A call went out, and four trainers recieved it.
In a graveyard, a ghost seeking to finish its unfinished business with its Aurumoth partner stumbles upon a pilliar of darkness that wasn't in the graveyard before. A Natu nearby nods to him, and the ghost dives down into a nearby grave, bringing up a sword. The ghost grins again, and charges into the darkness, his Aurumoth following. The pair suddenly vanish, and the Natu teleports away.
SubwayJ (♂)
Type:
SubwayJ is a strange character. He does not speak to others, except
those the very closest to him, and of course his Pokemon. However, he is always willing to battle, to make himself and his creatures the very best on his way to achieving greatness. Not much else is known about him, and he prefers that things stay that way.
Nature: Adamant (+Attack, -Special Attack)
Type:
: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
: 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.
Abilities:
Technician: (Passive) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Analytic: (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Attack: Rank 4
Defence: Rank 2
Special Attack: Rank 0
Special Defence: Rank 2
Speed: 55
Base Rank Total: 12
Size Class: 3
Weight Class: 4
Moves:
Aerial Ace
Amnesia
Astonish
Bulk Up
Calm Mind
Cut
Destiny Bond
Detect
Double Kick
Dragon Dance
Foresight
Fury Attack
Fury Cutter
Fury Swipes
Growl
Grudge
Headbutt
Karate Chop
Leer
Low Kick
Mean Look
Meditate
Mega Punch
Nasty Plot
Night Shade
Pound
Quiver Dance
Rage
Rock Smash
Sacred Sword
Secret Sword
Seismic Toss
Sharpen
Shift
Sing
Slam
Snore
Spite
Stomp
Strength
Swords Dance
Tackle
Tickle
Will-O-Wisp
Lite Brite the Aurumoth (♀)
Nature: Quiet (+Special Attack, -Speed)
Type:
: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
: 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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Weak Armor: (Toggle) Default effect: None.
Alternative effect: The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 benefited by No Guard; they will have their normal accuracy.
Illusion: (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 110
Attack: Rank 5
Defence: Rank 4
Special Attack: Rank 5
Special Defence: Rank 2
Speed: 81
Base Rank Total: 22
Size Class: 4
Weight Class: 5
EC: 9/9
MC: 0
DC: 5/5
Moves:
Ally Switch
AncientPower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Counter
Cut
Disable
Double Team
Dragon Dance
Dream Eater
Echoed Voice
Electroweb
Facade
Feint
Final Gambit
Flash
Fling
Focus Blast
Frustration
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power (Ground 7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Magic Room
Megahorn
Ominous Wind
Overheat
Protect
Psych Up
Psychic
Psyshock
Quiver Dance
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Roleplay
Round
Safeguard
Shadow Ball
Silver Wind
Skill Swap
SolarBeam
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
Wonder Room
X-Scissor
Zen Headbutt
Total Moves: 75 (Max Movepool)
Moments later, another trainer, abet a living one, in a distant building is practicing swinging a staff with a Dusknoir gloomily watching on. Suddenly, a pilliar of darkness appears in the middle of the room, driving the trainer back. A Natu appears next to him, watching. With a frown visable on his face, the trainer stomps out of the room before returning with a huge sword instead of the staff. He motions towards his Pokémon to follow, and both of them enter the dark pilliar, vanishing.
The Natu teleports away again.
*Thanks to NMx13 for my trainer sprite!*
*Trainer (Alexander) Male*
Nature:
Adamant
Type:
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.
Fighting: STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Magic Bounce:
Type: Passive
This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
Synchronize:
Type: Passive
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.
Stats:
HP: 80
Atk: Rank 5 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 3
Weight Class: 4
Base Rank Total: 14
Attacks: 44 Total
Amnesia
Aerial Ace
Bulk Up
Calm Mind
Confusion
Cut
Detect
Double Kick
Dragon Dance
Foresight
Fury Attack
Fury Cutter
Fury Swipes
Growl
Grudge
Headbutt
Karate Chop
Kinesis
Leer
Low Kick
Meditate
Mega Punch
Nasty Plot
Pound
Psycho Cut
Psywave
Quiver Dance
Rage
Rock Smash
Sacred Sword
Secret Sword
Seismic Toss
Sharpen
Sing
Slam
Snore
Stomp
Strength
Struggle
Swords Dance
Tackle
Telekinesis
Tickle
Zen Headbutt
*Thanks to Matezoide for the sprite*
Dusknoir (Cyvain) Male
Nature:
Quiet
Type:
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.
