Hello, and...*cough*...welcome to...*wheeze*...this battle...*drinks water*. That hit the spot! Welcome to the Volcanic Plains, an incredibly hot and sunny area that also happens to be home to today's heated (see what I did there?) battle between Dark Pulse and Venser! Joining me in my (not air-conditioned) referee's booth is my good friend Harry the Larvesta, who happens to be a Fire Pokemon himself and knows a good deal about this arena. Harry?
"I've been here many times before, practicing my Sun-powered skills, so I know a lot about this place. In fact, I know so much, I've decided to put it in HIDE tags so that it doesn't take up too much space on the page!
"For those of you that felt the need to tl;dr, here's a summary:
All right, thanks Harry. And here are the specific requirements as proposed by the challengers!
Dark Pulse's Requirements:
Venser's Requirements:
And now, the most important part of the match: the Pokemon!
Flow of the Match:
Dark Pulse sends out 2 Pokemon and names their hold items.
Venser sends out 2 Pokemon, names their hold items, and gives them orders.
Dark Pulse gives his Pokemon orders.
I ref like a noob.
Dark Pulse gives orders.
Venser gives orders.
I ref like a noob again.
etc.
All right, Dark Pulse; send out your Pokemon onto this scorching battlefield while I go grab some more water!
(Also, I apologize for the lack of pictures. Our official photographer is on vacation in Alaska. And by that I mean that my Internet is being dumb.)
"I've been here many times before, practicing my Sun-powered skills, so I know a lot about this place. In fact, I know so much, I've decided to put it in HIDE tags so that it doesn't take up too much space on the page!
The Volcanic Plains, adjacent to 2 small Volcanoes, are a very hot environment. It is almost always sunny, but the soil is extremely rich and soft, making Grass types have an unexpected advantage, and Ground-based moves much weaker.
The sheer cliffs of the Volcanoes are full of boulders and dislodged rocks, making rock-type attacks much easier to use (hint hint) but if you dislodge the wrong rock, you could cause a small Eruption.
The sheer cliffs of the Volcanoes are full of boulders and dislodged rocks, making rock-type attacks much easier to use (hint hint) but if you dislodge the wrong rock, you could cause a small Eruption.
"For those of you that felt the need to tl;dr, here's a summary:
90% chance of Sun
Bonuses: Grass types and Rock moves (Fire moves via sun)
Disadvantages: Ground moves (water moves via sun)
30% Chance of Eruption damaging random pokemon if a rock-type move is used (may attack 1, 2, 3 or all pokemon for varying damage)
Bonuses: Grass types and Rock moves (Fire moves via sun)
Disadvantages: Ground moves (water moves via sun)
30% Chance of Eruption damaging random pokemon if a rock-type move is used (may attack 1, 2, 3 or all pokemon for varying damage)
All right, thanks Harry. And here are the specific requirements as proposed by the challengers!
Dark Pulse's Requirements:
3v3 Doubles
DQ time = 3 days
2 Recovery Moves/5 Chills per Pokemon
Venser's Requirements:
Switch = KO
items on (REF NOTE: originally; if you want this changed, let me know)
All abilities
And now, the most important part of the match: the Pokemon!
Vulpix(*) (Groudon) (M)
Nature: Timid (A 15% increase in Base Speed [Rounded Up] and a (75^2/500 = 11.25%) increase in accuracy on this Pokemon's attacks; Attack reduced by *)
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. Superior senses in volcanic or brushfire areas.
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought (DW): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.
Stats:
HP: 90
Atk: Rank 1 -
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 75 +
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Ember(*)
Tail Whip(*)
Roar(*)
Quick Attack(*)
Fire Spin(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Egg Moves:
Hex(*)
Extrasensory(*)
Power Swap(*)
TM's
Sunny Day(*)
Overheat(*)
Will-O-Wisp(*)
Darumaka(*) (trollface) (M)
Nature: Jolly (+15% speed, -1 SA, 58^2/500 = 6.7% acc. Boost)
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. Superior senses in volcanic or brushfire areas.
