.Paradoxus & Pippy & Korski VS Nightmare Jigglypuff & Danmantincan & LightWolf
Arena: MineCrafth
The game Minecraft is about building whatever the heck you want. The stage is like that too.
The specific details of the arena are as follows:
You start on a field with nothing special on it.
You can modify the arena to give you a better advantage, or because you feel like it. However, destroying the blocks will take a couple of actions.
Pippy's Team
(Onix) Rocky (M)
Nature: Careful (Adds One Rank to Special Defense; Subtracts One Rank From Special Attack)
Type: Rock/Ground
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Stats:
HP: 90
Atk: 2
Def: 6
SpA: 1 (-)
SpD: 3 (+)
Spe: 70
Abilities:
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.
Sturdy: (Innate)
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one. The effect is amplified on OHKO Moves, which are reduced by ten Base Attack Power.
Attacks:
Bind
Harden
Mud Sport
Tackle
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Stealth Rock
Flail
Rock Climb
Roar
Earthquake
Stone Edge
Dig
Korski's Team
Gastly Criminal (F)
Type: Ghost/Poison
Stats:
HP: 90
Atk: 2
Def: 1 (-)
SpA: 4
SpD: 2
Spe: 92 (+)
EC: 0/9
MC: 0
Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Disable
Explosion
Will-o-Wisp
Shadow Ball
Sludge Bomb
Substitute
Monohm Empire (F)
Type: Electric/Dragon
Stats:
HP: 90
Atk: 1 (-)
Def: 3
SpA: 3
SpD: 2
Spe: 69 (+)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Spark
Heal Bell
Hydro Pump
Magnet Rise
Taunt
Protect
Thunderbolt
Syclar Mosquixote (M)
Type: Ice/Bug
Stats:
HP: 90
Atk: 3
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 105 (+)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Earth Power
Superpower
Counter
Blizzard
Protect
Substitute
Paradoxus's Team
Monohm [Sparky] (F)
Nature: Modest (+SpA -Atk)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
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.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Stats:
HP: 90
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 2
Spe: 60
Moves:
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Leer
Twister
Spark
Hydro Pump
Dragonbreath
Signal Beam
Fire Blast
Substitute
Charge Beam
Nightmare Jigglypuff's Team
Mudkip [Frederick] [Male]
Nature: Adamant
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Ability:
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)
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
EC: 1/9
MC: 2
DC: 1
Attacks:
Tackle
Growl
Mud-Slap
Water Gun
Bide
Foresight
Mud Sport
Counter
Mirror Coat
Curse
Waterfall
Rock Slide
Protect
Dig
LightWolf's Team
Solosis [Greed] (M)
Nature: Quiet (+SpA -15% Speed, -10% Evasion)
Type: Psyquic
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Magic Guard: (Innate)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Stats:
HP: 90
Atk: 2
Def: 2
SpA: 5 (+)
SpD: 2
Spe: 17 (-)
Evasion: -10%
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Fire (7)
Light Screen
Charm
Recover
Psyshock
Imprison
Secret Power
Confuse Ray
Toxic
Energy Ball
Shadow Ball
Magnemite [Blitzkrieg] (Genderless)
Nature: Quiet (+SpA -15% Speed, -10% Evasion)
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: (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: (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.
Stats:
HP: 80
Atk: 2
Def: 3
SpA: 4 (+)
SpD: 2
Spe: 39 (-)
Evasion: -10%
Attacks:
Metal Sound
Tackle
ThunderShock
Supersonic
Sonicboom
Thunder Wave
Spark
Magnet Rise
Lock-On
Zap Cannon
Thunderbolt
Flash Cannon
Substitute
Chimchar [Ace] (M)
Nature: Hasty (+15% Speed, +18% Acc, -Def)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Blaze: (Innate)
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Stats:
HP: 90
Atk: 3
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 71 (+)
Acc: +18%
Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
ThunderPunch
Heat Wave
Fake Out
Dig
Brick Break
Shadow Claw
Danmantincan's Team
Monohm (F) - Ilyana
Nature: Modest (+1 SpA, -1 Atk)
Types: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
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.)