Abilities:
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 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 38 (-) (-10% Evasion)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
EC: 9/9
MC: 0
Attacks: 49 Total
Astonish
Bind
Brick Break
Bulldoze
Confuse Ray
Counter
Dark Pulse
Destiny Bond
Disable
Earthquake
Endure
Faint Attack
Fire Punch
Focus Blast
Focus Punch
Foresight
Future Sight
Gravity
Helping Hand
Hex
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Imprison
Leer
Mean Look
Nightshade
Pain Split
Payback
Protect
Psychic
Pursuit
Rain Dance
Rock Slide
Shadow Ball
Shadow Punch
Shadow Sneak
Skill Swap
Snatch
Substitute
Sucker Punch
Sunny Day
Taunt
Thunder Punch
Torment
Toxic
Trick Room
Will o Wisp
At a distant temple to Arceus, another trainer sits and prays to atone for his methods of worshiping Arceus. Next to him, a Revenankh quickly taps his shoulder, pointing at a Natu that suddenly appeared next to him. As the man looks up, a pilliar of darkness appears at the temple entrance, a low hum echoing from it. The man points at the darkness, whispering to his Pokémon, and the Revenankh floats into it, followed by the man himself. Both suddenly disappear.
And once again the Natu teleports.
Trainer AOPSUser
Nature: Serious
Type: Dark/Psychic
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.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Regenerator: Type: Passive
When this Creature is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Creature Chills, it restores six (6) HP in addition to its 12 Energy.
Prankster: Type: Passive
The Creature is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Intimidate: Type: Trigger
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Stats:
HP: 100
Atk: Rank 1
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 11
Attacks:
Amnesia
Beat Up
Bulk Up
Calm Mind
Confusion
Dragon Dance
Faint Attack
Fake Tears
Growl
Headbutt
Heal Pulse (Special)
Kinesis
Leer
Light Screen (Special)
Meditate
Mega Punch
Nasty Plot
Pound
Psywave
Quiver Dance
Rage
Reflect (Special)
Safeguard (Special)
Sing
Slam
Snore
Stomp
Strength
Struggle
Sucker Punch
Swords Dance
Tackle
Taunt
Telekinesis
Thief
Tickle
Wish (Special)
Zen Headbutt
Revenankh "Tutankhamen" (M)
Nature: Adamant (+Attack, -Special Attack)
Type: Ghost/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Shed Skin: (Passive) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Passive) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW Unlocked): (Passive) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: N/A
MC: 0
DC: 5/5
Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Punishment
Revenge
Vital Throw
Grudge
Shadow Sneak
Counter
Mach Punch
Focus Punch
Drain Punch
Endure
Superpower
Trick
Wide Guard
Destiny Bond
Taunt
Protect
Earthquake
Toxic
Substitute
Double Team
Brick Break
Bulldoze
Return
Telekinesis
Rest
Facade
Pain Split
Sleep Talk
Helping Hand
Ice Punch
Rock Slide
Smack Down
Payback
Low Sweep
Sunny Day
Sandstorm
Rock Tomb
Torment
Dispel
Shadow Mend
Total: 50/90
In a distant cave, the Natu appears and startles a man swinging a sword next to an Exploud, who shouts in response. The Natu instantly teleports away, and a pilliar of darkness appears in a corner. The man glances at the darkness, and gives a shout, charging into the pillar, grinning as his Exploud follows. The two suddenly disappear.
After a few moments, the Natu appears in the cave again next to the pillar, and nods in satisfaction before teleporting away.
Trainer akela
Nature: Relaxed
Type: Rock/Poison
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
HP: 80
Atk: Rank 2
Def: Rank 5 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 47 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 14
Evasion Penalty: -10%
Abilties:
Solid Rock: Type: Passive
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Overcoat: Type: Passive
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Limber: Type: Passive
This Pokemon’s body is well trained and immune to paralysis.