Abilities:
Hustle: (Can Be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Inner Focus (DW): (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 0 -
SpD: Rank 2
Spe: 58 +
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Rollout(*)
Incinerate(*)
Rage(*)
Fire Fang(*)
Headbutt(*)
Uproar(*)
Facade(*)
Fire Punch(*)
Work Up(*)
Egg Moves:
Take Down(*)
Endure(*)
Flame Wheel(*)
TM's:
Brick Break(*)
Rock Slide(*)
U-turn(*)
Bulbasaur(*) (RageFace) (M)
Nature: Naive (+15% spe, -1 SD, 52^2/350 = 7.7% acc. increase)
Type: Grass/Poison
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: 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:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 -
Spe: 52 +
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Growl(*)
Leech Seed(*)
Vine Whip(*)
PoisonPowder(*)
Sleep Powder(*)
Take Down(*)
Razor Leaf(*)
Sweet Scent(*)
Growth(*)
Egg Moves:
Nature Power(*)
Power Whip(*)
Giga Drain(*)
TM's
Sunny Day(*)
Hidden Power (Fire)(*)
Sludge Bomb(*)
Nature: Timid (A 15% increase in Base Speed [Rounded Up] and a (75^2/500 = 11.25%) increase in accuracy on this Pokemon's attacks; Attack reduced by *)
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. Superior senses in volcanic or brushfire areas.
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought (DW): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.
Stats:
HP: 90
Atk: Rank 1 -
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 75 +
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Ember(*)
Tail Whip(*)
Roar(*)
Quick Attack(*)
Fire Spin(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Egg Moves:
Hex(*)
Extrasensory(*)
Power Swap(*)
TM's
Sunny Day(*)
Overheat(*)
Will-O-Wisp(*)
Darumaka(*) (trollface) (M)
Nature: Jolly (+15% speed, -1 SA, 58^2/500 = 6.7% acc. Boost)
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. Superior senses in volcanic or brushfire areas.
Abilities:
Hustle: (Can Be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Inner Focus (DW): (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 0 -
SpD: Rank 2
Spe: 58 +
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Rollout(*)
Incinerate(*)
Rage(*)
Fire Fang(*)
Headbutt(*)
Uproar(*)
Facade(*)
Fire Punch(*)
Work Up(*)
Egg Moves:
Take Down(*)
Endure(*)
Flame Wheel(*)
TM's:
Brick Break(*)
Rock Slide(*)
U-turn(*)
Bulbasaur(*) (RageFace) (M)
Nature: Naive (+15% spe, -1 SD, 52^2/350 = 7.7% acc. increase)
Type: Grass/Poison
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: 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:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 -
Spe: 52 +
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Growl(*)
Leech Seed(*)
Vine Whip(*)
PoisonPowder(*)
Sleep Powder(*)
Take Down(*)
Razor Leaf(*)
Sweet Scent(*)
Growth(*)
Egg Moves:
Nature Power(*)
Power Whip(*)
Giga Drain(*)
TM's
Sunny Day(*)
Hidden Power (Fire)(*)
Sludge Bomb(*)
Cranidos (Pachycephalosaurus) (♀)
Nature: Quiet (+ Special Attack; Speed divided by 1.15 and +5% to opponents' attacks)
Type: Rock (Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).)
Stats: 67 / 125 / 40 / 30 / 30 / 58
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 50 (58 / 1.15)
EC: 0 / 6
MC: 0
DC: 0 / 5
Ability:
Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
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:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Crunch
Hammer Arm
Iron Head
Ice Beam
Thunderbolt
Stone Edge
Nature: Quiet (+ Special Attack; Speed divided by 1.15 and +5% to opponents' attacks)
Type: Rock (Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).)
Stats: 67 / 125 / 40 / 30 / 30 / 58
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 50 (58 / 1.15)
EC: 0 / 6
MC: 0
DC: 0 / 5
Ability:
Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
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:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Crunch
Hammer Arm
Iron Head
Ice Beam
Thunderbolt
Stone Edge
Scylar [Vanilluber] (♀)
Nature: Hasty ((Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 104.65 (+)
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Tail Glow
Earth Power
Counter
Blizzard
Double Team
Acrobatics
Nature: Hasty ((Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 104.65 (+)
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Tail Glow
Earth Power
Counter
Blizzard
Double Team
Acrobatics
Rose [Gligar] (♂)
Nature: Impish (+1 Defense, -1 Special Attack)
Type: Ground/Flying
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.
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.
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.
Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Counter
Night Slash
Cross Poison
Earthquake
Acrobatics
Taunt
Nature: Impish (+1 Defense, -1 Special Attack)
Type: Ground/Flying
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.
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.
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.
Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Counter
Night Slash
Cross Poison
Earthquake
Acrobatics
Taunt
Flow of the Match:
Dark Pulse sends out 2 Pokemon and names their hold items.
Venser sends out 2 Pokemon, names their hold items, and gives them orders.
Dark Pulse gives his Pokemon orders.
I ref like a noob.
Dark Pulse gives orders.
Venser gives orders.
I ref like a noob again.
etc.
All right, Dark Pulse; send out your Pokemon onto this scorching battlefield while I go grab some more water!
(Also, I apologize for the lack of pictures. Our official photographer is on vacation in Alaska. And by that I mean that my Internet is being dumb.)