Alright folks,todays battle is between Banryu and -Charmander-!
They've prepped mentally and physically ( having had plenty of time without a Ref!), and are ready to DO THIS THING!
The Rules Are:
Seeking:2v2
Doubles
2 day DQ time
2 Recoveries / 5 Chills
- Ability: JUST ONE!
- Items: HAHAHA no.
-Switches=ok?
Banryu
Charmander (*) Aether (m)
Nature: Rash
Personality: Likes to fight, very aggressive. Has a habit of remorselessly screaming his challenge to the world when sent out.
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: **** (+1)
SpD: * (-1)
Spe: 65
EC: 0/9
MC: 0/0
DC: 0/5
Abilities: Blaze, Solar Power (DW)
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)
Solar Power [DW Locked]: (innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Attacks:
(*) Scratch
(*) Growl
(*) Ember
(*) Smokescreen
(*) Metal Claw (FRLG level 13)
(*) Dragon Rage
(*) Rage (RSE level 19)
(*) Scary Face
(*) Fire Fang
(*) Dragon Dance
(*) Dragon Pulse
(*) Outrage
(*) Sunny Day
(*) Will-O-Wisp
(*) Hidden Power (Grass, 7)
Trapinch (*) Myrmeleon (m)
Nature: Adamant
Personality: Likes to eat and has a terrific appetite for a small Pokemon. Very patient and somewhat malicious.
Type: Ground
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).
Stats:
Trapinch
HP: 90
Atk: ***** (+1)
Def: **
SpA: * (-1)
SpD: **
Spe: 10
EC: 0/9
MC: 0/0
DC: 0/5
Abilities: Arena Trap, Hyper Cutter, Sheer Force (DW)
Arena Trap: (innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Hyper Cutter: (innate) This Pokemon always keeps its teeth extremely sharp, and thus cannot have its attack reduced.
Sheer Force [DW Locked]: (must enable) 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:
(*) Bite
(*) Sand-Attack
(*) Faint Attack
(*) Sand Tomb
(*) Quick Attack
(*) Fury Cutter
(*) Earth Power
(*) Dig
(*) Rock Slide
(*) Protect
Feebas (*) Phoebus (F)
Nature: Bold
Personality: Quite strong-willed, and very tenacious for a Pokemon that is otherwise quite weak. A little self-conscious.
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).
Stats:
Feebas
HP: 80
Atk: * (-1)
Def: ** (+1)
SpA: *
SpD: **
Spe: 80
EC: 0/6
MC: 0
DC: 0/5
Abilities: Swift Swim, Adaptability (DW)
Swift Swim: (innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability [DW Locked]: (innate) The moves that match this Pokemon’s type deal two (2) more damage.
Attacks:
(*) Splash
(*) Tackle
(*) Confuse Ray
(*) Mirror Coat
(*) Haze
(*) Boiling Water / Scald
(*) Ice Beam
(*) Toxic
-Charmander-
And todays Arena is a beautiful Corn Maze just outside the Moo-Moo Milk farm!
Qualities:
- clear skies and bright weather in which the corn plants thrive, susceptible to all weather-changing moves
- long-range visibility is reduced just slightly by the corn plants, though their fairly wide spacing means that the combatants can see each other fairly clearly. Diagonal and aerial visibility are much less than the horizontal visibility in between the rows (a la Bomberman)
- soil is loose and soft, perfect for crop growth... or for digging in.
-No water for swimming or to summon water(i.e. Surf,Muddy Water.)
Order of Operations:
1. -Charmander- will send out a Pokémon.
2. banryu will send out a Pokémon and issue actions.
3. -charmander- will issue actions.
4. I will ref.
5. -Charmander- will issue actions.
6. Banryu will issue actions.
7. I will ref.
8. Banryu will issue actions.
9. Start from step 3.
[Battle Flow stolen from Engineer Pikachu/Wilkey]
So send out your first Pokémon, -Charmander-!
They've prepped mentally and physically ( having had plenty of time without a Ref!), and are ready to DO THIS THING!
The Rules Are:
Seeking:2v2
Doubles
2 day DQ time
2 Recoveries / 5 Chills
- Ability: JUST ONE!
- Items: HAHAHA no.
-Switches=ok?
Banryu
Charmander (*) Aether (m)
Nature: Rash
Personality: Likes to fight, very aggressive. Has a habit of remorselessly screaming his challenge to the world when sent out.
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: **** (+1)
SpD: * (-1)
Spe: 65
EC: 0/9
MC: 0/0
DC: 0/5
Abilities: Blaze, Solar Power (DW)
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)
Solar Power [DW Locked]: (innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Attacks:
(*) Scratch
(*) Growl
(*) Ember
(*) Smokescreen
(*) Metal Claw (FRLG level 13)
(*) Dragon Rage
(*) Rage (RSE level 19)
(*) Scary Face
(*) Fire Fang
(*) Dragon Dance
(*) Dragon Pulse
(*) Outrage
(*) Sunny Day
(*) Will-O-Wisp
(*) Hidden Power (Grass, 7)
Trapinch (*) Myrmeleon (m)
Nature: Adamant
Personality: Likes to eat and has a terrific appetite for a small Pokemon. Very patient and somewhat malicious.
Type: Ground
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).
