy Metronoming!
(Wiggle Waggle)
Joltik [Plague] (Female)
Nature: Naive (+15% Speed, +13% Accuracy, -1 SpD)
Type: Electric/Bug
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.
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 75 (65*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Abilities:
Compoundeyes (innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm(DW): (innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
EC: 0/6
MC: 0
DC: 0/5
KOC: 0
Moves:
Level-Up:
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electroweb
Bug Bite
Gastro Acid
Egg:
Disable
Pursuit
Faint Attack
Cross Poison
Pin Missile
TM/Tutor:
Thunderbolt
Energy Ball
Charge Beam
Protect
Double Team
Team Gerard:
Gerard, order first!Omen (Meditite) {♂}
Nature: Jolly (+15% Speed, +11% Accuracy, -1 SpA)
Type: Fighting / Psychic
Abilities:
Stats:
HP: 90
Atk: 2 [4]
Def: 2
SpA: 1 (-)
SpD: 2
Spe: 69 (+)
SC: 1
WC: 2
BST: 12 [14]
EC: 3 / 6
MC: 3
DC: 3 / 5
Attacks: 13
Bide
Meditate
Confusion
Detect
Hidden Power Rock (7)
Swagger
Mind Reader
Feint
Calm Mind
Recover
Hi Jump Kick
Reversal
Fake Out
Psycho Cut
Bullet Punch
Foresight
Baton Pass
Drain Punch
Reflect
Brick Break
Light Screen
Poison Jab
Facade
Rock Slide
Type: Fighting / Psychic
- 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 attacks regardless of weight difference.
Abilities:
- Pure Power (Passive)
This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
- Telepathy: (Passive)
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: 2 [4]
Def: 2
SpA: 1 (-)
SpD: 2
Spe: 69 (+)
SC: 1
WC: 2
BST: 12 [14]
EC: 3 / 6
MC: 3
DC: 3 / 5
Attacks: 13
Bide
Meditate
Confusion
Detect
Hidden Power Rock (7)
Swagger
Mind Reader
Feint
Calm Mind
Recover
Hi Jump Kick
Reversal
Fake Out
Psycho Cut
Bullet Punch
Foresight
Baton Pass
Drain Punch
Reflect
Brick Break
Light Screen
Poison Jab
Facade
Rock Slide