A couple hipsters have a 13v13! One of them got DQed. Guess which one.

Welcome, welcome visitors! Today, here in the Sonata Theatre, we will have a battle different from the many that happen every day in our world. This isn't one of those fights between two titans that make the earth tremble with their steps, that make the sky get stormy with their mere presence.

No.

Today is the day that those Pokémon that live in the shadows of those who are stronger, faster, or that just have better looks, come out to the light, and show that they too have something to set them apart from the rest, that they are also strong, fast, and with good looks.

Today we will see a battle between two trainers whose love for Pokémon has led them to take in their care a group of creatures that tend to be ignored in favor of those that are seen as better. And, with the battle we are about to witness, they'll show that they are worth a lot more than they are gave credit for.

In the left corner, we have the one that is officially seen as the "gimmick guy", the one that has the most "NU" mons here in ASB, the yolol spammer, the one and only...

MAAAAAATEEEZOOIDEEEEEEEE!!!


<Primeape> [Steve] (Male)
Nature: Jolly (+14% accuracy)

Type: Fighting

Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.


About: He is the very first pokemon Matezoide obtained and quickly became best friends after Matt selfishlessly risked his life against a pack of wild Houndour.
Steve is extremely strong, determined, honored and relatively docile Primeape, only feeling truly alive during a battle with a worth opponent (But cant control his anger if he feels the situation is....ridiculous), he cares very much about his trainer and team mates. As Matezoide's oldest pokemon and closest friend, Steve is considered to be the leader of his pokemon, and the one they can always trust for help regardless of the situation.



Abilities:
Vital Spirit (Passive):


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.


Anger Point (Passive):

When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.


Defiant (HIDDEN ABILITY UNLOCKED Passive):

The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.



Stats

HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110 (95 * 1,15)
Size Class: 2
Weight Class: 3
Base Rank Total: 17


EC: 6/6
MC: Max
AC: 5/5


Moves: - MAXED - 7 CC Bonus

Covet(*)
Scratch(*)
Low Kick(*)
Leer(*)
Focus Energy(*)
Fury Swipes(*)
Karate Chop(*)
Seismic Toss(*)
Screech(*)
Assurance(*)
Fling
Cross Chop
Punishment
Final Gambit
Swagger
Rage
Thrash


Dig(*)
Acrobatics(*)
Rock Slide(*)
Aerial Ace
Attract
Bide
Body Slam
Brick Break
Bulk Up
Bulldoze
Confide
Counter
Curse
Defense Curl
Double-Edge
Double Team
Dual Chop
Dynamic Punch
Earthquake
Endeavor
Endure
Facade
Fire Punch
Focus-Punch
Focus Blast
Foresight
Frustation
Giga Impact
Gunk Shot
Headbutt
Helping Hand
Hidden Power (Water)
Hone Claws
Hyper Beam
Ice Punch
Iron Tail
Low Sweep
Mega Kick
Mega Punch
Metronome
Mimic
Outrage
Overheat
Pay Day
Payback
Poison Jab
Power Up Punch
Protect
Psych Up
Rain Dance
Rest
Retaliate
Return
Revenge
Rock-Smash
Rock Tomb
Role Play
Round
Secret Power
Seed-Bomb
Skull Bash
Sleep Talk
Smack-Down
Snore
Spite
Stone Edge
Strength
Submission
Substitute
Sunny Day
Swift
Take Down
Taunt
Thief
Thunder
Thunder-Punch
Thunderbolt
Toxic
U-Turn
Uproar
Work Up



Close Combat(*)
Reversal(*)
Encore(*)
Beat Up
Captivate
Meditate
Mud-Slap
Night Slash
Natural Gift
Rock Climb
Smelling Salt
Vaccuum Wave


<Crawdaunt> [Rob] (Male)
Nature: Brave (+Attack, -15% Speed, -10% Evasion)
Type: Water/Dark

Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

Dark: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.

About: Rob was the first pokemon ever caught by Matt ,using it's Double-Team and Trump-Card techniches, he slowy gained an advantage against Steve and was about to easily defeat him, until being caught off-guard by an extremely powerfull Reversal combo, weakning him enough to be captured. Being prety much powerless against the lobster pokemon, Steve grew determined to become stronger.
Similary to the others, he cares deeply about his friends, and is willing to risk his life for them if necessary.....he is also a huge nerd, his favorite super-heroes being Superman, Spider-Man and Aquaman.
After a battle with Itsumo and his minions, Rob was left in the brink of death, which led his teammates to seek revenge on Itsumo. After several weeks, Rob fully recovered from the damage to his spine and is back to action, still determined to save Chuck.

Abilities:
Hyper Cutter (Passive):
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.


Shell Armor (Passive): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.


Adaptability (HIDDEN ABILITY UNLOCKED, Passive): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

Stats

HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 47 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18


EC: 6/6
MC: 0
AC: 5/5



Moves: - MAXED - 5 CC Bonus
Bubble(*)
Harden(*)
Vice-Grip(*)
Leer(*)
BubbleBeam(*)
Protect(*)
Knock Off(*)
Crunch
Swords-Dance
Crabhammer
Taunt
Guillotine
Swift
Night Slash

Aerial Ace
Attract
Avalanche
Blizzard
Brick-Break(*)
Captivate
Counter
Confide
Cut
Dark Pulse
Dig
Dive
Double-Team(*)
Endeavor
Endure
Facade
False Swipe
Fling
Frustation
Fury Cutter
Giga Impact
Hail
Hidden Power (Fire)
Hone-Claws
Hyper Beam
Ice-Beam
Icy Wind
Iron Defense
Metal Claw
Mimic
Mud Slap
Natural Gift
Nature Power
Payback
Rain Dance
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Scald
Secret Power
Sleep-Talk
Sludge Bomb
Sludge Wave
Snarl
Snore
Spite
Substitute
Superpower
Surf
Swagger
Toxic
Water Pulse
Water Sport
Waterfall(*)
Whirlpool
X-Scissor


Dragon Dance (*)
Mudsport(*)
Trump Card(*)
Double-Edge
Body-Slam
AncientPower
Chip Away
Aqua Jet
Switcheroo


<Rapidash> [Twilight] (Female)

Nature: Mild (-Def, +Sp.Attack)
Type: Fire

Fire: Fire STAB; immune to burn status. Brighten Command.

Brighten Command: For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.

Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None




About: The gifted student of Princess Celestia, Twilight is currently on a journey to perfect her magic. Caught after being found injured by Matt and nursed back to health, Twilight quickly showed it's amazing powers by defeating a pack of wild Grimer. Despite her naiveness, Twilight is by no means a fool and , despite managing to maintain a serious attitude, she is a sweet heart and quickly becomes timid depending on the situation.



Run Away (Passive):
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.

Flash-Fire (Passive):

This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Flame Body (HIDDEN ABILITY UNLOCKED, Passive):

This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.


Stats

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
AC: 5/5



Moves: - MAXED - 4 CC Bonus

Growl(*)
Tackle(*)
Tail Whip(*)
Ember(*)
Flame Wheel(*)
Stomp(*)
Flame-Charge(*)
Fire-Spin(*)
Bounce
Agility
Flare-Blitz
Poison Jab
Megahorn
Quick Attack
Inferno
Fury Attack
Take Down


Attract
Baton Pass
Bide
Body-Slam
Confide
Curse
Double Kick
Double Team
Drill Run
Echoed Voice
Facade
Fire-Blast(*)
Flamethrower
Frustation
Giga Impact
Headbutt
Heat Wave
Hidden Power (Ice)
Hyper Beam
Incinerate
Iron Tail
Low Kick
Mimic
Natural Gift
Overheat
Pay Day
Protect
Rage
Reflect
Return
Round
Secret Power
Skull Bash
Sleep-Talk
Snore
Solar Beam
Strength
Substitute
Sunny-Day(*)
Swift
Thrash
Toxic
Wild-Charge(*)
Will-O-Wisp

Hypnosis(*)
Low-Kick(*)
Charm(*)
Ally Switch
Morning Sun
Double-Edge
Endure
Horn Drill


<Muk> (Bosco) (Male)

Nature: Quiet (-10% evasion)
Type: Poison

Poison: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.

Store Command: For the next six (6) actions, this Pokemon's moves will have their poison / toxic effect chance double. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.

Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None


About: When his pack was forced to run away from Twilight's Fire-Blast, Steve's Dig was able to catch him off-guard and KO, since then, Bosco has shown to be an extremely quirky Grimer, highly energetic and cheerful towards his team mates regardless of the situation, he can be described as the team's cheer-leader. He is also extremely fond of costumes.


Abilites:

Stench (Passive):

This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.


Sticky Hold (Passive):

This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.


Poison Touch (HIDDEN ABILITY UNLOCKED, Toggle):

Default effect: This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned.

Alternative effect: This Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect).


Stats


HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 43 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 6/6
MC: 0
AC: 5/5


Moves: - MAXED - 6 CC Bonus

Poison Gas(*)
Pound(*)
Harden(*)
Mud-Slap(*)
Disable(*)
Sludge(*)
Minimize(*)
Mud-Bomb(*)
Acid Armor
Gunk Shot
Memento
Sludge Bomb
Sludge Wave
Fling
Screech
Belch

Power Up Punch
Confide
Infestation
Attract
Bide
Block
Body-Slam
Brick-Break
Dark Pulse
Dig
Double-Team
Dynamic Punch
Endure
Explosion
Facade
Fire Blast
Fire Punch
Flamethrower(*)
Focus Blast
Focus Punch
Frustration
Giga-Drain
Giga Impact
Hidden-Power (Water)
Ice Punch
Pain-Split
Payback(*)
Poison-Jab(*)
Protect
Rain Dance
Rest
Return
Rock-Slide
Rock Tomb
Shadow Ball
Shadow Punch
Sleep-Talk
Sunny Day
Taunt
Thunder
Thunderbolt
Thunderpunch
Torment
Toxic
Venoshock
Zap Cannon
Strength
Substitute
Swagger
Thief
Snore
Round
Rock Smash
Hyper Beam
Incinerate
Capitivate
Mega Drain
Mimic
Natural Gift
Rage
Secret Power
Selfdestruct
Helping Hand
Shockwave

Curse(*)
Shadow-Sneak(*)
Acid-Spray(*)
Scary Face
Imprison
Haze
Stockpile
Swallow
Spit Up
Lick
Mean Look


<Spinda> (Dizzy) [Female]
Nature: Brave (- 10% Evasion)
Type: Normal

Normal: Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.
.

About: Before her capture, Dizzy was a greatly arrogant and un-nice Spinda, generaly thinking to be better than everyone else, it wasnt until a crushing defeat against another trainer that she realised just how weak she truly was.
Upon being nursed back to health by her trainer and fellow team-mates, she learned to value friendship and became determined to train hard in order to improve herself.

Abilites:

Own Tempo (Passive):
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Tangled Feet (Passive):

When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, The duration of confusion doubles

Contrary (HIDDEN ABILITY UNLOCKED, Toggle):

Default effect: None.

Alternative effect: This Pokemon's unique structure reverses stat changes it receives in battle, from both its own attacks and those of other Pokemon. At the end of the round, stat changes will still increase/decrease toward 0.


Stats

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (-)
Size Class: 2
Weight Class: 1
Base Rank Total: 12

EC: NA
MC: 0
AC: 5/5

Attacks:

Tackle(*)
Uproar(*)
Copycat(*)
Faint Attack(*)
Psybeam(*)
Hypnosis(*)
Sucker-Punch
Thrash
Flail
Teether Dance
Double Edge

Brick Break
Calm Mind
Covet
Counter
Dig
Double Team
Drain Punch
Endure
Facade
Fake out
Fire Punch
Frustation
Hyper Voice
Ice Punch
Icy Wind
Power Up Punch
Protect
Retaliate
Return
Rock Slide
Safeguard
Shadow Ball
Skill Swap
Snatch
Substitute
Swagger(*)
Toxic
Trick Room(*)
Wild-Charge(*)

Wish(*)
Rapid-Spin(*)
Water-Pulse(*)
Superpower
Last Resort
Psycho Cut
Encore
Disable



<Butterfree> [Max] (M)

Type:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.


About: Max has dreams of becoming powerfull and is determined to make this dream coming true, challenging Dizzy to a battle during her training, being quickly defeated and caught.
Now a Butterfree, his power (and confidence) greatly raised and he finaly feels like an equal to his teammates, but is determined to improve his battling abilites further.


Abilites:

Compoundeyes (Passive)

This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Tinted Lens (HIDDEN ABILITY UNLOCKED, Passive):

When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).


