Time to rip off Objection :)
4v4 Doubles
2 day DQ/3 day ref
0 recoveries/0 chills
Arena: IMAGINATION!
A grassy park with a pond in the middle. Pokemon cannot use any moves at all. Instead, before each round begins, several random objects will appear (the ref decides how many, what they are and their effects - they can be literally anything so go nuts) and pokemon must use these objects to do anything.
I want to test my creativity here, and use a few of my weaker Pokémon.
Son ofShadoo, your wish is my comand. May the battle begin!!
Switch:KO(DUH!)
Items: NO WAY
Abilities:All
Welcome one and all to the Park of Imagination. Here, we are in a place where the battlers are forced to rely on whatever random objects appear in this park. So, first of all, let's meet the teams:
Team Shadoo
Happiny "Glinda" (F)
Nature: Modest - Adds rank to special attack, subtracts rank from attack.
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Natural Cure: This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out. (Innate)
Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) (Innate)
Stats:
HP: 110
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 30
Bagon "Elphaba" (F)
Nature: Naughty - adds rank to attack, subtracts rank from special defense.
Type: Dragon
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Rock Head: This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. (Innate)
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 50
Voodoll (Fiyero) (M)
Nature: Rash - adds rank to special attack, subtracts rank from special defense.
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Normalize: (Can be deactivated) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 70
EC: 2/6
MC: 2
DC: 1/5
Scratchet (Brrr) M
Nature: Timid (15% increase to speed and a 5% accuracy increase (46^2/500 rounded up), -1 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.
Abilities:
Scrappy: This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. (Innate)
Prankster: The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. (Innate)
Stats:
HP: 90
Attack: Rank 2 (-)
Defense: Rank 3
Special Attack: Rank 1
Special Defense: Rank 3
Speed: 46 (+)
EC: 0/6
MC: 0
DC: 0/5
Team Puffins
Privatyke[Prv.Buck](M)(*)
Nature:Adamant (+attack, -special attack)
Type:Water/Fighting
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).
Fighting:*Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Abilities:
Unaware:*(Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
EC:3/6
MC:0
DC:2/5
Shellder [Shelly] (F)(*)
Nature:Careful (+special defense, -special attack)
Type:
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).
Abilities:
Shell Armor:(Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link:(Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2 (+)
Spe: 40
EC:2/6
MC:0
DC:2/5
Pichu [Pika] (M)(*)
Nature:Timid (+speed, -attack)
Type:
Electric:Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Abilities:
Static:(Innate)This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Stats:
HP: 80
Atk: Rank 1 (-)
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 69 (+) (Accuracy boost: (69^2)/350=13.602857142857142857142857142857% (round to 14%))
EC:1/9
MC:1
DC:1/5
Embirch(Charcoal, Male)
Nature:Timid (+speed; -attack)
Type: Fire/Grass
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.
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.
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
MC:0
EC: 1/9
DC: 1/5
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 57 (+) (Accuracy boost: (57^2)/350=9.2828571428571428571428571428571% (round to 10%))
So, now that we know what pokemon are being used today, let's wait and see what objects appear. It looks like two fire flowers are emerging from the grassy ground. Those will be useful to whoever can get them. But now some objects are falling from the sky. A pair of pugil sticks land in the arena near the fire flowers, followed by a big flaming rock. This rock breaks apart upon hitting the ground, leaving behind five flaming rocks. Finally, something rises up from the pond in the middle of the park. It's a large cauldron and it's got some kind of potion in it, but I'm not sure what kind. I wonder what pokemon are going to be taking advantage of these items.
Objects on the ground
Notes:
- All objects are usable by all pokemon with roughly equal capability.
- Picking up an object always takes an action and costs 3 energy.
- Sometimes you can pick up two of an object in one action. This costs 6 energy.
- An object that has been picked up can be dropped. This takes an action but has no energy cost.
- Throwing an object, swinging an object, equipping an object or using an object in any way also takes an action unless specified otherwise. The energy cost varies between items.
- Unless specified otherwise, an item needs to be picked up before it can be used (unless of course it can't be picked up).
- Giving an object to an ally takes an action and costs 3 energy.
- A pokemon may only hold up to two objects at once.
- Some objects are listed as requiring two hands, meaning that a pokemon cannot pick them up unless it is holding no other objects at all.
- Equipped objects do not count as being held. A pokemon can only equip one object at a time.
- Objects that do typed damage do not get a STAB bonus unless specified otherwise.
Fire Flower x 2
- Requires two hands
- Can be picked up
- Can be used to shoot a fireball for 6 energy
- Shooting a fireball counts as an 8 BP special fire-type attack with 10% chance of 1st degree burn
- Base accuracy is 100 - (target's speed - user's speed)
- Once used three times, the fire flower disintegrates
Pugil stick x 2
- Requires two hands
- Can be picked up
- Can be swung for 6 energy
- Swinging is treated as an 8 BP physical typeless attack
- Base accuracy is 100
Flaming rock x 5
- Up to two can be picked up in one action
- Can be thrown for 5 energy
- Throwing counts as a 4 BP physical rock-type attack and a 4 BP physical fire-type attack with 10% chance of 1st degree burn
- After being thrown, the rock breaks on contact with anything
- Base accuracy is 100 - (target's speed - thrower's speed)
- At the end of every action (including the action it is picked up on), holder has a 10% chance of getting a 1st degree burn
Cauldron x 1
- Cannot be picked up
- Can be tipped over for 8 energy
- Tipping the cauldron counts as a 12 BP special attack of whatever type the tipper is
- If the tipper is dual typed, it counts as 6 BP of each type
- Base accuracy is 75 - ((target's speed - tipper's speed)/2)
Son_of_Shadoo must now send out his first two pokemon. Then Puffins R Cool will send out his first two pokemon and give orders. Then Son_of_Shadoo will give orders. Then I ref.