100th Page!!
Claiming from Dogfish44's battle (to be specific, here.)
Dewott (*) Futachimaru (F)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by
two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
Nature: Naughty
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 45
EC: 5/9
MC: 0 -> 2 -> 0
DC: 4/5
Attacks:
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Aqua Jet
Encore
Aqua Tail
Retaliate
Hydro Pump
Water Pledge
Air Slash (*)
Brine (*)
Night Slash (*)
Ice Beam (*)
Rain Dance (*)
Scald (*)
Swords Dance
Surf
X-Scissor
Blitzle Shimama (M)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Type: Electric
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.
Abilities:
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sap Sipper (DW): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
Nature: Rash
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 76
EC: 1/6
MC: 0 -> 2 -> 0
DC: 1/5
Attacks:
Quick Attack
Tail Whip
Charge
Shock Wave
Thunder Wave
Flame Charge
Pursuit
Spark
Discharge
Agility
Double Kick
Me First
Shock Wave
Toxic
Light Screen
Charge Beam
Spending 2 TC on 1 Persim Berry.
P.S.: How many TC do I have now?
EDIT: Also claiming from this battle that I subreffed
Zoroark (*) Zorroaaku
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)
Type: Dark
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
Abilities:
Illusion: (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. It will retain the typing and moveset of the Pokemon with Illusion.
Stats:
Natue: Naive
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 121 (105 * 1.15 = 120.75, which rounds up to 121)(+)
EC: 6/6
MC: 0
Attacks:
U-turn
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)
Foul Play
Night Daze
Agility
Nasty Plot
Torment
Embargo
Night Slash
Dark Pulse (*)
Extrasensory (*)
Snatch (*)
Sucker Punch
Hone Claws (*)
Shadow Ball (*)
Snarl (if Valid) (*)
Aerial Ace
EDIT2: I'm using 1 of my saved ref tokens for Zorroaaku's move counter, using it to give it Night Slash.
Claiming from Dogfish44's battle (to be specific, here.)
*sigh* The only battle that finished without me getting KO counters...Lyris1035: 2 TC
Futachimaru: 1 EC / 2 MC / 1 DC
Shimama: 1 EC / 2 MC / 1 DC
Dewott (*) Futachimaru (F)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by
two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
Nature: Naughty
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 45
EC: 5/9
MC: 0 -> 2 -> 0
DC: 4/5
Attacks:
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Aqua Jet
Encore
Aqua Tail
Retaliate
Hydro Pump
Water Pledge
Air Slash (*)
Brine (*)
Night Slash (*)
Ice Beam (*)
Rain Dance (*)
Scald (*)
Swords Dance
Surf
X-Scissor
Blitzle Shimama (M)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Type: Electric
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.
Abilities:
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sap Sipper (DW): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
Nature: Rash
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 76
EC: 1/6
MC: 0 -> 2 -> 0
DC: 1/5
Attacks:
Quick Attack
Tail Whip
Charge
Shock Wave
Thunder Wave
Flame Charge
Pursuit
Spark
Discharge
Agility
Double Kick
Me First
Shock Wave
Toxic
Light Screen
Charge Beam
P.S.: How many TC do I have now?
EDIT: Also claiming from this battle that I subreffed
If this is correct, I'll use 1 of the ref tokens for Futachimaru's DC, unlocking Shell Armor; The other 2 for Zorroa's EC, meaning EVOLUTION!!I get 4 Ref Tokens
Zoroark (*) Zorroaaku
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)
Type: Dark
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
Abilities:
Illusion: (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. It will retain the typing and moveset of the Pokemon with Illusion.
Stats:
Natue: Naive
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 121 (105 * 1.15 = 120.75, which rounds up to 121)(+)
EC: 6/6
MC: 0
Attacks:
U-turn
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)
Foul Play
Night Daze
Agility
Nasty Plot
Torment
Embargo
Night Slash
Dark Pulse (*)
Extrasensory (*)
Snatch (*)
Sucker Punch
Hone Claws (*)
Shadow Ball (*)
Snarl (if Valid) (*)
Aerial Ace





