Challenging rickheg
4vs4 Doubles
NFE only
2 Day DQ
ASB Arena
All abilities
All items
2 subs per mon
2 recoveries/5 chills
Dropping my match with Sound to accept wilde32's battle.
wilde32 said:
Magnemite(*) [Magneto] (U)
Nature: Calm (Special Defense increased by *; Attack reduced by *)
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
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 damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Analytic (DW - LOCKED): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 80
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 45
Size Class: 1
Weight Class: 1
EC: 1/9
MC: 1
DC: 1/5
Attacks:
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Zap Cannon
Signal Beam(*)
Magnet Rise(*)
Magic Coat(*)
Thunderbolt(*)
Substitute(*)
Hidden Power(Fire,7)(*)
Cranidos(*) [Overlord] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Sheer Force (DW - LOCKED): (DW - 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: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 50 (-)
Size Class: 2
Weight Class: 3
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Headbutt(*)
Leer(*)
Focus Energy(*)
Pursuit(*)
Take Down(*)
Scary Face(*)
Assurance(*)
Crunch(*)
Hammer Arm(*)
Curse(*)
Ice Beam(*)
Thunderbolt(*)
Rock Slide(*)
Turtwig [Leaf] (F)
Nature: Sassy (Special Defense increased by *; -15% Speed, -10% Evasion)
Type: Grass
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW - LOCKED): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 26 (-)
Size Class: 1
Weight Class: 2
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Seed Bomb
Earth Power
Superpower
Reflect
Light Screen
SolarBeam
Murkrow [The Boss] (M)
Nature: Quiet (Special Attack increased by *; -15% Speed, -10% Evasion)
Type: Dark/Flying
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.
Flying: Summary: 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.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Super Luck: (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Prankster (DW - LOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 79 (91 / 1.15) (-)
Size Class: 1
Weight Class: 1
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Psycho Shift
Perish Song
Confuse Ray
Taunt
Thunder Wave
Toxic
rickheg said:
Necturine (Rosalina) (F)
Nature: Rash (Adds 1 to Special Attack; Subtracts 1 from Special Defense)
Type: Grass/Ghost
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2(-)
Spe: 51
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Abilities:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Shadow Ball
Power Whip
Sketch
Leaf Blade
Giga Drain
Energy Ball
Psychic
Protect
Rebble (Ragnorok)
Nature: Modest (Adds 1 to Special Attack; Subtracts 1 from Attack)
Type: Rock
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
Base Rank Total: 14
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (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 multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
EC: 1/9
MC: 0
DC: 0/5
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
AncientPower
Earth Power
Paleo Wave
Giga Drain
Heat Wave
Mud-Slap
Vacuum Wave
Ominous Wind
Energy Ball
Volt Switch
Double Team
Hidden Power Ice (6)
Flamethrower
Shadow Ball
Bagon (Anger) M
Nature: Lonely (Adds 1 to Attack; Subtracts 1 from Defense)
Type: Dragon
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:
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.
Sheer Force: (Can be Enabled) (DW Locked) 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: Rank 4(+)
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Dragon Pulse
Shadow Claw
Hydro Pump
Flamethrower
Rock Slide
Brick Break
Total Moves: 12Thanks for reffing!
Gible (Claw) M
Nature: Adamant (Adds 1 to Attack; Subtracts 1 from Special Attack)
Type: Ground/Dragon
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.
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:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin: (Innate) (DW Locked) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 42
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Outrage
Iron Head
Body Slam
Earthquake
Stone Edge
Aerial Ace
Total Moves: 13
-wilde32 sends out.
-rickheg sends out, orders.
-wilde32 orders.
-I ref/