Stats


HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 15


EC: 5/5
MC: 0
AC: 5/5


Attacks:
Tackle(*)
String Shot(*)
Bug-Bite(*)
Confusion
Poison Powder
Stun Spore
Sleep Powder
Gust
Supersonic
Whirlwind
Psybeam
Bug Buzz
Tailwind
Quiver Dance


Air Cutter
Bide
Double-Team
Electro Web(*)
Endure
Energy Ball
Giga Drain
Hidden Power ( Water)
Hyper Beam
Iron Defense
Psychic
Rain Dance
Razor Wind
Roost
Safeguard
Shadow Ball
Signal Beam
Snore(*)
Solarbeam
Teleport
U-Turn
Venoshock


<Donphan> [Alice] (F)
Nature: Careful (- Sp.Attack,+ Sp.Def)

Type: Ground

Ground: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.

About: An extremely happy and careful Donphan, Alice always prefer to think it carefully before acting, she doesnt have any dreams for the future, prefering to live ''one day at a time''. Her small size when compared to the rest of the species as a Phanpy (Something that quickly caught the team's attention) didnt disapear upon evolution, as such, Alice boasts smaller fangs than the rest of her species.

Abilites:


Sturdy (Passive):


This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.


Sand Veil (HIDDEN ABILITY UNLOCKED, Passive):

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


Stats


HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 19


EC: 6/6
MC: 2
AC: 5/5

Attacks:

Assurance
Bulldoze
Defense Curl(*)
Double Edge
Endure
Fire Fang
Flail(*)
Giga Impact
Growl(*)
Horn Attack
Knock Off
Magnitude
Natural Gift(*)
Odor Sleuth(*)
Rapid Spin
Rollout(*)
Scary Face
Slam(*)
Tackle(*)
Take Down(*)
Thunder Fang


Block
Bounce
Double Team
Earthquake(*)
Endeavor
Facade
Gunk Shot
Gyro Ball
Iron Defense
Poison Jab
Protect(*)
Rest
Rock Polish
Rock Slide
Sandstorm
Seed-Bomb
Sleep-Talk
Stealth Rock
Stone Edge
Substitute
Superpower
Toxic(*)
Roar


Counter(*)
Ice-Shard(*)
Body-Slam(*)
Head Smash
Heavy Slam
Focus Energy
Fissure


<Dodrio> [Barry] (M)
Nature: Adamant (+ Attack, - Sp.Attack)


Type: Normal/Flying

Normal: Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.

Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

About: A Dodrio caught by The Royal Guard and later traded to Matezoide, Barry quickly made friends with Steve and Rob, recognizing their strength almost instantly, growing to respect the others with time. Despite the 3 heads, they are more often than not in agreement and decided to have just 1 name for the sake of simplicity. The head's team-work is what allows Barry to spin them around like an helicopter to use Fly.

Abilities:
Run Away (Passive):

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.

Early Bird (Passive): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Tangled Feet (HIDDEN ABILITY UNLOCKED, Passive):
When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, the duration of confusion doubles.

Stats

HP: 90
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 17

EC: 6/6
MC: 1
AC: 5/5

Attacks:
Acupressure
Agility
Double Hit
Drill Peck
Endeavor
Fury Attack
Growl
Peck
Pluck
Pursuit
Quick Attack
Rage
Thrash
Uproar
Endeavor

Bide
Brave Bird
Double-Team
Endure
Faint Attack
Flail
Frustration
Payback
Return
Roost
Sky Attack
Substitute
Taunt
Toxic

Aerial Ace
Torment
Steel Wing
Giga Impact
Fly
Low Kick
Mirror Move
Assurance


<Beheeyem> [Peter] (Male)
Nature: Brave nature (+ Attack,-10% evasion)
Type: 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 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.

About: Peter was captured after being over-powered by Rob's Crunch, his main characteristic are his remarkable inteligence (rivaling Twilight's) and braveness during combat, Peter strongly stands up for what he believes in and will fight until the bitter end.
He also has a small crush on Fiona.

Abilites:

Telepathy (Passive):

This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Synchronize (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.

Analytic (HIDDEN ABILITY UNLOCKED, Passive):
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.


Stats

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 34 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 19


EC: 6/6
MC: 1
AC: 5/5


Moves: - MAXED - 4 CC Bonus

Confusion(*)
Growl(*)
Heal Block(*)
Miracle Eye(*)
Psybeam(*)
Headbutt(*)
Hidden-Power (Fighting)
Imprison(*)
Psychic
Recover
Simple-Beam
Zen Headbutt
Wonder Room
Calm Mind
Guard Split
Power Split

Attract
Ally Switch
After You
Charge Beam
Confide
Dark-Pulse
Double Team
Dream Eater
Echoed Voice
Embargo
Energy Ball
Facade
Flash
Frustation
Giga Impact
Gravity
Hyper Beam
Light Screen
Magic Coat
Pain-Split
Protect
Psych Up
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Rock Tomb
Rock-Slide(*)
Role Play
Round
Safeguard
Shadow-Ball
Signal Beam
Sleep Talk
Snatch
Snore
Substitute
Swagger
Steel Wing
Telekinesis
Thief
Thunderbolt(*)
Thunder-Wave
Trick
Trick-Room(*)
Toxic
Uproar


Skill-Swap(*)
Teleport(*)
Nasty-Plot(*)
Barrier
Disable
Guard Swap
Cosmic Power


<Vanilluxe> [Fiona] (Female)
Nature: Modest (+ Sp.Attack - Attack)
Type: Ice

Ice: Ice STAB; immune to Hail damage, freeze status, and Sheer Cold. Frost Command.

Frost Command: For the next six (6) actions, this Pokemon's Ice moves will have triple the freeze chance. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.

Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None



About: Aside from her physical difference betwen other Vanilluxe (wich Bosco described as ''delicious looking''), Fiona is a highly timid and modest pokemon, refusing to show off no matter what. Sadly, this also causes her to understimate her own fighting abilites. She greatly hates using her Taunt move, but will not hesitate to use it if she feels it is necessary.

Abilites:
Ice-Body (Passive):

This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Weak Armor (HIDDEN ABILITY UNLOCKED, 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.

Stats

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 79
Size Class: 3
Weight Class: 4
Base Rank Total: 19


EC: 9/9
MC: 0
AC: 5/5

Moves: - MAXED - 2 CC Bonus

Icicle Spear(*)
Harden(*)
Astonish(*)
Uproar(*)
Icy Wind(*)
Mist(*)
Avalanche(*)
Taunt(*)
Acid Armor
Mirror Coat
Sheer-Cold
Weather Ball
Ice Beam
Freeze-Dry


Attract
Blizzard (*)
Double Team
Explosion
Flash Cannon
Frost Breath
Frustation
Hail (*)
Hidden-Power (Ground)
Hyper-Beam
Light Screen
Magic Coat
Magnet Rise
Protect
Rain Dance
Rest
Return
Round
Signal Beam
Sleep Talk
Substitute
Swagger
Toxic

Automotize(*)
Water-Pulse(*)
Imprison(*)
Iron Defense
Ice Shard
Powder Snow
Natural Gift


<Magcargo> [Tara] (F)
Nature: Modest (+ Sp.Attack, - Attack)

Type: Fire/Rock

Fire: Fire STAB; immune to burn status. Brighten Command.