Stats:
Trapinch
HP: 90
Atk: ***** (+1)
Def: **
SpA: * (-1)
SpD: **
Spe: 10
EC: 0/9
MC: 0/0
DC: 0/5
Abilities: Arena Trap, Hyper Cutter, Sheer Force (DW)
Arena Trap: (innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Hyper Cutter: (innate) This Pokemon always keeps its teeth extremely sharp, and thus cannot have its attack reduced.
Sheer Force [DW Locked]: (must enable) 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:
(*) Bite
(*) Sand-Attack
(*) Faint Attack
(*) Sand Tomb
(*) Quick Attack
(*) Fury Cutter
(*) Earth Power
(*) Dig
(*) Rock Slide
(*) Protect
Feebas (*) Phoebus (F)
Nature: Bold
Personality: Quite strong-willed, and very tenacious for a Pokemon that is otherwise quite weak. A little self-conscious.
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).
Stats:
Feebas
HP: 80
Atk: * (-1)
Def: ** (+1)
SpA: *
SpD: **
Spe: 80
EC: 0/6
MC: 0
DC: 0/5
Abilities: Swift Swim, Adaptability (DW)
Swift Swim: (innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability [DW Locked]: (innate) The moves that match this Pokemon’s type deal two (2) more damage.
Attacks:
(*) Splash
(*) Tackle
(*) Confuse Ray
(*) Mirror Coat
(*) Haze
(*) Boiling Water / Scald
(*) Ice Beam
(*) Toxic
-Charmander-
Pokemon Team:
Monohm* [Cloud] (M)
Nature: Timid
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: * (-)
Def: ***
SpA: ***
SpD: **
Spe: 69 (+)
EC: 0/9
MC: 0
DC: 0/5
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.
Sheer Force (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
Attacks:
Tackle*
Growl*
Leer*
Charge*
Rain Dance*
Twister*
Spark*
Dragon Rage*
Sonicboom*
Signal Beam*
Hydro Pump*
Heal Bell*
Thunder*
Flamethrower*
Roar*
- - -
Clamperl* [Pearl] (F)
Nature: Bold
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).
Stats:
HP: 90
Atk: ** (-)
Def: **** (+)
SpA: ***
SpD: **
Spe: 32
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Shell Armor: Protects against critical hits.
Skittish: Raises Speed one stage upon being hit by a Dark, Ghost, or Bug move. (DW)
Attacks:
Clamp*
Water Gun*
Whirlpool*
Iron Defense*
Muddy Water*
Confuse Ray*
Aqua Ring*
Scald*
Ice Beam*
Double Team*
Shell Smash
- - - - -
h
Misdreavus [Breeze] (F)
Nature: Modest
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Stats:
HP: 100
Atk: ** (-)
Def: ***
SpA: **** (+)
SpD: ***
Spe: 85
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Levitate: This Pokémon is immune to Ground-type moves, Spikes, Toxic Spikes, and Arena Trap.
Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Evil Eye
Nasty Plot
Destiny Bond
Shadow Sneak
Will-o-Wisp
Thunderbolt
Shadow Ball
Monohm* [Cloud] (M)
Nature: Timid
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: * (-)
Def: ***
SpA: ***
SpD: **
Spe: 69 (+)
EC: 0/9
MC: 0
DC: 0/5
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.
Sheer Force (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
Attacks:
Tackle*
Growl*
Leer*
Charge*
Rain Dance*
Twister*
Spark*
Dragon Rage*
Sonicboom*
Signal Beam*
Hydro Pump*
Heal Bell*
Thunder*
Flamethrower*
Roar*
- - -
Clamperl* [Pearl] (F)
Nature: Bold
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).
Stats:
HP: 90
Atk: ** (-)
Def: **** (+)
SpA: ***
SpD: **
Spe: 32
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Shell Armor: Protects against critical hits.
Skittish: Raises Speed one stage upon being hit by a Dark, Ghost, or Bug move. (DW)
Attacks:
Clamp*
Water Gun*
Whirlpool*
Iron Defense*
Muddy Water*
Confuse Ray*
Aqua Ring*
Scald*
Ice Beam*
Double Team*
Shell Smash
- - - - -
h
Misdreavus [Breeze] (F)
Nature: Modest
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Stats:
HP: 100
Atk: ** (-)
Def: ***
SpA: **** (+)
SpD: ***
Spe: 85
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Levitate: This Pokémon is immune to Ground-type moves, Spikes, Toxic Spikes, and Arena Trap.
Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Evil Eye
Nasty Plot
Destiny Bond
Shadow Sneak
Will-o-Wisp
Thunderbolt
Shadow Ball
And todays Arena is a beautiful Corn Maze just outside the Moo-Moo Milk farm!
Qualities:
- clear skies and bright weather in which the corn plants thrive, susceptible to all weather-changing moves
- long-range visibility is reduced just slightly by the corn plants, though their fairly wide spacing means that the combatants can see each other fairly clearly. Diagonal and aerial visibility are much less than the horizontal visibility in between the rows (a la Bomberman)
- soil is loose and soft, perfect for crop growth... or for digging in.
-No water for swimming or to summon water(i.e. Surf,Muddy Water.)
Order of Operations:
1. -Charmander- will send out a Pokémon.
2. banryu will send out a Pokémon and issue actions.
3. -charmander- will issue actions.
4. I will ref.
5. -Charmander- will issue actions.
6. Banryu will issue actions.
7. I will ref.
8. Banryu will issue actions.
9. Start from step 3.
[Battle Flow stolen from Engineer Pikachu/Wilkey]
So send out your first Pokémon, -Charmander-!