Alchemator
my god if you don't have an iced tea for me when i
"What a curious arena, Alch!"
"Indeed, Alch."
"And, what's more, there are two battlers squaring up to each other over there, Alch."
"Yes, Alch."
"I think we should ref them, Alch."
"BLOOPDIBLOOP I'M AN ALIEN"
Team Limewire
Garchomp [Chomper] (Female)
Nature: Adamant
Type:
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Garchomp
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 102
Size Class: 4
Weight Class: 4
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Sand Veil: 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: 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. (DW)
Attacks:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Dragon Claw
Double Chop
Dragon Rush
Crunch
Outrage(*)
Scary Face(*)
Iron Head(*)
Aqua Tail
Earthquake(*)
Roar(*)
Dig(*)
Rock Slide
Swords Dance
Brick Break
Starmie [Shuriken] (Genderless)
Nature: Timid (15% increase in Speed, 18% increase in accuracy, -Atk)
Type:
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).
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115 * 1.15)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 3
DC: 5/5
Abilities:
Illuminate: At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure: This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analyze: If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Attacks:
Tackle(*)
Harden(*)
Water Gun(*)
Rapid Spin(*)
Recover(*)
Camouflage(*)
Swift(*)
Bubblebeam(*)
Minimize(*)
Gyro Ball(*)
Hydro Pump
Cosmic Power
Psychic
Ice Beam(*)
Thunderbolt(*)
Surf(*)
Hidden Power [Fire]
Grass Knot
Teleport
Protect
Magnezone [Thundah] (Genderless)
Nature: Quiet (+SpA, 15% reduction in Speed, 10% increase of accuracy for opponents)
Type:
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 52 (60/1.15)
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: 9/9
MC: 1
DC: 5/5
Abilities:
Sturdy: 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.
Magnet Pull: 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.
Analytic (unlocked): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. (DW)
Moves:
Tri Attack
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Electric Ball(*)
Lock-On(*)
Magnet Rise
Zap Cannon
Mirror Coat
Magic Coat
Rain Dance
Thunderbolt(*)
Flash Cannon(*)
Volt Change(*)
Hidden Power [Ice 7]
Charge Beam
Explosion
Protect
Togekiss [Kax$tar] (F)
Nature: Bold (+Def, -Atk)
Type:
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Flying: 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.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Air Slash
Aura Sphere
Nasty Plot
Morning Sun
Extrasensory
Stored Power
Heat Wave
Protect
Energy Ball
Flamethrower
Thunder Wave
Light Screen
Team Its_A_Random
Garchomp Choragon (M)
Nature: Adamant
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact 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: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 102
Size Class: 4
Weight Class: 4
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
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 (DW Unlocked): (Innate) 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.
Attacks:
Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Fire Fang
Crunch
Outrage
Body Slam
Iron Head
Earthquake
Dragon Claw
Hone Claws
Shadow Claw
Rock Slide
Brick Break
Dragon Tail
Aqua Tail
Simipour Blind (M)
Nature: Hasty (+15% Accuracy)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 116 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Torrent (DW Unlocked): (Innate) 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)
Attacks:
Scratch
Leer
Lick
Water Gun
Fury Swipes
Water Sport
Bite
Scald
Taunt
Brine
Crunch
Nasty Plot
Low Kick
Aqua Tail
Hydro Pump
Ice Beam
Grass Knot
Acrobatics
Shadow Claw
Brick Break
Eelektross Sheeldon (M)
Nature: Brave (-10% Evasion)
Type:
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.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 43 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 1
DC: N/A
Abilities:
Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks:
Tackle
Thunder Wave
Spark
Charge Beam
Headbutt
Bind
Acid
Discharge
Crunch
Thunderbolt
Coil
Wild Charge
Acid Spray
Gastro Acid
Zap Cannon
Thrash
Crush Claw
Acrobatics
Brick Break
Dusknoir Caius (M)
Nature: Quiet (-10% Evasion)
Type:
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 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
EC: 9/9
MC: 0
DC: N/A
Abilities:
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Fire Punch
Ice Punch
Thunderpunch
Gravity
Bind
Shadow Punch
Payback
Dark Pulse
Destiny Bond
Pain Split
Shadow Ball
Ice Beam
Charge Beam
Psychic
Earthquake
Torment
Looks like we're playing in the sandbox to start off - the Desert Arena!
Limewire sends out.
Its_A_Random sends out and orders.
Limewire orders.
I procrastinate.
I ref.
"Indeed, Alch."
"And, what's more, there are two battlers squaring up to each other over there, Alch."
"Yes, Alch."
"I think we should ref them, Alch."
"BLOOPDIBLOOP I'M AN ALIEN"
Limewire said:4 vs 4 Doubles
3 Day DQ
2 Recoveries / 5 Chills
Arena: Shape-Shifting Arena!
Ref Instructions: At the beginning of the match, a random field will be selected from the options below. Every time a Pokemon is fainted, the arena will change again at the end of the round. If more than one Pokemon faints in the same round, then the arena will change only once. Each arena has an equal chance of being chosen. Once the arena changes, all Pokemon will automatically teleport to the center.
The arena is 50 feet wide and 70 feet long. At the beginning of the match, and after a Pokemon is KO'd, the arena can change into the following:
Grass / Standard: The arena is covered with soft grass. The soil is loamy, and Pokemon can dig on it. There are no water source.