Brighten Command: For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.

Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None



Rock: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Harden, Iron Defense, Light Screen, Protect, Quick Guard, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.

About: A Magcargo caught during Athenodoros's many travels and later traded to Matezoide, Tara is extremely mature and mother-like to the younger members of the team. She gets along extremely well with Alice, due to their ''live by the day'' phylosofies, wich she learned from a life-time of being slow.


Abilities:
Magma Armor (Passive):

This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).

Flame Body (Passive):

This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Weak Armor (HIDDEN ABILITY UNLOCKED, Can Be Enabled):

Type: 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.

Stats

HP: 90
Att: Rank 1 (-)
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spd: 30
Size Class: 2
Weight Class: 4
Base Rank Total: 17


EC: 6/6
MC: 1
AC: 5/5

Attacks:
Yawn (*)
Smog (*)
Ember (*)
Rock Throw (*)
Harden (*)
Recover (*)
Flame Burst (*)
Shell Smash
Flamethrower
Earth Power
Ancientpower
Lava Plume
Amnesia

Attract
Double Team (*)
Endure
Explosion
Fire Blast
Hidden Power Ice
Hyper Beam
Infestation
Light Screen (*)
Overheat
Pain Split
Protect
Reflect
Refresh
Rest
Rock-Polish
Sandstorm
Sleep-Talk
Solar Beam (*)
Stealth Rock
Stockple
Substitute
Sunny Day
Swagger
Toxic
Will-O-Wisp

Acid Armor (*)
Memento (*)
Heat Wave (*)
Stockpile
Swallow



<Throh> [Ernie] (Male)
Nature: Adamant (+ Attack, - Sp.Attack)

Type: Fighting

Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

About: While meditating, Throh was approached by the team and instantly felt Steve's strength. During their battle, Ernie showed a lot of inteligence and cunning, used Steve's own strength against him and got an early lead, but Steve managed to recover and quickly turn the tables around. After being burned by his Fire Punch, Ernie activated his Guts ability and had little trouble beating down Steve, until his Anger Point activated and a single Close Combat was enough to fall the Judo Pokemon.

He decided to join the team and train harder than ever, due to his old age, he also feels responsable to the others and greatly enjoys Tara's company, due to her maturity.


Guts (Passive):

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.

Inner Focus (Passive):

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.

Mold Breaker (HIDDEN ABILITY UNLOCKED, Passive):

Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Abilities bypassed by Mold Breaker:
Code:
Battle Armor
Big Pecks (immunity to defense drops from moves like Screech and Rock Smash)
Clear Body
Contrary (reversal of stat changes caused by the Mold Breaker Pokemon)
Damp
Dry Skin (immunity to Water-type moves and extra damage from Fire-type moves)
Filter
Flash Fire
Flower Gift (BAP reduction to attacks from the Mold Breaker Pokemon)
Friend Guard
Heatproof (resistance to Fire-type moves)
Heavy Metal (weight increase when calculating effects of the Mold Breaker Pokemon's moves)
Hyper Cutter
Inner Focus (immunity to flinch)
Insomnia (immunity to sleep; the sleep will be cured next action)
Keen Eye (immunity to accuracy drops from moves like Sand-Attack and Mud-Slap)
Leaf Guard
Levitate
Light Metal (weight decrease when calculating effects of the Mold Breaker Pokemon's moves)
Lightningrod (attacks still get redirected but do damage instead of boosting special attack)
Limber (the paralysis will be cured next action)
Magic Bounce
Magma Armor
Marvel Scale (BAP reduction to attacks from the Mold Breaker Pokemon)
Motor Drive
Mountaineer (immunity to damaging Rock-type moves)
Multiscale
Oblivious (the infatuation will be cured next action)
Sand Veil
Sap Sipper
Shell Armor
Shield Dust
Simple (doubling of stat changes caused by the Mold Breaker Pokemon)
Snow Cloak
Solid Rock
Soundproof
Sticky Hold
Storm Drain (attacks still get redirected but do damage instead of boosting special attack)
Sturdy
Suction Cups
Tangled Feet (evasion boost)
Telepathy
Thick Fat
Unaware (stat changes are not ignored when calculating effects of the Mold Breaker Pokemon's moves)
Vital Spirit (immunity to sleep and evasion boost; the sleep will be cured next action)
Volt Absorb
Water Absorb
Water Veil (the burn will be cured next action)
White Smoke (immunity to stat drops)
Wonder Guard
Wonder Skin
Stats

HP: 120
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: None
MC: 0
AC: 5/5

Attacks

Bind (*)
Leer (*)
Bide (*)
Focus Energy (*)
Seismic Toss (*)
Vital Throw (*)
Revenge (*)
Storm Throw (*)
Bulk-Up
Superpower
Body Slam
Endure
Wide Guard
Reversal
Circle Throw


Block
Bulldoze
Dig
Double Team
Earthquake (*)
Facade (*)
Fire Punch
Giga Impact
Helping Hand
Ice Punch (*)
Knock Off
Low Kick
Low Sweep
Pain Split
Payback
Posion Jab
Protect
Rest (*)
Retaliate
Return
Rock-Slide
Rock Smash
Rock Tomb
Sleep-Talk (*)
Stone Edge
Substitute
Sunny Day
Swagger
Taunt
Thunder Punch (*)
Toxic



<Dunsparce> [Snake] (M)
Nature: Brave (+ Attack, - Speed, -10% Evasion)

Type: Normal

Normal: Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.


About: A blind ex-spy, Snake was the greatest. He has seen everything, slept with everything and killed everything. But naturally, after a while, you just gotta call it quits and retire.
Howver, some pokemon just werent born for a life of monotomy and thus, Snake joined Matezoide's team, where he found a simpler life of ''KO the opponent!'' (Although not quite as fun). Despite his highly dangerous past, the government did a great job at covering the tracks, with fake alibis and IDs, Snake manages to pass as a simple Dunsparce with a knack for speaking in monologues and a love for James Bond movies.

