Putting two identical 1v1 challenges out
1v1 FE Singles
2 Day DQ
2 Substitutions
2 Recovers/5 Chills
Training Items
Abilities = All
Switch = KO
Acceptors choice of ASB Arena or Unown Soup
I think thats it
So someone BATTLE MEEEEEEEEEEE!
I will take you on, SubwayJ!
Unown Soup!
Matezoide said:Sorry for taking so long, had to wait for someone to accept my newest pokemon.
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<Sigilyph> [Ezekiel] (Male)
Nature: Modest (+Sp.Attack, -Attack)
Type: Psychic / Flying
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.
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.
About: A random Sigilyph caught at some ruins, he prefers to be called ''Zeke''. Ezekiel loves history and is always ready to learn more. Despite his confidence in his fighting abilites, Zeke really hates show-offs, and will not hesitate to attack whoever annoys him by being a dick.
ABILITIES
Wonder Skin (Innate): The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Magic Guard (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. Life Orb recoil is not negated.
Tinted Lens (DW LOCKED, Innate): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
HP: 100
Atk: Rank 1
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 97
Size Class: 2
Weight Class: 3
EC: 0
MC: 0
DC: 3/5
Attacks:
Gust (*)
Miracle Eye (*)
Hypnosis (*)
Psywave (*)
Tailwind (*)
Whirlwind (*)
Psybeam (*)
Air Cutter (*)
Light Screen (*)
Psychic
Cosmic Power
Reflect
Double Team (*)
Energy Ball (*)
Ice Beam (*)
Hidden Power (Fighting, 7) (*)
Flash Cannon (*)
AncientPower (*)
Psychoshift (*)
Roost (*)
Skill Swap (*)
Stored Power (*)
SubwayJ said:![]()
Lite Brite the Aurumoth (F)
Nature: Quiet (+Sp Atk, -Spe)
Type: Bug/Psychic
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).
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:
Weak Armor: (Can Be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion: (DW UNLOCKED) (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats: (Quiet Nature)
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 81 (-) (-10 EVA Flat)
Size Class: 4
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Moves:
Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Ancientpower
Wish
Dragon Dance
Quiver Dance
Silver Wind
Will-O-Wisp
Final Gambit
Healing Wish
Ominous Wind
Tail Glow
Psychic
Shadow Ball
Hidden Power (Ground 7)
Thunderbolt
Ice Beam
Focus Blast
Overheat
Solarbeam
Light Screen
Hyper Beam
Reflect
Giga Impact
Megahorn
Hydro Pump
Bug Buzz
Close Combat
Disable
Feint
Counter
Magic Coat
Skill Swap
Trick
Total Moves: 37 77 More MC
Shanks for reffing
-SubwayJ sends out with item.
-Matezoide sends out with item and orders.
-SubwayJ orders.
-I ref.