Static: (Innate)
This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Stats:
HP: 90
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 2
Spe: 60
Moves:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Heal Bell
Hydro Pump
Signal Beam
Hone Claws
Thunder
Fire Blast
Taunt
Vulpix (M) - Volug
Nature: Modest (+1 SpA, -1 Atk)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Flash Fire: (Innate)
This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3 (+)
SpD: 3
Spe: 65
Moves:
Ember
Tail Whip
Roar
Quick Attack
Fire Spin
Will-o-Wisp
Confuse Ray
Imprison
Flame Burst
Flamethrower
Safeguard
Disable
Hex
Hypnosis
Toxic
Dig
Energy Ball
Dark Pulse
.Actions:
....So you're up Paradoxus...
...
- 1+1+1 vs 1+1+1 Multi Triplets Battle
- 2 day DQ / 3 day Ref
- 2 recovers, 5 chills
- Switch = N/A
- All abilities
- No items
- Only First Stage Pokemon Allowed
Arena: MineCrafth
The specific details of the arena are as follows:
You start on a field with nothing special on it.
- To the north there is a mountain with snow on it.
- To the south there is a beach (a bit farther out you can see the ocean, where several squid reside)
- To the west, there is a desert with a few cacti. If you physically touch a cactus, you will take 3 damage, no matter what your defense is.
- To the east, there is a dense forest with trees that can be ignited with a fire type attack. There are also a couple creepers in the forest.
HP: 30
Atk: Rank 2
Def: Rank 3
Spa: Rank 1
Spd: Rank 3
Spe: 50
Will use Selfdestruct if a mon gets too close. If the forest gets burnt down, the creepers will move to the center of the arena.
Atk: Rank 2
Def: Rank 3
Spa: Rank 1
Spd: Rank 3
Spe: 50
Will use Selfdestruct if a mon gets too close. If the forest gets burnt down, the creepers will move to the center of the arena.
Dirt: 1 action.
Sand: 1 action.
Stone: 3 actions.
Trees: 4 actions for entire tree. Burning down a tree only takes one round.
Cacti: 2 actions.
Sand: 1 action.
Stone: 3 actions.
Trees: 4 actions for entire tree. Burning down a tree only takes one round.
Cacti: 2 actions.
Pippy's Team
(Onix) Rocky (M)
Nature: Careful (Adds One Rank to Special Defense; Subtracts One Rank From Special Attack)
Type: Rock/Ground
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Stats:
HP: 90
Atk: 2
Def: 6
SpA: 1 (-)
SpD: 3 (+)
Spe: 70
Abilities:
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.
Sturdy: (Innate)
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one. The effect is amplified on OHKO Moves, which are reduced by ten Base Attack Power.
Attacks:
Bind
Harden
Mud Sport
Tackle
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Stealth Rock
Flail
Rock Climb
Roar
Earthquake
Stone Edge
Dig
Korski's Team
Gastly Criminal (F)
Type: Ghost/Poison
- Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
- Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
- Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: 2
Def: 1 (-)
SpA: 4
SpD: 2
Spe: 92 (+)
EC: 0/9
MC: 0
Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Disable
Explosion
Will-o-Wisp
Shadow Ball
Sludge Bomb
Substitute
Monohm Empire (F)
Type: Electric/Dragon
- 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.
- Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
- 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.)
- Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
- Sheer Force (LOCKED): (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.
