Welcome one and all to the battle of the century, a no-holds-barred 4v4 singles between Kaxtar and BlazekinMasterZeo. Let's check out the arena and the rules folks.
The rules:
Number of Pokemon: 4 v. 4
Battle Type: Singles
Recoveries: 5 chills, 0 recovers
Switches: Think again, no chance
Items: None
Abilities: One
1 DAY DQ LADIES AND GENTLEMEN
Combusken* Blazer (Male)
Nature: Naughty (Plus attack Minus Special defence)
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
Stats:
HP: 90
Atk: Rank 4(+Naughty bonus)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1(-Naughty bonus)
Spe: 55
EC:5/9
MC:3
DC:2/5
Attacks:
Level Up Moves
Scratch*
Growl*
Focus Energy*
Ember*
Peck*
Sand-Attack*
Fire Spin*
Double Kick
Egg Moves
Baton Pass*
Crush Claw*
Flame Burst*
TM/HM Moves
Flame thrower*
Shadow Claw
Sword dance*
Will-o-Wisp*
Substitute
Abilities:Blaze: Innate When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).
Speed Boost(DW): Innate Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Gligar* Winger (Female)
Nature: Adamant (Plus Attack; Minus Special Attack)
Type: 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.
Stats-
HP: 100
Atk: Rank 4 (+ Adamant)
Def: Rank 4
SpA: Rank 1(- Adamant)
SpD: Rank 3
Spe: 85
EC: 3/6
MC:3
DC:2/5
Level Up Moves
Acrobatics
Poison Sting*
Sand-Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Egg Moves
Agility*
Cross Poison*
Night Slash*
TM/HM Moves
Aerial Ace*
Earthquake*
Dig*
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.
Gible(Mighty)
Dragon/Ground
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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
HP: 90
Atk: Rank 3+1
Def: Rank 2
SpA: Rank 1-1
SpD: Rank 2
Spe: 42
Adamant Nature: Add one to Atk, subtract one from SpA
EC 0/9
MC 0
DC 0/5
Moves
Level Up Moves
Tackle
Sand-Attack
Dragon Rage
SandStorm
Takedown
Sand Tomb
Slash
Egg Moves
Dragon Breath
Outrage
Iron Head
TM/HM Moves
Hone Claws
Earthquake
Protect
Abilites
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.
Rough Skin(DW)(Innate)-When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Feebas(Beauty)
Water
Water-Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
HP: 80
Atk: Rank 1
Def: Rank 1-1
SpA: Rank 1+1
SpD: Rank 2
Spe: 80
Mild Nature- Adds one to SpA and subtracts one from Def
EC 2/6
MC 0
DC 0/5
Moves
Level Up
Splash
Tackle
Egg Moves
Brine
Dragon Breath
Mirror Coat
TM/HM
Toxic
Light screen
Ice Beam
Abilites
Swift Swim(Innate)-The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability(DW)(Innate)The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Duskull [Requiem] (Male)
Quiet Nature (+1 SpA, -15% Speed, +10% Accuracy on Opponent's Attacks)
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Levitate: (Innate) 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.
HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 21 (-)
EC: 0/9
MC: 0
DC: N/A
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Pain Split
Skill Swap
Destiny Bond
Ice Beam
Shadow Ball
Taunt
Beldum [Nickname]
Nature: Careful (+1 SpD, -1 SpA)
Steel: 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.
Psychic: 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status 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.)
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 30
EC: 0/9
MC: 0
DC: 0/5
Take Down
Zen Headbutt
Iron Head
Iron Defense
Slowpoke [Nickname] (Female)
Nature: Modest (+1 SpA, -1 Atk)
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Regenerator (DW) : (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 15
EC: 0/6
MC: 0
DC: 0/5
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Safeguard
Future Sight
Mud Sport
Flamethrower
Scald
Ice Beam
Heracross (M)
Nature: Adamant (+1 to Attack, -1 to Special Attack)
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Heracross
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
EC: N/A
MC: 4
DC: 1/5
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Flail
Megahorn
Pursuit
Toxic
Facade
Stone Edge
*NOTE: BZ, you are missing genders on a couple pokes.
