Okay Engi. We have partnered through Raids, refereed each other in countless facilities but to date I cannot remember a proper battle between us. Its time to change that on the grandest stage available.
Challenging Engineer Pikachu and the Poison Gym
Engineer Pikachu said:
"If you want one so badly I guess you can have it."
Format: 4v4 Singles
DQ: 72 Hours
Abilities: ALL
Switch: OK
Items: ON
Substitutions: TWO
Infinite chills / Recovers
Arena: Erlenmeyer Flask
Arena Type: Urban
Field Type: Poison, Water
Complexity: Intense
Formats: All Formats
Restrictions: OHKO moves are banned.
Description:
In the beautiful world of PYREX™ lies a gigantic titration flask, half-full with some ungodly acid; the opening is barely large enough for daring trainers to slip through, and so, of course, that's where the gym battles always take place.
Anything poisonous is powered up in this flask, especially slow-acting toxins. Acid constantly eats away at those affected by it, taking its toll over long periods of time—not even pressure equalization can stop the acid from doing its deed. Yet, the water content is enough those who need it to draw their power from.
Despite borosilicate's resistance to thermal expansion and network solid configuration, it's still quite fragile and vulnerable to a Pokemon's attacks. As such, all of the highly powerful attacks are outright banned, as are items whose sole purpose are to increase damage. That's all there is to it.
Summary:
Effects
Arena Type: Urban
Field Type: Poison, Water
Complexity: Intense
Formats: All Formats
Restrictions: OHKO moves are banned.
Description:
In the beautiful world of PYREX™ lies a gigantic titration flask, half-full with some ungodly acid; the opening is barely large enough for daring trainers to slip through, and so, of course, that's where the gym battles always take place.
Anything poisonous is powered up in this flask, especially slow-acting toxins. Acid constantly eats away at those affected by it, taking its toll over long periods of time—not even pressure equalization can stop the acid from doing its deed. Yet, the water content is enough those who need it to draw their power from.
Despite borosilicate's resistance to thermal expansion and network solid configuration, it's still quite fragile and vulnerable to a Pokemon's attacks. As such, all of the highly powerful attacks are outright banned, as are items whose sole purpose are to increase damage. That's all there is to it.
Summary:
Effects
- BPSN starts at 2 DPA instead of the normal 1 DPA.
- Pokemon without a Poison or non-corroded Steel typing take 1/3 DPA.
- Rain Dish and Dry Skin are activated at half value in clear weather.
- Choice Band, Choice Specs, Life Orb, Expert Belt, Muscle Band, Wise Glasses, Evolutionary Stones, Elemental Gems, and +4 DMG items (e.g. Silk Scarf) have no effect.
- Black Sludge has its effect increased by 50% if it is not boosted by the holder's ability.
- A Pokemon afflicted with PSN that would be PSNed again by an attack will have PSN replaced with BPSN which starts at 2 DPA.
- Weather Ball is Water-type.
- SolarBeam retains its full BAP. Morning Sun, Moonlight, and Synthesis restore default amounts of HP.
- Camouflage replaces the user's typing with a Poison typing.
- Air Lock and Cloud Nine have no effect on acid DMG.
Hello people, long time no see, huh?
Today here we have a very interesting battle in our hands! In the world of ASB Raids, these two make a terrific pair, defeating and destroying one overbloated ridiculous Raid Boss after another with fine strategy and hours of preparation.
But now we will see something different for a change. Deadfox081 and Engineer Pikachu will be on opposite sides in this battle, something extremely rare and exciting to say the least. Let's get to know a bit about our contestants as we proceed, shall we?
Our Gym Leader is one of interesting deeds. He is around ever since the very begining, being on the first page of the Registration Topic. He was the first trainer to get the Ghost Badge, the Gym Leader with the second biggest number of Actually-Trained Gym Pokemon (12, 2 less than IAR, the same number as Zarator, 2 more than Dogfish44, 3 more than Gerard, 4 more than Texas, Atheno and Rediamond, 5 more than jas, yeah I have no life), the Leader with the second best win-loss ratio and, well...point is: he knows how to play this somewhat. Somewhat.