Stats:
HP: 90
Atk: 1 (-)
Def: 3
SpA: 3
SpD: 2
Spe: 69 (+)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Spark
Heal Bell
Hydro Pump
Magnet Rise
Taunt
Protect
Thunderbolt
Syclar Mosquixote (M)
Type: Ice/Bug
- Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
- Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
- Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
- Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
- Technician (LOCKED): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Stats:
HP: 90
Atk: 3
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 105 (+)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Earth Power
Superpower
Counter
Blizzard
Protect
Substitute
Paradoxus's Team
Monohm [Sparky] (F)
Nature: Modest (+SpA -Atk)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
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.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Stats:
HP: 90
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 2
Spe: 60
Moves:
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Leer
Twister
Spark
Hydro Pump
Dragonbreath
Signal Beam
Fire Blast
Substitute
Charge Beam
Nightmare Jigglypuff's Team
Mudkip [Frederick] [Male]
Nature: Adamant
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Ability:
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)
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
EC: 1/9
MC: 2
DC: 1
Attacks:
Tackle
Growl
Mud-Slap
Water Gun
Bide
Foresight
Mud Sport
Counter
Mirror Coat
Curse
Waterfall
Rock Slide
Protect
Dig
LightWolf's Team
Solosis [Greed] (M)
Nature: Quiet (+SpA -15% Speed, -10% Evasion)
Type: Psyquic
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Magic Guard: (Innate)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Stats:
HP: 90
Atk: 2
Def: 2
SpA: 5 (+)
SpD: 2
Spe: 17 (-)
Evasion: -10%
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Fire (7)
Light Screen
Charm
Recover
Psyshock
Imprison
Secret Power
Confuse Ray
Toxic
Energy Ball
Shadow Ball
Magnemite [Blitzkrieg] (Genderless)
Nature: Quiet (+SpA -15% Speed, -10% Evasion)
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: (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: (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.
Stats:
HP: 80
Atk: 2
Def: 3
SpA: 4 (+)
SpD: 2
Spe: 39 (-)
Evasion: -10%
Attacks:
Metal Sound
Tackle
ThunderShock
Supersonic
Sonicboom
Thunder Wave
Spark
Magnet Rise
Lock-On
Zap Cannon
Thunderbolt
Flash Cannon
Substitute
Chimchar [Ace] (M)
Nature: Hasty (+15% Speed, +18% Acc, -Def)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Blaze: (Innate)
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Stats:
HP: 90
Atk: 3
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 71 (+)
Acc: +18%
Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
ThunderPunch
Heat Wave
Fake Out
Dig
Brick Break
Shadow Claw
Danmantincan's Team
Monohm (F) - Ilyana
Nature: Modest (+1 SpA, -1 Atk)
Types: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
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.)
Static: (Innate)
This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Stats:
HP: 90
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 2
Spe: 60
Moves:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Heal Bell
Hydro Pump
Signal Beam
Hone Claws
Thunder
Fire Blast
Taunt
Vulpix (M) - Volug
Nature: Modest (+1 SpA, -1 Atk)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Flash Fire: (Innate)
This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3 (+)
SpD: 3
Spe: 65
Moves:
Ember
Tail Whip
Roar
Quick Attack
Fire Spin
Will-o-Wisp
Confuse Ray
Imprison
Flame Burst
Flamethrower
Safeguard
Disable
Hex
Hypnosis
Toxic
Dig
Energy Ball
Dark Pulse
.Actions:
- Paradoxus will send out Sparky
- LightWolf will send out.
- Pippy will send out Rocky
- Danmantincan will send out.
- Korski will send out.
- NJ will send out Frederick.
- NJ will issue actions
- Korski will issue actions
- Danmantincan will issue actions
- Pippy will issue actions
- LightWolf will issue actions
- Paradoxus will issue actions
- I will ref
- Korski will issue actions
- Danmantincan will issue actions
- Pippy will issue actions
- LightWolf will issue actions
- Paradoxus will issue actions
- NJ will issue actions
- I will ref
- Danmantincan will issue actions
- Pippy will issue actions
- LightWolf will issue actions
- Paradoxus will issue actions
- NJ will issue actions
- Korski will issue actions
- I will ref
- Pippy will issue actions
- LightWolf will issue actions
- Paradoxus will issue actions
- NJ will issue actions
- Korski will issue actions
- Danmantincan will issue actions
- I will ref
- LightWolf will issue actions
- Paradoxus will issue actions
- NJ will issue actions
- Korski will issue actions
- Danmantincan will issue actions
- Pippy will issue actions
- I will ref
- Paradoxus will issue actions
- NJ will issue actions
- Korski will issue actions
- Danmantincan will issue actions
- Pippy will issue actions
- LightWolf will issue actions
- I will ref
- Jump to step seven and Go on...
....So you're up Paradoxus...
...