Aaaand buying a magnemite. :v
[Dexter] magnemite (x) <Magnet Pull>
Sig Move: Magnet Drain
Zerzin can feel whether there are any electrical or magnetic (steel) type Pokémon on the arena with his Magnet Pull ability. If there are, he will choose one (or his trainer will), and then he will either pull the other Pokémon to itself or, if they weigh more then Zerzin, Zerzin will be pulled (gently, of course) to them. Thanks to his ability, this is unavoidable; he will see through double team clones or other accuracy changes, the exception to this being if the pokemon is impossible to reach (underground, etc.) Once he reaches the other Pokémon, Zerzin will attach himself to them with an electrical current; he is almost impossible to remove (read below). While he is attached to a Pokémon, he will suck energy or health (whichever he is commanded) and take half of the energy/health for himself.
Zerzin can be removed in a number of ways; attacks that would make it hard for him to remain attached, or attacks that would disrupt the electrical current connecting him to the targeted pokemon, would likely disconnect him.
If the targeted Pokémon has the ability Static, x1.5 energy/health will be drained (rounded up).
If Zerzin falls asleep or becomes frozen while sucking energy/health, he will remain attached to the targeted Pokémon but will no longer be sucking energy/health (and the targeted Pokémon will not lose health/energy, either).
Zerzin will remain attached to the targeted Pokémon even if it’s Flying, Digging, Diving, or Bouncing.
While Zerzin is attached to his targeted Pokémon, he cannot attack any other Pokémon. However, he can use attacks other then Magnet Drain on the target Pokémon as long as they are physically possible.
Electric / Other / Damage: %3 (%1 per action, %3 per round) / Accuracy: %101 / Target: one / Energy: 3% initial attack, 1% following actions / Duration: One action to find and attach to target; Zerzin remains attached until removed.
Zerzin locates any electric/steel types on the field and attaches itself to them, then drains %3 energy/health (rounded up).
Usage gap: 3 rounds from being disconnected.
dolla