Gooooood evening, ladies and gentlemen! I'm your host, Chubs, and I'm bringing to you a fun little 2v2 battle between Houndoomsday and kingmitus! Two nubcakes!
dude i'm stoned as f**k what are we doing
We're reffing a battle, Maryjoowana...
oh is that what this is
Yes it is, Mary.
well shit
Anyway, let's get on with our contestants!
Blue Corner - Houndoomsday
1-3-0
Dragonair [Smaug] (Male)
Nature: Adamant (+Att, -SpA)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Shed Skin: This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Marvel Scale (DW): This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 100
Attack: Rank 4 (+)
Defense: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 2
EC: 6/9
MC: 0
DC: 5/5
Attacks:
Agility (*)
Aqua Jet (*)
Dragon Dance
Dragon Rage (*)
Dragon Rush
Dragon Tail
Extremespeed (*)
Leer (*)
Light Screen (*)
Protect (*)
Slam (*)
Safeguard (*)
Substitute
Supersonic (*)
Surf
Thunder Bolt
Thunder Wave (*)
Twister (*)
Wrap (*)
2-2-0
Houndour [Hellhound] (Male)
Nature: Mild (+SpA, -Def)
Type: Dark/Fire
Dark: 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.
Fire: 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 bushfire areas.
Abilities:
Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Unnerve: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
HP: 90
Atk: Rank 2
Def: Rank 1 (-1)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 5/6
MC: 0
DC: 4/5
Attacks:
Bite (*)
Beat Up (*)
Crunch
Counter (*)
Ember (*)
Endure
Fire Blast
Fire Spin (*)
Howl (*)
Leer (*)
Odor Sleuth (*)
Protect
Roar (*)
Shadow Ball
Sludge Bomb (*)
Smog (*)
Sunny Day (*)
Thunder Fang (*)
Will O'Wisp (*)
Beldum [Big Richard] (Male)
Nature: Brave (+Atk., -Spe)
Type:
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.
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.
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:
HP: 90
Attack: Rank 3 (+)
Defense: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 26 (-), -10% evasion
Size Class: 1
Weight Class: 4 (3 light metal)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Headbutt
Iron Defense
Iron Head
Take Down
Zen Headbutt
Red Corner - kingmitus
Chimchar [Chimchar] (M)
Nature:Jolly (+15% Speed, +17% Accuracy, -1 SpA)
Type:
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. Superior senses in volcanic or brushfire areas.>
Abilities:
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)
Iron Fist (DW): (Locked) 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
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 71 (+)
Accuracy (+17%)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Fake Out
Fire Punch
Thunder Punch
double kick
Encore
Acrobatics
U-turn
grass knot
taunt
shadow claw
Eevee (Eevee) (M)
Nature: Adamant(+1 Atk, -1 SpA)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Adaptability: (innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Run Away: (innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Anticipation (DW): (Locked) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Helping Hand
Tackle
Tail Whip
Sand Attack
Growl
Quick Attack
Bite
Focus Energy
Covet
Take Down
Curse
Detect
yawn
Wish
Flail
Dig
Retaliate
Swagger
Work up
Facade
Chimchar [Chimchar] (M)
Nature:Jolly (+15% Speed, +17% Accuracy, -1 SpA)
Type:
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. Superior senses in volcanic or brushfire areas.>
Abilities:
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)
Iron Fist (DW): (Locked) 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
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 71 (+)
Accuracy (+17%)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Fake Out
Fire Punch
Thunder Punch
double kick
Encore
Acrobatics
U-turn
grass knot
taunt
shadow claw
Eevee (Eevee) (M)
Nature: Adamant(+1 Atk, -1 SpA)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Adaptability: (innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Run Away: (innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Anticipation (DW): (Locked) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Helping Hand
Tackle
Tail Whip
Sand Attack
Growl
Quick Attack
Bite
Focus Energy
Covet
Take Down
Curse
Detect
yawn
Wish
Flail
Dig
Retaliate
Swagger
Work up
Facade
We'll be in our normal stadium, the ASB arena!
f**k yeah it's not complicated
...right! Well, anyway, we'll lead off with Houndoomsday sending and equipping a Pokemon, kingmitus sending out a Pokemon, equipping, and ordering, and then Houndoomsday ordering!
*pwoosh* ahhhh
f**k yeah it's not complicated
...right! Well, anyway, we'll lead off with Houndoomsday sending and equipping a Pokemon, kingmitus sending out a Pokemon, equipping, and ordering, and then Houndoomsday ordering!
*pwoosh* ahhhh
(note = kingmitus will be unable to start until tomorrow)