Rules:
Type: 2 V 2
Style: Singles
Recovers: 2 Recovery / 5 Chills
DQ: 2 Days Player / 3 Days Ref
no items
switch=KO
all abilities
Arena: The Daycare Playground
Type: 2 V 2
Style: Singles
Recovers: 2 Recovery / 5 Chills
DQ: 2 Days Player / 3 Days Ref
no items
switch=KO
all abilities
Arena: The Daycare Playground
What a fun place to have a Pokemon battle! The old man and woman running the daycare have allowed us to spend an hour or two in their backyard to train Pokemon for our adventure. The playground is surrounded by a high fence so that Pokemon cannot escape the arena. It's a flat terrain made of grass that Pokemon can dig through, but seismic activity would crush the house, which the owners might get mad at us about! It's a small to medium sized arena - enough to house a few Pokemon, after all! Since it's a daycare, the daycare owners politely ask that we only use single stage evolving Pokemon (that means either the first of a line of two Pokemon or a line of three Pokemon). There is a small pond nearby that supplies a water source, but it's not big enough to provide multiple Surf attacks.
SUMMARY: Only first stage Pokemon (that means only the first of a line of two or the first of a line of three, not no evolutions). Dig is allowed. Earthquake / Earth Power / Magnitude are disallowed. Surf is limited.
Pawniard [Shank] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Dark / Steel
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
EC: 2 / 6
MC: 1
DC: 1 / 5
Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
Inner Focus: (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.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)
Sucker Punch (*)
Psycho Cut (*)
Pursuit (*)
Brick Break (*)
Taunt (*)
Dig (*)
Totodile [Gatorade] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
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:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 43
EC: 2 / 9
MC: 0
DC: 1 / 5
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
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:
Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Thrash (*)
Dragon Dance (*)
Aqua Jet (*)
Ice Punch (*)
Waterfall (*)
Dig (*)
Brick Break (*)
Scratchet (Mexican Typhoon) [M]
Nature: Timid (Adds 15% to Speed. Subtracts 1 Rank from Attack.)
Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 46 (+)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Yawn
Roost
Confuse Ray
Toxic
Substitute
Taunt
Machop [Rocky] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: Guts
Type: 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.
Ability 2: No Guard
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Ability 3 (DW): Steadfast
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch
Fire Punch
Ice Punch
Thunder Punch
Bulk Up
Earthquake
Brick Break
Pawniard * [Soul Edge] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
Type: Dark/Steel
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.
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.
Abilities:
Ability 1: Defiant
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
Ability 2: Inner Focus
Type: 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.
Ability 3 (DW): Pressure
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
EC: 1/6
MC: 2
DC: 1/5
Attacks:
Scratch *
Leer *
Fury Cutter *
Torment *
Faint Attack *
Scary Face *
Metal Claw *
Night Slash
Iron Head
Psycho Cut *
Suckerpunch *
Stealth Rock *
Aerial Ace *
Swords Dance*
X-Scissor *
Brick Break
Exeggcute [Benedict] (Female)
Nature: Modest (+ to Special Attack, - from Attack)
Type: Grass/Psychic
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.
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.
Abilities:
Ability 1: Chlorophyll
Type: Innate
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Ability 2: Harvest (DW)
Type:Innate
At the end of each round, this Pokemon recylces a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 40
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Barrage
Uproar
Hypnosis
Reflect
Leech Seed
Confusion
Bullet Seed
Stun Spore
Poison Powder
Sleep Powder
Solarbeam
Ancientpower
Giga Drain
Synthesis
Sunny Day
Telekinesis
Psychic
Light Screen
Darkslay will select his first Pokemon
C$4P will select his first Pokemon and actions
Darkslay will select actions
Reffing.