Unlike some other Gyms, where the strategy is probably something along the lines of "ATTTTTTTTTTTTTTTTTTTTTTTAAAAAAAAAAAACKKK!!", the Poison Gym Team is made with one goal and one goal only: survive longer. His pokemons are sturdy, capable of dealing with residual damage and getting healthy easily. The core of his team won't break with brute force alone and I believe other challengers can attest to that.
As I said on other occasions, the Poison Team is one entity, so pointing out one pokemon to watch is always dubious. But since I like to do that, pay close attention to Tanka the Venusaur. It combines bulk, capacity to heal itself and the ability to use residual damage pretty well. Also it packs a good punch haha.
The challenger is also a trainer of accomplishments. Well, "almost" accomplishments. He almost got the bug gym, if it weren't for severely understimating a Heracross. He "almost" beat the Ground Gym, getting a really close finish. He "almost" (actually no haha) beat the Ghost Gym, if it weren't for a certain ref's RNG screwing with him royally *whistles*. And I believe he almost likes almost getting stuff.
But I kid. The Challenger has proven in more than one occasion that he is not to be triffled with. Believe me I know ._. . On a more serious note, deadfox081 has a pretty nice win-lose ratio and a vast array of pokemon with many possibilities. As Raids teach us, some variety + good strategy = victory. Deadfox081 is a Raid Meister so he knows that. His ability to challenge very different gyms with very different teams and do well is admirable. And this means that Engineer will have a tough job figuring out what to do.
Pay close attention to Psycha the Reuniclus. It hits Poison supereffectively with STAB, is immune to the acid majingajing and have a big movepool. Also it is one of the challengers first pokemon, so he knows how to use it. Also, more importantly: it has sleep talk. haha.
But enough babblering, let's see the teams!
Team Leader
Drapion (Sasori) (F)
NATR: Adamant (+1 Atk, -1 SpA)
TYPE: Dark / Poison
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.
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.
ABILITIES
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Keen Eye (Unlocked): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
STATS: 70 / 90 / 110 / 60 / 75 / 95
HP: 100
Atk+: **** (4)
Def: **** (4)
SpA-: * (1)
SpD: *** (3)
Spe: 95
SC: 3
WC: 4
BRT: 18
EC: 6 / 6
MC: 0
DC: 5 / 5
ATTACKS [52]:
Acupressure
Bite
Bug Bite
Cross Poison
Crunch
Fire Fang
Hone Claws
Ice Fang
Knock Off
Leer
Night Slash
Pin Missile
Poison Fang
Poison Sting
Pursuit
Scary Face
Thunder Fang
Toxic Spikes
Venom Shock
Confuse Ray (#)
Whirlwind (#)
Agility (#)
Faint Attack
Iron Tail
Aqua Tail
Fury Cutter
Aerial Ace
Attract
Brick Break
Bulldoze
Dig
Double Team
Earthquake
False Swipe
Frustration
Payback
Protect
Rain Dance
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Struggle Bug
Substitute (#)
Swords Dance (#)
Taunt (#)
Torment
Toxic
Endure
Sleep Talk
Venusaur (Tanka) (F)
NATR: Quiet (+1 SpA, -15% Speed, -10% Eva)
Type: Grass / Poison
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.
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.
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)
Chlorophyll (Unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
STATS: 80 / 82 / 83 / 100 / 100 / 80
HP: 100
Atk: *** (3)
Def: *** (3)
SpA+: ***** (5)
SpD: **** (4)
Spe-: 69 (80 / 1.15)
SC: 4
WC: 4
BRT: 20
EC: 9 / 9
MC: 0
DC: 5 / 5
ATTACKS [52]:
Double-Edge
Growl
Growth
Leech Seed
Petal Dance
PoisonPowder
Razor Leaf
Seed Bomb
Sleep Powder
SolarBeam
Sweet Scent
Synthesis
Tackle
Take Down
Vine Whip
Worry Seed
Endure
Giga Drain (#)
Ingrain
Leaf Storm
Light Screen (#)
Power Whip (#)
Razor Wind
Skull Bash
Bind
Block
Body Slam
Frenzy Plant
Grass Pledge
Knock Off
Outrage
Snore
AncientPower
Weather Ball
Attract
Bulldoze
Double Team
Earthquake
Energy Ball
Flash
Frustration
Grass Knot
Hidden Power [Ice 7]
Hyper Beam
Protect
Rest
Return
Roar
Safeguard
Sludge Bomb
Substitute (#)
Sunny Day
Swagger
Toxic (#)
Venom Shock (#)
Bide
Fury Cutter
Reflect
Sleep Talk
Crobat (Kozu) (F)
NATR: Naive (+15% Speed, +26% [25.86%] Acc, -1 SpD)
Type: Poison / Flying
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.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
ABILITIES
Inner Focus: (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.
