Making a Beginner Battle(yes, I'm a nub) for anyone eligible.
3 vs 3 Singles
3 Day DQ
2 Recovery(how does this work?), 5 chills(I've been told it restores 12 energy for one action)
No move restrictions, Challenger chooses Arena(No idea where to find)
I will accept that battle, GrassBlade
Abilities=All
Items=KO
Switch=OK
Since neither battler picked an arena, I decided to come up with one myself.
Arena: Transformice map 128
- Summoning a ball is a team-wide effect. More than one ball may be in play at a time on each team's side.
- Whenever any single-target move is used against a pokemon with at least one ball on its side, the attacking pokemon may be distracted by a ball and attack that instead. The chance of this happening is equal to (number of balls on the target's side) * 10%, capped at 50%. If a ball is attacked, it is removed from play immediately.
- Multi-target moves will destroy all balls on the target's side and hit their intended target when used, but their BAP will be multiplied by 0.75 as per the usual rules of moves that hit more than one pokemon. Multi-target moves that would also hit allies (eg, Earthquake) destroy all balls in the arena.
- Balls cannot be unwillingly attacked by a pokemon summoning a spirit or a cannonball, nor can they be selected as targets by an anvil god.
- Summoning a box is a team-wide effect. More than one box may be in play at a time on each team's side.
- A box or group of boxes may be used as an object to Take Cover behind as per the Take Cover command's description in the DAT.
- One box is treated as having a size class of 4 for this purpose, and subsequent boxes add 1 to the group's size class. A box cannot protect from spirits, cannonballs or anvil gods however.
- Summoning a plank is an arena-wide effect. More than one plank may be in play at a time.
- By itself, a plank does nothing. However, if at least 3 planks are in play, the external water source will be cut off.
- If a pokemon is underwater at the time this happens, that pokemon comes up just before the last plank is placed and, if it was using Dive, its attack is cancelled.
- Summoning a spirit is a single-target effect. Once a spirit is summoned, its effect happens and then it disappears.
- A spirit does a flat 10 damage to one target pokemon or removes one ball from play.
- If used against a pokemon, a spirit has a 100% flinch chance (though at priority -1 it will probably not flinch much) and, if that pokemon is attached to a balloon, the spirit's damage is increased to 20.
- Summoning a balloon is a single-target effect. More than one balloon may be in play at a time.
- A balloon can be attached to any plank, box or ball, or any pokemon.
- If it is attached to a summoned object, that object and the balloon are removed from play instantly.
- If it is attached to a pokemon, that pokemon gains the Levitate trait for 6 actions or until it uses Roost, a seismic move or any damaging move with an evasive action such as Dig, whichever comes first. When the pokemon no longer gains the benefits of the balloon, the balloon is removed from play.
- Balloons cannot be summoned while Gravity is in effect, nor can they be attached to pokemon under the effects of Smack Down. If, while a pokemon has a balloon attached to it, it is hit by Smack Down or Gravity is used, the balloon is removed from play immediately.
- A pokemon attached to a balloon may willingly detach itself from the balloon at the start of any round. This does not take up an action, does not use any energy and cannot be Encored or prevented by any moves. Doing this will also immediately remove the balloon from play.
- Summoning a cannonball is a single-target effect. Once a cannonball is summoned, its effect happens and then it disappears.
- A cannonball is treated as a 50% accurate 10 BAP physical typeless attack from rank 5 attack or the user's attack rank, whichever is higher. The attack also has a 50% chance of causing confusion if it hits.
- If the user has any boxes on their side, they may connect the cannonball to one of their boxes, giving the attack 100% accuracy but causing that box to be removed from play.
- If the target pokemon is taking cover behind a box or group of boxes, the attack has 100% accuracy and removes one box from the target's side.
- If the target pokemon is attached to a balloon, the cannonball's base power is increased to 20 and the balloon is removed from play.
- Alternatively, a cannonball can be used to remove a ball or a box from play. If used in such a way, the cannonball is 100% accurate.
- Summoning an anvil is an arena-wide effect. More than one anvil may be in play at a time. However, only one anvil god may be in play at a time.
- By itself, an anvil does nothing. However, if at least 3 anvils are in play, they will combine themselves into an anvil god. Additional summoned anvils will attach themselves to the anvil god.
- An anvil god will attack one pokemon at random each action at priority -0.5, and its attack will be a 6 BAP physical typeless attack from an attack rank equal to the number of anvils. If the target is attached to a balloon, the BAP increases to 12. If there are any balls or boxes on the target's side, these are immediately removed from play and the attack that hits the pokemon does not suffer a BAP reduction.