Attacks:
Amnesia
Aerial Ace
Block
Bulk Up
Calm Mind
Cross Poison
Cut
Dragon Dance
Fury Attack
Fury Cutter
Fury Swipes
Growl
Harden
Headbutt
Leer
Meditate
Mega Punch
Nasty Plot
Poison Jab
Poison Gas
Poison Sting
Pound
Quiver Dance
Rage
Rock Polish
Rock Smash
Rock Throw
Sharpen
Sing
Slam
Sludge
Smack Down
Snore
Stomp
Strength
Struggle
Swords Dance
Tackle
Tickle
Toxic Spikes
On another world, four pillars of darkness appear momentarily before receding, leaving four trainers and their Pokémon standing, looking at each other. There is a *splish* as SubwayJ takes a step, and everyone notices their surroundings.
Though there is solid ground beneath their feet, a thin layer of water is on the surface. Faint clouds float through the air around the four trainers, but other than that, there is nothing. The plain of water stretches in all directions as far as the eyes can see, with nothing interupting it, except... a black pillar of darkness appeared in the near distance, quickly fading to reveal a fifth man with a very large sword now in the area, his back to you.
Still, do the fighters ignore him? Or do they approach him?
Arena Specifics:
Water Source available. However, the water is shallow, so no diving!
No rocks or plants in sight.
All other moves available.
Special Event available
Four Way 1 and Trainer Brawl (Bring 1 Pokémon each, and trainer will battle alongside them)
1 Week DQ
3 Substitutions
Infinite Chills/Recoveries
No moves requiring external rocks or plants
Switch: N/A
Abilities: ALL
Pokémon Items: All
Trainer Items: Temporary
Restrictions: PM Match, Trainer Statistics
Now, would trainers attach items to their Pokémon?
In a graveyard, a ghost seeking to finish its unfinished business with its Aurumoth partner stumbles upon a pilliar of darkness that wasn't in the graveyard before. A Natu nearby nods to him, and the ghost dives down into a nearby grave, bringing up a sword. The ghost grins again, and charges into the darkness, his Aurumoth following. The pair suddenly vanish, and the Natu teleports away.
SubwayJ (♂)
Type:
SubwayJ is a strange character. He does not speak to others, except
those the very closest to him, and of course his Pokemon. However, he is always willing to battle, to make himself and his creatures the very best on his way to achieving greatness. Not much else is known about him, and he prefers that things stay that way.
Nature: Adamant (+Attack, -Special Attack)
Type:
Abilities:
Technician: (Passive) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Analytic: (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Attack: Rank 4
Defence: Rank 2
Special Attack: Rank 0
Special Defence: Rank 2
Speed: 55
Base Rank Total: 12
Size Class: 3
Weight Class: 4
Moves:
Aerial Ace
Amnesia
Astonish
Bulk Up
Calm Mind
Cut
Destiny Bond
Detect
Double Kick
Dragon Dance
Foresight
Fury Attack
Fury Cutter
Fury Swipes
Growl
Grudge
Headbutt
Karate Chop
Leer
Low Kick
Mean Look
Meditate
Mega Punch
Nasty Plot
Night Shade
Pound
Quiver Dance
Rage
Rock Smash
Sacred Sword
Secret Sword
Seismic Toss
Sharpen
Shift
Sing
Slam
Snore
Spite
Stomp
Strength
Swords Dance
Tackle
Tickle
Will-O-Wisp
Lite Brite the Aurumoth (♀)
Nature: Quiet (+Special Attack, -Speed)
Type:
Abilities:
Weak Armor: (Toggle) Default effect: None.
Alternative effect: The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 benefited by No Guard; they will have their normal accuracy.
Illusion: (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 110
Attack: Rank 5
Defence: Rank 4
Special Attack: Rank 5
Special Defence: Rank 2
Speed: 81
Base Rank Total: 22
Size Class: 4
Weight Class: 5
EC: 9/9
MC: 0
DC: 5/5
Moves:
Ally Switch
AncientPower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Counter
Cut
Disable
Double Team
Dragon Dance
Dream Eater
Echoed Voice
Electroweb
Facade
Feint
Final Gambit
Flash
Fling
Focus Blast
Frustration
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power (Ground 7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Magic Room
Megahorn
Ominous Wind
Overheat
Protect
Psych Up
Psychic
Psyshock
Quiver Dance
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Roleplay
Round
Safeguard
Shadow Ball
Silver Wind
Skill Swap
SolarBeam
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
Wonder Room
X-Scissor
Zen Headbutt
Total Moves: 75 (Max Movepool)
Moments later, another trainer, abet a living one, in a distant building is practicing swinging a staff with a Dusknoir gloomily watching on. Suddenly, a pilliar of darkness appears in the middle of the room, driving the trainer back. A Natu appears next to him, watching. With a frown visable on his face, the trainer stomps out of the room before returning with a huge sword instead of the staff. He motions towards his Pokémon to follow, and both of them enter the dark pilliar, vanishing.