Infiltrator (Unlocked): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
STATS: 85 / 90 / 80 / 70 / 80 / 130
HP: 100
Atk: *** (3)
Def: *** (3)
SpA: *** (3)
SpD-: ** (2)
Spe+: 150 (130 * 1.15)
SC: 4
WC: 4
BRT: 20
EC: 9 / 9
MC: 0
DC: 5 / 5
ATTACKS [63]:
Acrobatics
Air Cutter
Air Slash
Astonish
Bite
Confuse Ray
Cross Poison
Haze
Leech Life
Mean Look
Poison Fang
Screech
Supersonic
Swift
Wing Attack
Brave Bird (#)
Defog
Giga Drain
Gust
Hypnosis (#)
Nasty Plot (#)
Pursuit
Quick Attack
Whirlwind
Zen Headbutt
Heat Wave
Sky Attack
Sleep Talk
Super Fang
Twister
Aerial Ace
Attract
Double Team
Facade
Fly
Frustration
Giga Impact
Hidden Power [Ice 7]
Hyper Beam
Payback
Pluck
Protect
Rain Dance
Rest
Return
Round
Shadow Ball
Sludge Bomb
Substitute (#)
Sunny Day
Taunt (#)
Thief
Torment
Toxic (#)
U-turn
Venom Shock
X-Scissor
Bide
Dark Pulse
Detect
Endure
Roost
Snatch
Fidgit (Shokoli) (F)
NATR: Quiet (+1 SpA, -15% Speed, -10% Eva)
TYPE: Ground / Poison
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
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.
ABILITIES
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster (Unlocked): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
STATS: 95 / 76 / 109 / 90 / 80 / 105
HP: 100
Atk: *** (3)
Def: **** (4)
SpA+: **** (4)
SpD: *** (3)
Spe-: 91 (105 / 1.15)
SC: 2
WC: 4
BRT: 20
EC: 6 / 6
MC: 13
DC: 5 / 5
ATTACKS [94]:
Air Slash
Body Slam
Circle Throw
Clear Smog
Comet Punch
Copycat
Earth Power
Encore
Gravity
Gust
Heal Block
Helping Hand
Knock Off
Lucky Chant
Magic Room
Me First
Rapid Spin
Razor Wind
Sludge Bomb
Tailwind
Toxic Spikes
Whirlwind
Wide Guard
Wonder Room
Acid Spray
After You
Disable (#)
Entrainment
Follow Me
Gastro Acid
Haze
Heal Pulse
Icy Wind
Metronome
Mimic
Spikes
Stealth Rock (#)
Wish (#)
Block
Drill Run
Skill Swap
Snatch
Snore
Swift
Twister
Acrobatics
Aerial Ace
Ally Switch
Attract
Bulldoze
Dig
Double Team
Earthquake
Echoed Voice
Embargo
Facade
Fling
Frustration
Giga Impact
Hidden Power [Grass 7]
Hyper Beam
Light Screen
Low Sweep
Poison Jab
Protect
Quash
Rain Dance
Reflect (#)
Retaliate
Rest
Return
Rock Slide
Rock Tomb
Round
Safeguard
Sandstorm
Shadow Ball (#)
Sludge Wave
Smack Down
Stone Edge
Struggle Bug
Substitute
Sunny Day
Swagger
Taunt (#)
Telekinesis
Thief
Torment
Toxic
U-turn
Venom Shock
Endure
Sleep Talk
Dispel [R]
Tentacruel (Kurage) (M)
NATR: Modest (+1 SpA, -1 Atk)
TYPE: Water / Poison
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
ABILITIES
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Liquid Ooze: (Innate) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Rain Dish (Unlocked): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
STATS: 80 / 70 / 65 / 80 / 120 / 100
HP: 100
Atk-: ** (2)
Def: *** (3)
SpA+: **** (4)
SpD: ***** (5)
Spe: 100
SC: 3
WC: 3
BRT: 21
EC: 6 / 6
MC: 0
DC: 5 / 5
ATTACKS [68]:
Acid
Acid Spray
Barrier
BubbleBeam
Constrict
Hex
Hydro Pump
