Matezoide said:
<Caterpie> [Max] (M)
Nature: Modest (+ Sp.Attack, -Attack)
Type: Bug
Summary: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
About:
A very weak and timid Caterpie,Max has dreams of becoming a beautiful Butterfree someday and is determined to make this dream coming true,challenging Dizzy to a battle during her training,being quickly defeated and caught,he hopes on becoming stronger.
Abilites:
Shield Dust (Innate):
This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Run Away (DW LOCKED, Innate):
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
HP: 90
Atk: 1 (-)
Def: 2
SpA: 2 (+)
SpD: 1
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 1/5
MC: 3
DC: 1/5
Attacks:
Tackle(*)
String Shot(*)
Bug-Bite(*)
Electro Web(*)
Snore(*)
1 vs 1 Training MatchRagnarokalex said:
Abra (Therail) Male
Nature:
Timid
Type:
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.
Abilities:
Synchronize:
Type: 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.
Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Magic Guard (DreamWorld):
Type: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage.
Stats:
HP: 80
Atk: 0 (-)
Def: 1
SpA: 4
SpD: 2
Spe: 104 (+) (+30% Accuracy & Evasion
Size Class: 2
Weight Class: 2
Base Rank Total: 12
EC: 2/9
DC: 2/5
MC: 0
Attacks: 15 Total
Counter
Encore
Endure
Energy Ball
Light Screen
Magic Coat
Psyshock
Reflect
Safeguard
Shadow Ball
Skill Swap
Substitute
Taunt
Teleport
Torment
and yep, your arena assumption is accurate
1 Day DQ
0 recs/chills
Items=Training
Abilities=All
1 Sub
Arena: Caterpie Sanctuary
Caterpie's attack, Defense and Sp.Def are raised to 3 regardless of nature
Mat sends out
Alex sends out and orders
Mat orders
I ref