Abilities:

Serene Grace (Passive):

This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Run away (Passive):

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.

Rattled (HIDDEN ABILITY LOCKED, Passive):

These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (-)
Size Class: 3
Weight Class: 2
Base Rank Total: 18



EC: -
MC: 0
AC: 1/5

Attacks:

Rage (*)
Defense Curl (*)
Rollout (*)
Spite (*)
Pursuit (*)
Screech (*)
Yawn (*)
Ancientpower (*)
Take Down (*)
Roost (*)
Glare (*)
Endure
Endeavor
Flail

Earthquake (*)
Thunder-Wave (*)
Rock-Slide (*)
Gyro Ball (*)
Ice Beam
Solarbeam
Retaliate (*)

Bide (*)
Agility (*)
Magic Coat (*)
Curse (*)
Hex (*)

(btw, your Ninetales is missing its sprite)

And in the right corner, we have the Bastiodon and Shieldon lover, the exandwannabeagain Rock Leader, the Bastiojhon, the one and only...

LEEEEEEETHOOOOOOOOFF!!!

Bastiodon (Vanguard)* (M)
Nature
: Quiet (Adds * to Sp Atk; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)

Vanguard is cool-headed both in and out of battle. Slow to act and slower to rouse, he calmly prepares himself and his team for any situation. Recently, however, Vanguard has taken more of a backseat approach to his leadership, content to let others do his work for now. He is proud of how he brought together his ragtag band into some sort of a cohesive team, and is now ready to harvest the fruit of his efforts.

Type: Rock/Steel

Abilities: Sturdy/Soundproof

Stats:
HP: 90
Atk: Rank 2
Def: Rank 7
SpA: Rank 3 (+)
SpD: Rank 5
Spe: 26 (30/1.15 = 26)
Wide Class: 3
Solid Armour Class: 5
Base Rank Total: 20

EC:6/6
MC:3
DC:5/5

Attacks:
Physical: Bulldoze, Counter, Dig, Earthquake, Fissure, Heavy Slam, Iron Head, Metal Burst, Outrage, Rock Blast, Rock Slide, Smack Down, Stone Edge, Tackle, Take Down
Special: Ancientpower, Blizzard, Earth Power, Fire Blast, Flamethrower, Flash Cannon, Ice Beam, Mud-Slap, Thunder, Thunderbolt
Other: Block, Endure, Iron Defense, Magic Coat, Magnet Rise, Metal Sound, Protect, Rest, Roar, Role Play, Sandstorm, Scary Face, Screech, Stealth Rock, Swagger, Taunt, Torment, Toxic, Wide Guard


Toxicroak (Boggle)* (M)
Nature:
Naughty (+Attack , -Special Defense)

Born and raised in the harsh conditions of the Oreborough Mines, Boggle uses his past to his advantage. A confident and tricky survivalist, he is a dirty fighter, and will not hesitate to backstab supposed "allies" at a moment's notice, if it benefits him. One exception is his partner-in-crime-and-life Stasis, who he bonded with at an early age. Stasis often keeps Boggle's ruthlessness and arrogance in check, and has mellowed him slightly over the years.

Type: Poison/Fighting

Abilities: Anticipation/Dry Skin/Poison Touch (DW)

Stats
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 85
Height Class: 3
Muscle Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical: Astonish, Bounce, Brick Break, Bulldoze, Bullet Punch, Counter, Cross Chop, Dig, Drain Punch, Dual Chop, Earthquake, Faint Attack, Fake Out, Gunk Shot, Ice Punch, Low Kick, Low Sweep, Poison Jab, Poison Sting, Pursuit, Revenge, Rock Slide, Stone Edge, Sucker Punch, Super Fang, Thunderpunch, X-Scissor
Special: Dark Pulse, Focus Blast, Mud Bomb, Mud-Slap, Shadow Ball, Sludge Bomb, Sludge Wave, Vacuum Wave, Venoshock
Other: Double Team, Endure, Helping Hand, Me First, Nasty Plot, Quick Guard, Protect, Rain Dance, Role Play, Snatch, Substitute, Swords Dance, Taunt, Torment, Toxic, Work Up


Voodoom (Stasis) (F)
Nature
: Naive (+Speed, -Sp Def) (19% Accuracy Boost)

Stasis lives under the shadow of her past in the Oreborough Mines always. Whereas Boggle and Don himself have used the experiences to strengthen themselves, Stasis is battered and scarred by the tough life. Although she is shy and timid usually, she is quick to anger. She uses her pent-up rage and sadness in battle effectively, but she must lean on Boggle's suave confidence to keep her up to par off the battlefield.

Type: Fighting/Dark

Abilities: Volt Absorb/Lightningrod/Motor Drive (DW)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 127 (+) (19% Accuracy Boost)
Height Class: 4
Cushiony Muscle Class: 4

EC: 6/6
MC: 0
DC: 5/5

Moves:
Physical: Astonish, Beat Up, Brick Break, Close Combat, Counter, Drain Punch, Drill Run, Earthquake, Faint Attack, Focus Punch, Foul Play, Ice Punch, Low Kick, Mach Punch, Night Slash, Pin Missile, Pursuit, Revenge, Rock Slide, Stone Edge, Wild Charge, Wrap
Special: Aura Sphere, Dark Pulse, Electroweb, Focus Blast, Hidden Power 7, Hyper Beam, Psychic, Shock Wave
Other: Baton Pass, Charge, Copycat, Double Team, Endure, Follow Me, Grudge, Helping Hand, Imprison, Magic Coat, Mimic, Pain Split, Perish Song, Protect, Snatch, Substitute, Swagger, Taunt, Thunder Wave, Torment, Toxic


Probopass (Slag) (M)

Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

A quiet and scholarly individual, Slag never intends to fight. In an ideal situation, he could conduct his studies and exploration in complete peace. However, such situations rarely exist and Slag has come to depend on and utilize his mini-noses to befuddle and defeat his opponents. Then, he uses them to help in his quest for discovery, as originally intended.