The Natu teleports away again.
*Thanks to NMx13 for my trainer sprite!*
*Trainer (Alexander) Male*
Nature:
Adamant
Type:
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.
Fighting: STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Magic Bounce:
Type: Passive
This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
Synchronize:
Type: Passive
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.
Stats:
HP: 80
Atk: Rank 5 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 3
Weight Class: 4
Base Rank Total: 14
Attacks: 44 Total
Amnesia
Aerial Ace
Bulk Up
Calm Mind
Confusion
Cut
Detect
Double Kick
Dragon Dance
Foresight
Fury Attack
Fury Cutter
Fury Swipes
Growl
Grudge
Headbutt
Karate Chop
Kinesis
Leer
Low Kick
Meditate
Mega Punch
Nasty Plot
Pound
Psycho Cut
Psywave
Quiver Dance
Rage
Rock Smash
Sacred Sword
Secret Sword
Seismic Toss
Sharpen
Sing
Slam
Snore
Stomp
Strength
Struggle
Swords Dance
Tackle
Telekinesis
Tickle
Zen Headbutt
*Thanks to Matezoide for the sprite*
Dusknoir (Cyvain) Male
Nature:
Quiet
Type:
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.
Abilities:
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 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 38 (-) (-10% Evasion)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
EC: 9/9
MC: 0
Attacks: 49 Total
Astonish
Bind
Brick Break
Bulldoze
Confuse Ray
Counter
Dark Pulse
Destiny Bond
Disable
Earthquake
Endure
Faint Attack
Fire Punch
Focus Blast
Focus Punch
Foresight
Future Sight
Gravity
Helping Hand
Hex
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Imprison
Leer
Mean Look
Nightshade
Pain Split
Payback
Protect
Psychic
Pursuit
Rain Dance
Rock Slide
Shadow Ball
Shadow Punch
Shadow Sneak
Skill Swap
Snatch
Substitute
Sucker Punch
Sunny Day
Taunt
Thunder Punch
Torment
Toxic
Trick Room
Will o Wisp
At a distant temple to Arceus, another trainer sits and prays to atone for his methods of worshiping Arceus. Next to him, a Revenankh quickly taps his shoulder, pointing at a Natu that suddenly appeared next to him. As the man looks up, a pilliar of darkness appears at the temple entrance, a low hum echoing from it. The man points at the darkness, whispering to his Pokémon, and the Revenankh floats into it, followed by the man himself. Both suddenly disappear.
And once again the Natu teleports.
Trainer AOPSUser
Nature: Serious
Type: Dark/Psychic
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.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Regenerator: Type: Passive
When this Creature is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Creature Chills, it restores six (6) HP in addition to its 12 Energy.
Prankster: Type: Passive
The Creature is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Intimidate: Type: Trigger
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Stats:
HP: 100
Atk: Rank 1
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 11
Attacks:
Amnesia
Beat Up
Bulk Up
Calm Mind
Confusion
Dragon Dance
Faint Attack
Fake Tears
Growl
Headbutt
Heal Pulse (Special)
Kinesis
Leer
Light Screen (Special)
Meditate
Mega Punch
Nasty Plot
Pound
Psywave
Quiver Dance
Rage
Reflect (Special)
Safeguard (Special)
Sing
Slam
Snore
Stomp
Strength
Struggle
Sucker Punch
Swords Dance
Tackle
Taunt
Telekinesis
Thief
Tickle
Wish (Special)
Zen Headbutt
Revenankh "Tutankhamen" (M)
Nature: Adamant (+Attack, -Special Attack)
Type: Ghost/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Shed Skin: (Passive) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Passive) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW Unlocked): (Passive) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: N/A
MC: 0
DC: 5/5
Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Punishment
Revenge
Vital Throw
Grudge
Shadow Sneak
Counter
Mach Punch
Focus Punch
Drain Punch
Endure
Superpower
Trick
Wide Guard
Destiny Bond
Taunt
Protect
Earthquake
Toxic
Substitute
Double Team
Brick Break
Bulldoze
Return
Telekinesis
Rest
Facade
Pain Split
Sleep Talk
Helping Hand
Ice Punch
Rock Slide
Smack Down
Payback
Low Sweep
Sunny Day
Sandstorm
Rock Tomb
Torment
Dispel
Shadow Mend
Total: 50/90
In a distant cave, the Natu appears and startles a man swinging a sword next to an Exploud, who shouts in response. The Natu instantly teleports away, and a pilliar of darkness appears in a corner. The man glances at the darkness, and gives a shout, charging into the pillar, grinning as his Exploud follows. The two suddenly disappear.