Poison Jab
Poison Sting
Screech
Sludge Wave
Supersonic
Toxic Spikes
Water Gun
Water Pulse
Wrap
Wring Out
Aqua Ring (#)
Bubble
Confuse Ray (#)
Mirror Coat (#)
Muddy Water
Rapid Spin
Bind
Endure
Icy Wind
Knock Off
Magic Coat
Role Play
Snore
Attract
Blizzard
Cut
Dive
Double Team
Facade
Frustration
Giga Impact
Hail
Hidden Power [Ground 7]
Hyper Beam
Ice Beam (#)
Payback
Poison Jab
Protect
Rain Dance
Rest
Return
Round
Safeguard
Scald (#)
Sludge Bomb
Substitute (#)
Surf
Swagger
Swords Dance
Thief
Toxic
Venom Shock
Waterfall
Bide
Brine
Giga Drain
Mega Drain
Mimic
Reflect
Sleep Talk
Whirlpool
Skuntank (Shoki) (F)
NATR: Rash (+1 SpA, -1 SpD)
TYPE: Poison / Dark
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.
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
Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Keen Eye (Unlocked): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
STATS: 103 / 93 / 67 / 71 / 61 / 84
HP: 110
Atk: *** (3)
Def: *** (3)
SpA+: **** (4)
SpD-: ** (2)
Spe: 84
SC: 2
WC: 3
BRT: 19
EC: 6 / 6
MC: 0
DC: 5 / 5
ATTACKS [59]:
Acid Spray
Explosion
Feint
Focus Energy
Flamethrower
Fury Swipes
Memento
Night Slash
Poison Gas
Scratch
Screech
Slash
SmokeScreen
Toxic
Haze
Flame Burst (#)
Foul Play (#)
Pursuit (#)
Scary Face
Dark Pulse
Iron Tail
Sleep Talk
Snore
Sucker Punch
Attract
Cut
Dig (#)
Double Team
Facade
Fire Blast (#)
Frustration
Giga Impact
Hidden Power [Ice 7]
Hone Claws
Hyper Beam
Incinerate
Payback
Poison Jab
Protect
Rain Dance
Rest
Return
Roar
Rock Smash
Round
Shadow Ball
Shadow Claw
Sludge Bomb
Snarl
Strength
Substitute
Sunny Day
Swagger
Taunt
Thief
Torment
Venoshock (#)
Endure
Snatch
Mollux (Yogan) (F)
NATR: Bold (+1 Def, -1 Atk)
TYPE: Fire / Poison
Fire STAB; immune to burn, 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.
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.
ABILITIES
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (Unlocked): (Can be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
STATS: 95 / 45 / 83 / 131 / 106 / 76
HP: 100
Atk-: * (1)
Def+: **** (4)
SpA: ***** (5)
SpD: **** (4)
Spe: 76
SC: 3
WC: 3
BRT: 20
EC: —
MC: 0
DC: 5 / 5
ATTACKS [55]:
Acid
Acid Armor
Acid Spray
Bide
Clear Smog
Confuse Ray
Ember
Eruption
Final Gambit
Gunk Shot
Heat Wave
Inferno
Lava Plume
Moonlight
Recover
Toxic Spikes
Withdraw
Aqua Ring (#)
Fire Spin (#)
Heal Pulse (#)
Bind
Gastro Acid
Heal Bell
Helping Hand
Knock Off
Sleep Talk
Snatch
Stealth Rock
Attract
Double Team
Explosion
Facade
Fire Blast
Flame Charge
Flamethrower
Flash
Hidden Power [Ice 7]
Hyper Beam
Light Screen
Overheat
Protect
Rain Dance
Rest
Sludge Bomb
Sludge Wave
SolarBeam
Substitute
Sunny Day
Swagger
Thunder Wave
Thunder
Thunderbolt (#)
Toxic (#)
Venoshock (#)
Will-O-Wisp
Team Challenger
Reuniclus [Psycha] (F)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type: Psychic
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.
Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 26 (30/1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks (60):
PHYSICAL
Dizzy Punch
Drain Punch
Endeavour
Explosion
Fire Punch
Gyro Ball
Ice Punch
Knock Off
Rock Slide
Rock Smash
Rock Tomb
Rollout
Secret Power
Superpower
ThunderPunch
Zen Headbutt
SPECIAL
Energy Ball
Flash Cannon
Focus Blast
Future Sight
Grass Knot
Hidden Power (Ground, 7)
Hyper Beam
Night Shade
Psychic
Psyshock
Psywave
Shadow Ball
Signal Beam
Thunder
OTHER
Attract
Calm Mind
Charm
Confuse Ray
Double Team
Embargo
Flash
Gravity
Heal Block
Helping Hand
Imprison
Light Screen
Magic Coat
Pain Split
Protect
Recover
Reflect
Rest
Safeguard
Skill Swap
Sleep Talk
Snatch
Substitute
Swagger
Telekinesis
Thunder Wave
Toxic
Trick
Trick Room
Wonder Room
RAID
Dispel
Slowbro [Lag] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Summary: 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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 26 (30/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks (36):
PHYSICAL
Earthquake
Focus Punch
Headbutt
Tackle
Zen Headbutt
SPECIAL
Brine
Confusion
Flamethrower
Focus Blast
Grass Knot
Heal Pulse
Hidden Power [Ground-7]
Ice Beam
Icy Wind
Incinerate
Psychic
Psyshock
Scald
Signal Beam
Surf
Water Gun
Water Pulse
Whirlpool
OTHER
Block
Curse
Disable
Endure
Growl
Light Screen
Magic Coat
Mud Sport
Protect
Reflect
Slack Off
Sleep Talk
Thunder Wave
Toxic
Yawn
Steelix [Slam] (F)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type: Steel/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30/1.15)
Size Class: 7
Weight Class: 8
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
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 opponent’s incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Sheer Force: (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.
Attacks (40):
PHYSICAL
Aqua Tail
Bind
Crunch
Dig
Double Edge
Dragon Tail
Earthquake
Fire Fang
Flail
Heavy Slam
Ice Fang
Iron Head
Iron Tail
Rage
Rock Blast
Rock Slide
Rock Throw
Rock Tomb
Sand Tomb
Smackdown
Stone Edge
Tackle
Thunder Fang
SPECIAL
Dark Pulse
Dragonbreath
Dragon Pulse
Earth Power
Mud Slap
OTHER
Automize
Curse
Double Team
Endure
Harden
Mud Sport
Rock Polish
Sandstorm
Screech
Sleep Talk
Stealth Rock
Taunt
Golurk [Statue] (U)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Ground/Ghost
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
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: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (55/1.15)
Size Class: 5
Weight Class: 7
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Iron First: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
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.
Attacks (43):
PHYSICAL
Astonish
Brick Break
Bulldoze
Drain Punch
DynamicPunch
Earthquake
Fire Punch
Fly
Hammer Arm
Heavy Slam
Ice Punch
Low Kick
Low Sweep
Magnitude
Mega Punch
Pound
Rock Slide
Rollout
Shadow Punch
Stone Edge
ThunderPunch
Zen Headbutt
SPECIAL
Earth Power
Flash Cannon
Focus Blast
Grass Knot
Ice Beam
Icy Wind
Mud Slap
Psychic
Shadow Ball
Solarbeam
Thunderbolt
OTHER
Defence Curl
Double Team
Iron Defence
Magic Coat
Protect
Rock Polish
Safeguard
Sleep Talk
Stealth Rock
Toxic
Reuniclus [Psycha] (F)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type: Psychic
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.
Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 26 (30/1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks (60):
PHYSICAL
Dizzy Punch
Drain Punch
Endeavour
Explosion
Fire Punch
Gyro Ball
Ice Punch
Knock Off
Rock Slide
Rock Smash
Rock Tomb
Rollout
Secret Power
Superpower
ThunderPunch
Zen Headbutt
SPECIAL
Energy Ball
Flash Cannon
Focus Blast
Future Sight
Grass Knot
Hidden Power (Ground, 7)
Hyper Beam
Night Shade
Psychic
Psyshock
Psywave
Shadow Ball
Signal Beam
Thunder
OTHER
Attract
Calm Mind
Charm
Confuse Ray
Double Team
Embargo
Flash
Gravity
Heal Block
Helping Hand
Imprison
Light Screen
Magic Coat
Pain Split
Protect
Recover
Reflect
Rest
Safeguard
Skill Swap
Sleep Talk
Snatch
Substitute
Swagger
Telekinesis
Thunder Wave
Toxic
Trick
Trick Room
Wonder Room
RAID
Dispel
Slowbro [Lag] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Summary: 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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 26 (30/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks (36):
PHYSICAL
Earthquake
Focus Punch
Headbutt
Tackle
Zen Headbutt
SPECIAL
Brine
Confusion
Flamethrower
Focus Blast
Grass Knot
Heal Pulse
Hidden Power [Ground-7]
Ice Beam
Icy Wind
Incinerate
Psychic
Psyshock
Scald
Signal Beam
Surf
Water Gun
Water Pulse
Whirlpool
OTHER
Block
Curse
Disable
Endure
Growl
Light Screen
Magic Coat
Mud Sport
Protect
Reflect
Slack Off
Sleep Talk
Thunder Wave
Toxic
Yawn
Steelix [Slam] (F)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type: Steel/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30/1.15)
Size Class: 7
Weight Class: 8
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
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 opponent’s incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Sheer Force: (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.
Attacks (40):
PHYSICAL
Aqua Tail
Bind
Crunch
Dig
Double Edge
Dragon Tail
Earthquake
Fire Fang
Flail
Heavy Slam
Ice Fang
Iron Head
Iron Tail
Rage
Rock Blast
Rock Slide
Rock Throw
Rock Tomb
Sand Tomb
Smackdown
Stone Edge
Tackle
Thunder Fang
SPECIAL
Dark Pulse
Dragonbreath
Dragon Pulse
Earth Power
Mud Slap
OTHER
Automize
Curse
Double Team
Endure
Harden
Mud Sport
Rock Polish
Sandstorm
Screech
Sleep Talk
Stealth Rock
Taunt
Golurk [Statue] (U)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Ground/Ghost
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
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: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (55/1.15)
Size Class: 5
Weight Class: 7
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Iron First: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
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.
Attacks (43):
PHYSICAL
Astonish
Brick Break
Bulldoze
Drain Punch
DynamicPunch
Earthquake
Fire Punch
Fly
Hammer Arm
Heavy Slam
Ice Punch
Low Kick
Low Sweep
Magnitude
Mega Punch
Pound
Rock Slide
Rollout
Shadow Punch
Stone Edge
ThunderPunch
Zen Headbutt
SPECIAL
Earth Power
Flash Cannon
Focus Blast
Grass Knot
Ice Beam
Icy Wind
Mud Slap
Psychic
Shadow Ball
Solarbeam
Thunderbolt
OTHER
Defence Curl
Double Team
Iron Defence
Magic Coat
Protect
Rock Polish
Safeguard
Sleep Talk
Stealth Rock
Toxic
Order of Operations:
Heads: Leader goes first
Tails: Challenger goes first
(Tails)
deadfox081 sends out pokemon with Item
Engineer Pikachu sends out Pokemon with Item and Orders
deadfox081 gives orders
I