Type: Rock/Steel

Abilities: Sturdy/Magnet Pull/Sand Force (DW)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 4 (+)
SpD: Rank 6
Spe: 34 (40/1.15) (-10% evasion)
Short Class: 3
Magnetic Force Class: 7
Rank Total: 21

EC: 6/6
MC: 1
DC: 5/5

Attacks:
Physical: DynamicPunch, Earthquake, Fire Punch, Head Smash, Ice Punch, Magnet Bomb, Rock Blast, Rock Slide, Rock Throw, Rock Tomb, Smack Down, Spark, Stone Edge, Tackle
Special: Ancientpower, Dazzling Gleam, Discharge, Earth Power, Flash Cannon, Hyper Beam, Power Gem, Shock Wave, Thunder, Thunderbolt, Volt Switch, Zap Cannon
Other: Block, Double Team, Endure, Iron Defense, Lock-On, Magic Coat, Magnet Rise, Mimic, Pain Split, Protect, Rest, Sandstorm, Stealth Rock, Substitute, Taunt, Thunder Wave, Torment, Toxic


Aerodactyl [Tulowitzki] (Male)
Nature
: Jolly (+ Speed, -Sp.Atk)

Tulowitzki is an arrogant showoff like nobody else. He's just as happy to win an important match as he is to look good losing one, and could care less about the outcome as long as people understand he was the MVP. Sure, he appreciates his teammates, but only if they admit that he was the star of the show. Which, of course, he is.

Type: Flying/Rock

Abilities: Pressure/Rock Head/Unnerve(DW)/Tough Claws(Mega)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (130x1.15) (26% Accuracy Boost)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

Mega Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 173 (+) (30% accuracy boost)
Size Class: 4
Weight Class: 4
Base Rank Total: 23

EC: Nope
MC: 0
DC: 5/5

Attacks:
Physical: Aerial Ace, Aqua Tail, Bide, Bite, Bulldoze, Crunch, Double-Edge, Dragon Claw, Earthquake, Fire Fang, Fly, Giga Impact, Headbutt, Ice Fang, Iron Head, Iron Tail, Pursuit, Rock Slide, Rock Tomb, Sky Attack, Sky Drop, Smack Down, Steel Wing, Stone Edge, Strength, Take Down, Thunder Fang, Wing Attack
Special: Ancientpower, Fire Blast, Flamethrower, Heat Wave, Razor Wind, Twister
Other: Agility, Defog, Double Team, Endure, Hone Claws, Mimic, Protect, Reflect, Roar, Rock Polish, Roost, Sandstorm, Scary Face, Sleep Talk, Stealth Rock, Substitute, Supersonic, Swagger, Taunt, Torment, Toxic, Wide Guard, Whirlwind


Stunfisk (Muddruckers) (M)
Nature
: Relaxed (+Def, -Speed, -10% Evasion)

Due to a life of being stepped on repeatedly, Muddruckers is a bit of an off-kilter Pokemon. Swapping wildly between a jovial carefree joker and a steaming footprint of electric rage, it's impossible to know what to expect from Muddruckers!

Type: Ground/Electric

Abilities: Static/Limber/Sand Veil

Stats:
HP: 110
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 27 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 19

EC: N/A
MC: 1
DC: 5/5

Attacks:
Physical: Aqua Tail, Bide, Bounce, Bulldoze, Dig, Earthquake, Endeavor, Fissure, Flail, Foul Play, Frustration, Payback, Revenge, Rock Slide, Rock Tomb, Spark, Stone Edge, Tackle
Special: Discharge, Earth Power, Electroweb, Infestation Mud Bomb, Mud Shot, Mud-Slap, Muddy Water, Scald, Shock Wave, Sludge Bomb, Sludge Wave, Surf, Thunder, Thundershock, Thunderbolt, Water Gun
Other: Camouflage, Curse, Double Team, Endure, Magnet Rise, Me First, Mud Sport, Pain Split, Protect, Rain Dance, Reflect Type, Rest, Sandstorm, Sleep Talk, Spite, Stealth Rock, Substitute, Thunder Wave, Toxic, Yawn


Mandibuzz (Jambalaya) (F)
Nature
: Adamant (+Atk, -SpA)

Jambalaya is aloof and haughty, distancing herself from the rest of her team. A fierce loner,
she often flies for days on her own, scouring the sky for someone to meet up with - she has absurdly high standards for friendship. However, she has shown unexpected kindness and taken Jurassic under her wing, helping him out as he becomes accustomed to this new world.

Type: Dark/Flying

Abilities: Big Pecks/Overcoat/Weak Armor

Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical: Aerial Ace, Bone Rush, Brave Bird, Feint Attack, Fly, Foul Play, Fury Attack, Giga Impact, Knock Off, Payback, Pluck, Punishment, Retaliate, Rock Tomb, Sky Attack, Steel Wing, Thief, U-Turn
Special: Air Slash, Dark Pulse, Gust, Heat Wave, Hyper Beam
Other: Attract, Block, Defog, Double Team, Embargo, Fake Tears, Flatter, Iron Defense, Leer, Mean Look, Mirror Move, Nasty Plot, Protect, Psych Up, Rest, Roost, Scary Face, Sleep Talk, Snatch, Substitute, Tailwind, Taunt, Torment, Toxic, Whirlwind


Carracosta [Henehene] (F)
Nature:
Quiet (+Sp Atk, -15% speed, -10% evasion)

Henehene is a caring and protective figure, and has been tasked with caring for the two rock royalty. She is protective and decisive, yet is not vengeful and never holds grudges. Though she may move slow and methodically, she will bolt into action if her wards are in danger.

Type: Water/Rock

Abilities: Sturdy/Solid Rock/Swift Swim

Stats:
HP: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 27 (32/1.15=19)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical: Aqua Jet, Aqua Tail, Bide, Bite, Body Slam, Bulldoze, Crunch, Dig, Dive, Eathquake, Flail, Giga Impact, Iron Head, Knock Off, Low Kick, Rock Slide, Rock Tomb, Smack Down, Stone Edge, Superpower, Waterfall
Special: Ancientpower, Blizzard, Brine, Earth Power, Focus Blast, Hydro Pump, Hyper Beam, Ice Beam, Icy Wind, Scald, Water Gun, Water Pulse, Whirlpool
Other: Block, Curse, Iron Defense, Protect, Rain Dance, Rest, Rock Polish, Sandstorm, Shell Smash, Sleep Talk, Stealth Rock, Substitute, Toxic, Wide Guard, Withdraw


Houndoom (Giovanna) (F)
Nature
: Hasty (+15% Speed, +14% Accuracy, -1 Def)

Giovanna is a smug, harsh judge, and frankly, quite a bitch. Always playing hard-to-get, Giovanna's friends are few and far between, but turns her sass into loyalty to any who get close to her. Stasis has managed to make friends with Giovanna, mostly because the latter pities her.

