THE RULES:
With that out of the way, we can stop reading my sparse flavor take a peek at the teams!
TERRADOR
Vibrava [Zigzag] (Male)
Nature: Naive (+Speed, -Special Defense) (+12% Accuracy)
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.
Stats
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 81 (70*1.15=81)
Size Class: 3
Weight Class: 2
Base Rank Total: 14
EC: 7/9
MC: 0
DC: 3/5
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. 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 (16):
Bite
Sand-Attack
Faint Attack
Sand Tomb
Dig
Earthquake
SonicBoom
Crunch
Endure
Earth Power
Flail
Double Team
Rock Slide
Substitute
Protect
Fly
Seadra (Atlanta) (F)
Nature: Quiet (+SpA, -Spe, -10 Eva/Dodge)
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 73 (-)
Size Class: 2
Weight Class: 2
BST: 16
EC: 8/9
MC: 0
DC: 4/5
Attacks:
Bubble
SmokeScreen
Leer
Water Gun
Focus Energy
BubbleBeam
Agility
Brine
Hydro Pump
Dragon Pulse
Dragon Dance
Signal Beam
Disable
Muddy Water
Bounce
Rain Dance
Ice Beam
Substitute
Bide
Surf
Total: 20
LOU
Zorua ♀ - Anonymous
Nature: Lonely (Atk: +1, Def: -1)
Type: Dark
Dark Type - 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:
Illusion - (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 65
Height Class: 1
Weight Class: 2
BRT: 15
EC: 3 / 6
MC: 7
18 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Counter, Faint Attack, Fury Swipes, Payback, Punishment, Pursuit, Scratch,
Special Moves - Dark Pulse, Grass Knot
Status Moves - Agility, Fake Tears, Leer, Nasty Plot, Scary Face, Snatch, Taunt, Torment, Toxic
Found alone, in a bin on the side of the road; Anonymous seems to have led a sad life up until now. Often pining for the attention of others, she makes displays of her illusion abilities to win their amusement. Seemingly lacking in self-esteem, she prefers the guises of others to her own.
[a]Koffing[/a]
Koffing ♂ - Smogon
Nature: Quiet (SpA: +1, Spe -5, Evasion -10%))
Type: Poison
Poison Type - 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:
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (-)
Height Class: 1
Weight Class: 1
BRT: 14
EC: 1 / 6
MC: 0
16 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Assurance, SelfDestruct, Tackle
Special Moves - Clear Smog, Dark Pulse, Fire Blast, Sludge, Sludge Bomb, Smog
Status Moves - Destiny Bond, Pain Split, Poison Gas, Smokescreen, Taunt, Torment, Will-O-Wisp
Stiffled by acting as a living mascot, a parade pet or trophy mon, Smogon has finally found his way into the hands of a battling trainer. Ready to partake in the activity he's grown to represent, Smogon is nonetheless reserved and focused on his new, wearying path.
Terrador seems to have the stronger squad, but there seems to be two Koffing on the battlefield! Let's see if Lou can use this to his advantage and push Terrador off Koopa Cape!
TURN ORDER
Terrador sends out Vibrava and Seadra and determines Seadra's ability.
Lou sends out... Koffing and Koffing and doesn't need to determine abilities.
Lou issues actions.
Terrador issues actions.
Challenging LouisCyphre
2v2 Doubles
2-hour DQ
Infinite recoveries/Chills
Arena: Referee's Choice
Eeeeeeeeeeeeeyup.
And... let's see where we've been brought to today! It's Koopa Cape!NFEs only.
Training Items
One ability.
Arena: Koopa Cape
Field Type: Water, Electric
Complexity: Intense
Formats: Singles, Doubles
Restrictions: All moves are allowed.
Description:
Koopa Cape is the second stage in the Star Cup. Located on what appears to be a small island of sorts, the racetrack leads racers through a small forest, as well as an underwater glass tunnel that showcases the aquatic life around the isle. The course begins on a cliffside of the isle, then curves around into the middle. There, a small river provides a current for racers to drive faster, in addition to waterless paths on the side. Afterwards, racers dive straight down into an underwater glass tunnel where they can see the local Cheep Cheep and Unagi Eel populations while attempting to avoid rotating beams of electricity.
Cliffside Rounds
On the first round and every third round after that, racers race by the cliffside, either just beginning the race or coming out of the glass tunnel. After a large jump off of the boosting pad, the battlers encounter a curved path where a number of Goomba reside. Combat here is just like standard combat, with the exception that attacking moves with at least one (1) priority have their energy cost increased by three (3) due to avoiding the Goombas. However, at the end of each round, there is a 30% chance for each kart to crash into a Goomba, lowering the Pokemon's Evasion by a flat fifteen (15) percent and their speed by fifty (50) percent for the next round.