After a few moments, the Natu appears in the cave again next to the pillar, and nods in satisfaction before teleporting away.
Trainer akela
Nature: Relaxed
Type: Rock/Poison
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
HP: 80
Atk: Rank 2
Def: Rank 5 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 47 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 14
Evasion Penalty: -10%
Abilties:
Solid Rock: Type: Passive
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Overcoat: Type: Passive
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Limber: Type: Passive
This Pokemon’s body is well trained and immune to paralysis.
Attacks:
Amnesia
Aerial Ace
Block
Bulk Up
Calm Mind
Cross Poison
Cut
Dragon Dance
Fury Attack
Fury Cutter
Fury Swipes
Growl
Harden
Headbutt
Leer
Meditate
Mega Punch
Nasty Plot
Poison Jab
Poison Gas
Poison Sting
Pound
Quiver Dance
Rage
Rock Polish
Rock Smash
Rock Throw
Sharpen
Sing
Slam
Sludge
Smack Down
Snore
Stomp
Strength
Struggle
Swords Dance
Tackle
Tickle
Toxic Spikes
Exploud [Titanus] [M] ♪
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Egg Group: Monster/Field
Abilities:
Soundproof (Passive): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Scrappy (Passive): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 59 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks: (38/95)
Physical
Astonish
Avalanche
Bite
Bulldoze
Circle Throw
Crunch
Earthquake
Fire Fang
Hammer Arm
Ice Fang
Pound
Rock Slide
SmellingSalt
Stomp
Thunder Fang
Zen Headbutt
Special
Blizzard
Extrasensory
Flamethrower
Focus Blast
Hyper Beam
Hyper Voice
Ice Beam
Icy Wind
Round
Shadow Ball
Snore
SolarBeam
Surf
Synchronoise
Uproar
Other
Howl
Rest
Roar
Screech
Sleep Talk
SmokeScreen
Supersonic
Toxic
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Egg Group: Monster/Field
Abilities:
Soundproof (Passive): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Scrappy (Passive): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 59 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks: (38/95)
Physical
Astonish
Avalanche
Bite
Bulldoze
Circle Throw
Crunch
Earthquake
Fire Fang
Hammer Arm
Ice Fang
Pound
Rock Slide
SmellingSalt
Stomp
Thunder Fang
Zen Headbutt
Special
Blizzard
Extrasensory
Flamethrower
Focus Blast
Hyper Beam
Hyper Voice
Ice Beam
Icy Wind
Round
Shadow Ball
Snore
SolarBeam
Surf
Synchronoise
Uproar
Other
Howl
Rest
Roar
Screech
Sleep Talk
SmokeScreen
Supersonic
Toxic
On another world, four pillars of darkness appear momentarily before receding, leaving four trainers and their Pokémon standing, looking at each other. There is a *splish* as SubwayJ takes a step, and everyone notices their surroundings.
Though there is solid ground beneath their feet, a thin layer of water is on the surface. Faint clouds float through the air around the four trainers, but other than that, there is nothing. The plain of water stretches in all directions as far as the eyes can see, with nothing interupting it, except... a black pillar of darkness appeared in the near distance, quickly fading to reveal a fifth man with a very large sword now in the area, his back to you.
Still, do the fighters ignore him? Or do they approach him?
Arena Specifics:
Water Source available. However, the water is shallow, so no diving!
No rocks or plants in sight.
All other moves available.
Special Event available
Four Way 1 and Trainer Brawl (Bring 1 Pokémon each, and trainer will battle alongside them)
1 Week DQ
3 Substitutions
Infinite Chills/Recoveries
No moves requiring external rocks or plants
Switch: N/A
Abilities: ALL
Pokémon Items: All
Trainer Items: Temporary
Restrictions: PM Match, Trainer Statistics
Now, would trainers attach items to their Pokémon?