Type: Dark/Fire

Abilities: Early Bird, Flash Fire, Unnerve (DW), Solar Power (Mega)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 110 (+) (14% Accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 18

Mega Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 133 (+) (20% Accuracy)
Size Class: 4
Weight Class: 4
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Thunder Fang
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Foul Play
Embargo
Flamethrower
Crunch
Nasty Plot
Inferno

Counter
Feint
Fire Spin
Reversal
Sucker Punch
Destiny Bond

Roar
Sunny Day
Taunt
Protect
Solarbeam
Sludge Bomb
Fire Blast
Torment
Detect
Flame Charge
Rest
Overheat
Will-O-Wisp
Snarl

Dark Pulse
Heat Wave
Hyper Voice
Sleep Talk
Super Fang


Armaldo [Thrawn] (M)
Nature
: Careful (+Sp Def, -Sp Atk)

Thrawn methodically thinks out his every action, from the simplest route to the most complex battle. His skills of observation are unparalleled - he never misses a single minute detail. In battle, every action is coolly calculated, and Thrawn always has a plan to victory.

Type: Bug/Rock

Abilities: Battle Armor/Swift Swim (DW)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 4 (+)
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical: Aerial Ace, Aqua Tail, Brick Break, Bug Bite, Bulldoze, Cross Poison, Dig, Double-Edge, Earthquake, Giga Impact, Headbutt, Knock Off, Low Kick, Metal Claw, Rapid Spin, Rock Slide, Rock Blast, Rock Tomb, Scratch, Slash, Smack Down, Stone Edge, Superpower, X-Scissor
Special: Mud-Slap, Struggle Bug, Water Gun
Other: Block, Double Team, Endure, Harden, Iron Defense, Mud Sport, Protect, Rest, Rock Polish, Sand-Attack, Sandstorm, Screech, Sleep Talk, Stealth Rock, String Shot, Substitute, Swords Dance


Musharna (Siddhartha) (M)
Nature
: Quiet (+Sp Atk, -15% Speed)

At first glance, Siddhartha might seem to be the most compassionate of Pokemon in the Stratons' team. He often strikes up conversations and asking others about their lives, and his nightly dream duty saves a lot of Pokemon from nightmares before they start. However, behind this lies an ulterior motive - to know absolutely everything. Siddhartha actively seeks out the educated elite of the world, invading and prodding their mind with Psychic assaults. His unquenchable thirst for knowledge is toned down among his few true friends, but he is still constantly searching.

Type: Psychic

Abilities: Forewarn/Synchronize/Telepathy

Stats:
HP: 120
Atk: Rank 2
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 25 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical: Frustration, Gyro Ball, Rock Slide, Rock Tomb, Zen Headbutt
Special: Charge Beam, Dazzling Gleam, Dream Eater, Energy Ball, Future Sight, Hyper Beam, Psybeam, Psychic, Psyshock, Psywave, Shadow Ball, Signal Beam, Stored Power, Swift, Synchronoise
Other: After You, Barrier, Baton Pass, Calm Mind, Defense Curl, Double Team, Gravity, Heal Bell, Healing Wish, Helping Hand, Hypnosis, Imprison, Light Screen, Lucky Chant, Magic Coat, Moonlight, Nightmare, Pain Split, Protect, Reflect, Rest, Safeguard, Skill Swap, Sleep Talk, Substitute, Telekinesis, Thunder Wave, Torment, Toxic, Trick, Trick Room, Wonder Room, Worry Seed, Yawn,


Squall (Drifblim) (F)
Nature
: Mild (+1 SpA, -1 Def)

Type: Ghost/Flying

Abilities: Aftermath/Unburden/Flare Boost (DW)

Stats:
HP: 125
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 80
Size Class: 2
Weight Class: 2
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical: Astonish, Constrict, Explosion, Fly, Knock Off, Payback, Phantom Force, Sucker Punch
Special: Clear Smog, Gust, Hex, Hyper Beam, Icy Wind, Ominous Wind, Psychic, Shadow Ball, Thunder, Thunderbolt, Weather Ball
Other: Baton Pass, Defog, Destiny Bond, Disable, Focus Energy, Hypnosis, Memento, Minimize, Pain Split, Protect, Telekinesis, Thunder Wave, Will-o-wisp


Vivillon (Ivetta) (F)
Nature
: Modest (+1 SpA, -1 Atk)

Type: Bug/Flying

Abilities: Shield Dust/Compoundeyes/Friend Guard (DW)

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 104
Size Class: 2
Weight Class: 2
Base Rank Total: 15

EC: 5/5
MC: 1
DC: 5/5

Attacks:
Physical: Bug Bite, Tackle, U-Turn
Special: Bug Buzz, Draining Kiss, Gust, Hurricane, Infestation, Psybeam, Psychic, Solarbeam, Struggle Bug,
Other: Aromatherapy, Harden, Light Screen, Poison Powder, Powder, Protect, Quiver Dance, Rage Powder, Rain Dance, Roost, Safeguard, Sleep Powder, String Shot, Stun Spore, Sunny Day, Supersonic, Toxic

And now, let's see the rules to which our battlers will have to adhere:

DA RULEZ
- Switch: OK
- Abilities: ALL
- Items: ON
- Chills and Recoveries: INFINITE
- Substitutions: 2
- DQ: 3 Days
- Arena: Sonata Theatre​
Deep in the reaches of Castelia City in the Unova region, is a small corner where the Normal Gym of CAP ASB resides. At least, that's what you were told, but after exploring the city from end to end you have found nothing. You were warned that this gym was particularly difficult to find, but you didn't expect it to be this hard. Frustrated, you decide to stop in for a drink at some random coffee shop to refuel and review the directions you were given. After just a bit more walking, you find a place called the Cafe Sonata, and walk in for a drink. After ordering one, you sit in a corner of the cafe and bring out your map.

While you are reviewing the map, a man walks over and says "Say, you wouldn't happen to be looking for the ASB Gym around here would you?" You nod, and he chuckles a bit "Yeah, a lot of people get themselves lost on the way there, but I can show you where it is if you like." You swiftly take up his generous offer, and the man guides down several streets, until you finally reach a place called The Sonata Theatre. Raising your eyebrow a bit, you explain that you're looking for the gym, to which the man responds with "Yeah, it's here all right, I find it baffling that he set up shop here of all places, but hey, what can you do?" The two of you walk in, and you immediately notice a small poster noting a schedlue. What particularly strikes your interest are the events labeled "Baron Maximus's Gym", to which your guide explains "Yeah, that's the gym leader all right, he puts up a rather interesting performance every week with his gym matches. I'm sure you'll see soon enough."