Desert: This arena has sand all over it, with a few sand dunes here and there. Although it is possible to dig in the sand, Pokemon who are not of the Ground, Rock, or Steel types may find this a bit difficult. In the center of the arena, a small oasis appears. This oasis is 15 feet deep and 10 feet in diameter. That is not a lot of water, so trainers are advised to use Surf carefully!
Water: This arena is almost completely underwater! There is about 10 feet of space from each side of the arena that is not underwater. In addition, there are three "islands", each with a radius of 10 feet, that are not underwater either. One "island" is at the center of the arena. The other two "islands" are 20 feet directly north and south, respectively, from this center "island". Since these "islands" are made from concrete, it is impossible to use Dig on them. The water itself is 40 feet deep.
Winter: The whole arena is covered with snow. The snow is about 6 feet deep. There is a frozen lake at the center of the arena, 15 feet deep and 30 feet in diameter. In addition, it is also snowing (not hailing), somewhat lowering visibility. Weather moves are permissible, though it will start to snow again once the weather effect is over.
And... here come the teams!Its_A_Random said:Limewire, consider your challenge accepted.
Switch=OK
Abilities=One
Items=None
Now we need a ref...
Team Limewire
Garchomp [Chomper] (Female)
Nature: Adamant
Type:
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Garchomp
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 102
Size Class: 4
Weight Class: 4
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Sand Veil: 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: 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. (DW)
Attacks:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Dragon Claw
Double Chop
Dragon Rush
Crunch
Outrage(*)
Scary Face(*)
Iron Head(*)
Aqua Tail
Earthquake(*)
Roar(*)
Dig(*)
Rock Slide
Swords Dance
Brick Break
Starmie [Shuriken] (Genderless)
Nature: Timid (15% increase in Speed, 18% increase in accuracy, -Atk)
Type:
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).
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115 * 1.15)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 3
DC: 5/5
Abilities:
Illuminate: At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure: This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analyze: If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Attacks:
Tackle(*)
Harden(*)
Water Gun(*)
Rapid Spin(*)
Recover(*)
Camouflage(*)
Swift(*)
Bubblebeam(*)
Minimize(*)
Gyro Ball(*)
Hydro Pump
Cosmic Power
Psychic
Ice Beam(*)
Thunderbolt(*)
Surf(*)
Hidden Power [Fire]
Grass Knot
Teleport
Protect
Magnezone [Thundah] (Genderless)
Nature: Quiet (+SpA, 15% reduction in Speed, 10% increase of accuracy for opponents)
Type:
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 52 (60/1.15)
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: 9/9
MC: 1
DC: 5/5
Abilities:
Sturdy: 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.
Magnet Pull: 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.
Analytic (unlocked): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. (DW)
Moves:
Tri Attack
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Electric Ball(*)
Lock-On(*)
Magnet Rise
Zap Cannon
Mirror Coat
Magic Coat
Rain Dance
Thunderbolt(*)
Flash Cannon(*)
Volt Change(*)
Hidden Power [Ice 7]
Charge Beam
Explosion
Protect
Togekiss [Kax$tar] (F)
Nature: Bold (+Def, -Atk)
Type:
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Flying: 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.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Air Slash
Aura Sphere
Nasty Plot
Morning Sun
Extrasensory
Stored Power
Heat Wave
Protect
Energy Ball
Flamethrower
Thunder Wave
Light Screen
Team Its_A_Random
Garchomp Choragon (M)
Nature: Adamant
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact 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: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 102
Size Class: 4
Weight Class: 4
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
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 (DW Unlocked): (Innate) 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.
Attacks:
Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Fire Fang
Crunch
Outrage
Body Slam
Iron Head
Earthquake
Dragon Claw
Hone Claws
Shadow Claw
Rock Slide
Brick Break
Dragon Tail
Aqua Tail
Simipour Blind (M)
Nature: Hasty (+15% Accuracy)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 116 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Torrent (DW Unlocked): (Innate) 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)
Attacks:
Scratch
Leer
Lick
Water Gun
Fury Swipes
Water Sport
Bite
Scald
Taunt
Brine
Crunch
Nasty Plot
Low Kick
Aqua Tail
Hydro Pump
Ice Beam
Grass Knot
Acrobatics
Shadow Claw
Brick Break
Eelektross Sheeldon (M)
Nature: Brave (-10% Evasion)
Type:
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.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 43 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 1
DC: N/A
Abilities:
Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks:
Tackle
Thunder Wave
Spark
Charge Beam
Headbutt
Bind
Acid
Discharge
Crunch
Thunderbolt
Coil
Wild Charge
Acid Spray
Gastro Acid
Zap Cannon
Thrash
Crush Claw
Acrobatics
Brick Break
Dusknoir Caius (M)
Nature: Quiet (-10% Evasion)
Type:
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 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
EC: 9/9
MC: 0
DC: N/A
Abilities:
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Fire Punch
Ice Punch
Thunderpunch
Gravity
Bind
Shadow Punch
Payback
Dark Pulse
Destiny Bond
Pain Split
Shadow Ball
Ice Beam
Charge Beam
Psychic
Earthquake
Torment
Looks like we're playing in the sandbox to start off - the Desert Arena!
Limewire sends out.
Its_A_Random sends out and orders.
Limewire orders.
I procrastinate.
I ref.