Forest Rounds
On the second round and every third round after that, racers turn out of the cliffside and into a small forest. There seem to be two paths here: one path that is comprised of a gravel road where racers can perform a stunt, and another one that is literally in a river current. When battlers issue their actions on the Forest rounds, they first determine which path they will travel and then their actions; actions that target Pokemon on the same path as the user will have a flat five (5) percent increase in accuracy and deal one (1) more damage.
Should a Pokemon choose to take the gravel road, they will amble down the path with only one effect, namely the stunt off of a wooden ramp. The stunt has a 25% chance to do nothing, a 50% chance to increase the Pokemon's speed by one stage (this is a normal stage boost), or a 25% chance to increase all of the Pokemon's stats by one stage (a la AncientPower) for the next round.
If a Pokemon opts to take the river current, however, several things happen. Firstly, the Pokemon's Speed is increased by fifty (50) percent for the duration of the round; this boost is amplified to one hundred (100) percent for Water-type Pokemon. Second, all Water-type moves have two (2) more BAP due to the abundance of water in the river; all Fire-type moves have two (2) less BAP for the same reason. Moreover, the constant maneuvering that the Pokemon must do in order to remain on the river current is both confusing to other racers and exhausting for the Pokemon, resulting in a flat ten (10) percent increase in Evasion and a loss of five (5) Energy at the end of the round.
Glass Tunnel Rounds
On the third round and every third round after that, the racers exit the forest and fall into the underwater glass tunnel. When not being distracted by the Unagi Eels and Cheep Cheeps, battlers race through this narrow tunnel while avoiding the rotating beams of electricity. Because of the electrical sources from the lights around the tunnel and the beams, all Electric-type moves deal two (2) more damage while in the glass tunnel. Due to the narrowness of the tunnel, all Pokemon have a flat X% decrease in Evasion, where X is the Size Class of the Pokemon multiplied by three (3). Moreover, at the end of the round, when the Pokemon exit the tunnel, there is a Y% chance for the Pokemon to get struck by one of the beams of electricity, where Y is equal to the Size Class of the Pokemon multiplied by five (5). Getting struck by the beam will result in 25% Paralysis; in addition, the Pokemon's Size Class will be reduced by one-half until the Paralysis wears off.
Summary:
Cliffside Rounds: Priority moves cost 3 more Energy, a chance to crash into Goombas.
Forest Rounds: Two different paths with different effects, targeting a Pokemon on the same path has 5 more Acc and 1 more DMG; Water moves have 2 more BAP.
Glass Tunnel Rounds: Electric moves deal 2 more DMG, Pokemon have reduced Evasion, chance to get struck by beams of electricity.
Field Type: Water, Electric
Complexity: Intense
Formats: Singles, Doubles
Restrictions: All moves are allowed.
Description:
Koopa Cape is the second stage in the Star Cup. Located on what appears to be a small island of sorts, the racetrack leads racers through a small forest, as well as an underwater glass tunnel that showcases the aquatic life around the isle. The course begins on a cliffside of the isle, then curves around into the middle. There, a small river provides a current for racers to drive faster, in addition to waterless paths on the side. Afterwards, racers dive straight down into an underwater glass tunnel where they can see the local Cheep Cheep and Unagi Eel populations while attempting to avoid rotating beams of electricity.
Cliffside Rounds
On the first round and every third round after that, racers race by the cliffside, either just beginning the race or coming out of the glass tunnel. After a large jump off of the boosting pad, the battlers encounter a curved path where a number of Goomba reside. Combat here is just like standard combat, with the exception that attacking moves with at least one (1) priority have their energy cost increased by three (3) due to avoiding the Goombas. However, at the end of each round, there is a 30% chance for each kart to crash into a Goomba, lowering the Pokemon's Evasion by a flat fifteen (15) percent and their speed by fifty (50) percent for the next round.
Forest Rounds
On the second round and every third round after that, racers turn out of the cliffside and into a small forest. There seem to be two paths here: one path that is comprised of a gravel road where racers can perform a stunt, and another one that is literally in a river current. When battlers issue their actions on the Forest rounds, they first determine which path they will travel and then their actions; actions that target Pokemon on the same path as the user will have a flat five (5) percent increase in accuracy and deal one (1) more damage.
Should a Pokemon choose to take the gravel road, they will amble down the path with only one effect, namely the stunt off of a wooden ramp. The stunt has a 25% chance to do nothing, a 50% chance to increase the Pokemon's speed by one stage (this is a normal stage boost), or a 25% chance to increase all of the Pokemon's stats by one stage (a la AncientPower) for the next round.