- At the end of each round, an anvil god has a chance of leaving play equal to (number of anvils - 2) * 10%, or 100% if the anvil god has at least 8 anvils on it. If an anvil god leaves play, all anvils that make it up are also removed from play.
So, let's see what teams we have today:
Team GrassBlade
[pimg]280[/pimg]Ralts[Ace]Male
Nature:Serious(Yay, nothing!)
Type: Psychic
Psychic:Summary: 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:
Synchronize (Innate):Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace (Can be Activated) :This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (Dream World Locked)(Innate):
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/9
MC: 0
DC: 0/5
Attacks:
*Growl
*Confusion
*Double Team
*Teleport
*Lucky Chant
*Magical Leaf
*Heal Pulse
*Shadow Sneak
*Disable
*Will-O-Wisp
*Thunder Wave
*Psyshock
*Shadow Ball
Move Total:13
Nature:Serious(Yay, nothing!)
Type: Psychic
Psychic:Summary: 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:
Synchronize (Innate):Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace (Can be Activated) :This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (Dream World Locked)(Innate):
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/9
MC: 0
DC: 0/5
Attacks:
*Growl
*Confusion
*Double Team
*Teleport
*Lucky Chant
*Magical Leaf
*Heal Pulse
*Shadow Sneak
*Disable
*Will-O-Wisp
*Thunder Wave
*Psyshock
*Shadow Ball
Move Total:13
[pimg]361[/pimg]
Snorunt [Snow] Female
Nature:Timid
Type: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.
Abilities:
Abilities:
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.
Ice Body:
(Innate)This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody:(DW Locked)
(Innate)This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58(+15% accuracy)
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
*Powder Snow
*Leer
*Double Team
*Bite
*Icy Wind
*Protect
*Weather Ball
*Disable
*Fake Tears
*Blizzard
*Hail
*Rain Dance
Move Total:12
Snorunt [Snow] Female
Nature:Timid
Type: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.
Abilities:
Abilities:
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.
Ice Body:
(Innate)This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody:(DW Locked)
(Innate)This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58(+15% accuracy)
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
*Powder Snow
*Leer
*Double Team
*Bite
*Icy Wind
*Protect
*Weather Ball
*Disable
*Fake Tears
*Blizzard
*Hail
*Rain Dance
Move Total:12
[pimg]133[/pimg]
Eevee[Dew]Female
Nature:Quirky
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away:
Type: Innate
This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:
Type: Innate
The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW locked):
Type: Innate
This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Moves:
*Tackle
*Tail Whip
*Helping Hand
*Sand-Attack
*Growl
*Quick Attack
*Wish
*Yawn
*Charm
*Dig
*Sunny Day
*Protect
Eevee[Dew]Female
Nature:Quirky
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away:
Type: Innate
This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:
Type: Innate
The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW locked):
Type: Innate
This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Moves:
*Tackle
*Tail Whip
*Helping Hand
*Sand-Attack
*Growl
*Quick Attack
*Wish
*Yawn
*Charm
*Dig
*Sunny Day
*Protect
Team Doorknob
Yamask [Cairo] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type:
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.
Ability
Mummy: (Innate) This Pokemon's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15=26)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 1/6
MC: 0
DC: N/A
Attacks:
Astonish*
Protect*
Disable*
Haze*
Night Shade*
Hex*
Will-o-wisp*
Ominous Wind*
Shadow Ball
Curse
Endure*
Imprison*
Nasty Plot*
Trick Room*
Toxic*
Telekinesis*
Total: 16
Tyrogue [Bruce] (M)
Nature: Impish (+1 Def, -1 SpA)
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities
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.
Steadfast: (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.
Vital Spirit (DW Locked): (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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 3/6
MC: 0
DC: 1/5
Attacks:
Tackle*
Helping Hand*
Fake Out*
Foresight*
Mach Punch*
Hi Jump Kick*
Counter*
Protect*
Brick Break*
Rock Slide*
Earthquake
Total: 12
Buneary [Peach] (F)
Nature: Naughty (+1 Atk, -1 SpD)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities
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.
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
Limber (DW Locked): (Innate) This Pokemon’s body is well trained and immune to paralysis.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 85
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Splash
Pound
Defense Curl
Foresight
Endure
Frustration
Quick Attack
Jump Kick
Encore
Fake Out
Circle Throw
Protect
Dig
Thunder Wave
Total: 14
So, here's how this is gonna start off:
- GrassBlade, pick your first pokemon
- Doorknob, pick your first pokemon and give orders
- GrassBlade, give your orders
- Objection, ref this (ideally before Christmas)