Order of the Game:
1. BZ sends out his poke and specifies the ability
2. Kaxtar sends out his poke and specifies the ability and issues actions
3. BZ issues actions
4. i ref
5. BZ issues actions
6. Kaxtar issues actions
7. i ref
8. repeat from step 2 as necessary
note: i'm off to an art history final, see you both sometime a little after 18:00 CST
The rules:
Number of Pokemon: 4 v. 4
Battle Type: Singles
Recoveries: 5 chills, 0 recovers
Switches: Think again, no chance
Items: None
Abilities: One
1 DAY DQ LADIES AND GENTLEMEN
Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.
Combusken* Blazer (Male)
Nature: Naughty (Plus attack Minus Special defence)
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
Stats:
HP: 90
Atk: Rank 4(+Naughty bonus)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1(-Naughty bonus)
Spe: 55
EC:5/9
MC:3
DC:2/5
Attacks:
Level Up Moves
Scratch*
Growl*
Focus Energy*
Ember*
Peck*
Sand-Attack*
Fire Spin*
Double Kick
Egg Moves
Baton Pass*
Crush Claw*
Flame Burst*
TM/HM Moves
Flame thrower*
Shadow Claw
Sword dance*
Will-o-Wisp*
Substitute
Abilities:Blaze: Innate When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).
Speed Boost(DW): Innate Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Gligar* Winger (Female)
Nature: Adamant (Plus Attack; Minus Special Attack)
Type: 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.
Stats-
HP: 100
Atk: Rank 4 (+ Adamant)
Def: Rank 4
SpA: Rank 1(- Adamant)
SpD: Rank 3
Spe: 85
EC: 3/6
MC:3
DC:2/5
Level Up Moves
Acrobatics
Poison Sting*
Sand-Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Egg Moves
Agility*
Cross Poison*
Night Slash*
TM/HM Moves
Aerial Ace*
Earthquake*
Dig*
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.
Gible(Mighty)
Dragon/Ground
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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
HP: 90
Atk: Rank 3+1
Def: Rank 2
SpA: Rank 1-1
SpD: Rank 2
Spe: 42
Adamant Nature: Add one to Atk, subtract one from SpA
EC 0/9
MC 0
DC 0/5
Moves
Level Up Moves
Tackle
Sand-Attack
Dragon Rage
SandStorm
Takedown
Sand Tomb
Slash
Egg Moves
Dragon Breath
Outrage
Iron Head
TM/HM Moves
Hone Claws
Earthquake
Protect
Abilites
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.
Rough Skin(DW)(Innate)-When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Feebas(Beauty)
Water
Water-Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
HP: 80
Atk: Rank 1
Def: Rank 1-1
SpA: Rank 1+1
SpD: Rank 2
Spe: 80
Mild Nature- Adds one to SpA and subtracts one from Def
EC 2/6
MC 0
DC 0/5
Moves
Level Up
Splash
Tackle
Egg Moves
Brine
Dragon Breath
Mirror Coat
TM/HM
Toxic
Light screen
Ice Beam
Abilites
Swift Swim(Innate)-The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability(DW)(Innate)The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Duskull [Requiem] (Male)
Quiet Nature (+1 SpA, -15% Speed, +10% Accuracy on Opponent's Attacks)
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Levitate: (Innate) 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.
HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 21 (-)
EC: 0/9
MC: 0
DC: N/A
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Pain Split
Skill Swap
Destiny Bond
Ice Beam
Shadow Ball
Taunt
Beldum [Nickname]
Nature: Careful (+1 SpD, -1 SpA)
Steel: 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.
Psychic: 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status 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.)
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 30
EC: 0/9
MC: 0
DC: 0/5
Take Down
Zen Headbutt
Iron Head
Iron Defense
Slowpoke [Nickname] (Female)
Nature: Modest (+1 SpA, -1 Atk)
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Regenerator (DW) : (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 15
EC: 0/6
MC: 0
DC: 0/5
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Safeguard
Future Sight
Mud Sport
Flamethrower
Scald
Ice Beam
Heracross (M)
Nature: Adamant (+1 to Attack, -1 to Special Attack)
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Heracross
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
EC: N/A
MC: 4
DC: 1/5
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Flail
Megahorn
Pursuit
Toxic
Facade
Stone Edge
*NOTE: BZ, you are missing genders on a couple pokes.
Order of the Game:
1. BZ sends out his poke and specifies the ability
2. Kaxtar sends out his poke and specifies the ability and issues actions
3. BZ issues actions
4. i ref
5. BZ issues actions
6. Kaxtar issues actions
7. i ref
8. repeat from step 2 as necessary
note: i'm off to an art history final, see you both sometime a little after 18:00 CST