If a Pokemon opts to take the river current, however, several things happen. Firstly, the Pokemon's Speed is increased by fifty (50) percent for the duration of the round; this boost is amplified to one hundred (100) percent for Water-type Pokemon. Second, all Water-type moves have two (2) more BAP due to the abundance of water in the river; all Fire-type moves have two (2) less BAP for the same reason. Moreover, the constant maneuvering that the Pokemon must do in order to remain on the river current is both confusing to other racers and exhausting for the Pokemon, resulting in a flat ten (10) percent increase in Evasion and a loss of five (5) Energy at the end of the round.
Glass Tunnel Rounds
On the third round and every third round after that, the racers exit the forest and fall into the underwater glass tunnel. When not being distracted by the Unagi Eels and Cheep Cheeps, battlers race through this narrow tunnel while avoiding the rotating beams of electricity. Because of the electrical sources from the lights around the tunnel and the beams, all Electric-type moves deal two (2) more damage while in the glass tunnel. Due to the narrowness of the tunnel, all Pokemon have a flat X% decrease in Evasion, where X is the Size Class of the Pokemon multiplied by three (3). Moreover, at the end of the round, when the Pokemon exit the tunnel, there is a Y% chance for the Pokemon to get struck by one of the beams of electricity, where Y is equal to the Size Class of the Pokemon multiplied by five (5). Getting struck by the beam will result in 25% Paralysis; in addition, the Pokemon's Size Class will be reduced by one-half until the Paralysis wears off.
Summary:
Cliffside Rounds: Priority moves cost 3 more Energy, a chance to crash into Goombas.
Forest Rounds: Two different paths with different effects, targeting a Pokemon on the same path has 5 more Acc and 1 more DMG; Water moves have 2 more BAP.
Glass Tunnel Rounds: Electric moves deal 2 more DMG, Pokemon have reduced Evasion, chance to get struck by beams of electricity.
TERRADOR
Vibrava [Zigzag] (Male)
Nature: Naive (+Speed, -Special Defense) (+12% Accuracy)
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.
Stats
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 81 (70*1.15=81)
Size Class: 3
Weight Class: 2
Base Rank Total: 14
EC: 7/9
MC: 0
DC: 3/5
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. 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 (16):
Bite
Sand-Attack
Faint Attack
Sand Tomb
Dig
Earthquake
SonicBoom
Crunch
Endure
Earth Power
Flail
Double Team
Rock Slide
Substitute
Protect
Fly
Seadra (Atlanta) (F)
Nature: Quiet (+SpA, -Spe, -10 Eva/Dodge)
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 73 (-)
Size Class: 2
Weight Class: 2
BST: 16
EC: 8/9
MC: 0
DC: 4/5
Attacks:
Bubble
SmokeScreen
Leer
Water Gun
Focus Energy
BubbleBeam
Agility
Brine
Hydro Pump
Dragon Pulse
Dragon Dance
Signal Beam
Disable
Muddy Water
Bounce
Rain Dance
Ice Beam
Substitute
Bide
Surf
Total: 20
Zorua ♀ - Anonymous
Nature: Lonely (Atk: +1, Def: -1)
Type: Dark
Dark Type - 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:
Illusion - (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 65
Height Class: 1
Weight Class: 2
BRT: 15
EC: 3 / 6
MC: 7
18 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Counter, Faint Attack, Fury Swipes, Payback, Punishment, Pursuit, Scratch,
Special Moves - Dark Pulse, Grass Knot
Status Moves - Agility, Fake Tears, Leer, Nasty Plot, Scary Face, Snatch, Taunt, Torment, Toxic
Found alone, in a bin on the side of the road; Anonymous seems to have led a sad life up until now. Often pining for the attention of others, she makes displays of her illusion abilities to win their amusement. Seemingly lacking in self-esteem, she prefers the guises of others to her own.
Koffing ♂ - Smogon
Nature: Quiet (SpA: +1, Spe -5, Evasion -10%))
Type: Poison
Poison Type - 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:
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (-)
Height Class: 1
Weight Class: 1
BRT: 14
EC: 1 / 6
MC: 0
16 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Assurance, SelfDestruct, Tackle
Special Moves - Clear Smog, Dark Pulse, Fire Blast, Sludge, Sludge Bomb, Smog
Status Moves - Destiny Bond, Pain Split, Poison Gas, Smokescreen, Taunt, Torment, Will-O-Wisp
Stiffled by acting as a living mascot, a parade pet or trophy mon, Smogon has finally found his way into the hands of a battling trainer. Ready to partake in the activity he's grown to represent, Smogon is nonetheless reserved and focused on his new, wearying path.
TURN ORDER
Terrador sends out Vibrava and Seadra and determines Seadra's ability.
Lou sends out... Koffing and Koffing and doesn't need to determine abilities.
Lou issues actions.
Terrador issues actions.