Your guide directs you into the back of the theatre, explaining that you're one of the challengers for the gym here. In the back, you find a lot of up and coming thespians, stagehands, and other such people getting ready for something. Soon after you enter, a man in a blue longcoat approaches you.


"Ah, Hello, I trust you've found this place without too many issues?"

You shake your head, to which the man responds.


"Ah blast it, how many times do I have to tell the League to put down better directions to this place? Regardless, you're here now, and not a moment too soon. A few things about the arena before we get started. First, you can tell our stagehands to roll out a "Setting" every time you switch Pokemon. Don't worry overmuch about it, it just gives your moves a bit of extra oomph. Next, you'll want to pick out some props for your Pokemon. I have a large list of rules regarding it, but suffice to say it'll change your typing effectiveness just a little bit. That's pretty much all I have to say, just don't try and knock your opponent's props off, we can't have costumes going off in the middle of the production after all!"

Effects in Detail:
1. Every time a Pokemon is sent out onto the battlefield, the trainer must choose a "Setting" to place his Pokemon in. All that is really required here is a typing that is strong in this setting. The setting can be anything the trainer can imagine flavor-wise, so long as it's in good taste. Whichever typing you choose will get +1 BAP for all moves of that type...for both sides of the field. This setting may change every time a Pokemon comes in, even if they have been in before. Important: You MUST choose a setting and specify what effect that setting has, otherwise it will default to a Normal Arena that gives +1 BAP to Normal typed moves.

2. Every Pokemon sent out on the field may, if they choose to do so, equip a prop. The props in this arena have a strange effect on Pokemon, and allow them to choose a resistance to gain, but also forces them to choose a new weakness. The prop itself will be equipped in addition to the current held item the Pokemon has, and can be anything the trainer can think of, so long as it's in good taste. Do note that this is not compulsory, and the trainer can choose to not equip a prop. Unlike Settings, these props are permanent and may not be changed if the Pokemon comes out again.

Rulings:
a. A prop ticks a resistance/weakness either one tier up/down. For instance, a Pokemon that equips a fire resistant prop will have it's weakness shift from 2x to 1x, while it could also intensify his water weakness from 2x to 4x.

b. A prop must either create or intensify a weakness.

c. Props do not count as items for the purposes of Fling, Unburden, etc.

d. If an ability interacts with a certain typing (such as Lightningrod) then the Pokemon's weakness/resistance is assumed to be changed according to that ability. (For instance, a Pokemon with Motor Drive would be assumed to have an immunity to electric attacks, while a Pokemon with Thick Fat would be treated as though it had a resistance to Ice and Fire.

e. Immunities cannot be affected by props at all.

f. Props cannot put a weakness past 4x, or a resistance past 1/4x.

g. The Normal typing cannot be affected by a Prop (basically, you can't say all Pokemon have Normal resistance)

h. Pokemon that can change their typing via abilities (Such as Castform, Kecleon, etc) cannot equip props.

i. Any moves that change the user's typing are considered disabled while they wear a prop. Moves that change an opponent's typing are banned.



3. Because it would be rude to knock off an actor's disguise during a performance, moves, abilities, etc that prohibit, knock off, or change the position of an item are not allowed.

Tl:Dr Version
1. Make sure to set a typing for your Setting every time you send out a Pokemon
2. You may choose a prop to change your resistances/weaknesses by one each.
3. Items cannot be prevented from having their effect.​


And now, to decide the turn order, let's do what is done for every single serious match: a coin flip!

Heads: Matezoide
Tails: Leethoof



Matezoide it is!

HOW THINGS WILL HAPPEN
Matezoide sends out and equips. Don't forget the props and settings!
Leethoof does the same and orders. Same thing for you.
Matezoide orders.
I ref.
 
Donphan @ Rare Candy

Setting: A Desert because i am mega original! +1 BAP to Ground moves

Prop: A snorkeling mask.....made of Grass!

+Resistance to Water moves
-Resistance to Fire moves



God i hope i got this right.
 

"Well, Lee isn't here to guide this one, so I guess I'll take the reins. Go for it, guys!"

"Guys? Do I look like a guy to you, fatty? I am a goddamn princess. Whatever, I'll roast this little trunkgirl."

"Well, uh, no, but....um...actually, Stasis was going to --"

"Shut it, fatty. Welcome to my realm, other fatty."

Giovanna @ Houndoomite
Prop: Off-brand Organic Vegan Sandals [bug weakness, ground neutrality]
Setting: Hell [+1 Fire BAP]

(Mega Evolve) Fire Blast -> Heat Wave -> Fire Blast
If Stealth Rock, then use Taunt that action. Only play this once. Push actions back.
If damaging rock-type combo, then use Detect. Push actions back.


also vivillon has 89 speed my bad
 
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Who are you calling fat, you skank?!






Hum....you know, we should probably switch out.



WHAT
!?!



Protect -> Body-Slam -> Stealth Rock
 
ROUND 1

And the fight staaaaaaaaaarts!!!!

Matezoide leads with Alice the Donphan, who appears wearing a... snorkeling mask? And it's made of grass, apparently. Weird guy. He also gives the Donphan a Candy to chew and lick. Mid-battle. Weird guy.

Leethoof follows by sending out Giovanna, the Houndoom, who is wearing... organic sandals. Along with some kind of sphere hanging from her neck. Who is in charge of vestuary, if I may ask?

Well, Giovanna doesn't waste any tie, and seeing that flamable grass in Alice's face, she decides to go all out with an incredibly powerful Fire Blast coming from her Mega-Evolved form. Alice, however, sees that coming, and erects a powerful, Protective barrier around herself, stopping the fiery blast in its track.

Alice then charges towards Giovanna before leaping into the air, with intentions of crushing the Houndoom. Trying to stop the attack, the Mega Pokémon sends a Wave of fire,
which's Heat causes severe damage to the Donphan. This doesn't stop the elephant-like mon from landing on top of the dog-like one, dealing comparably low damage but leaving it paralysed.

Finally, the round ends with Alice setting up Stealth Rock in Leethoof's side of the field and Giovanna trying to Taunt her, but being too slow because of the paralysis.

Matezoide may have spent a lot of energy and received a big amount of damage (I mean, if you have in mind it was only one attack), but he set up his entry hazards and managed to paralyse the Mega Houndoom, so I think he is actually the one with an advantage. It seems like he is going to switch out next action, but to who? Well, keep tunned and see!

Pre-Round Status
Matezoide

Alice the Donphan
HP:
100
EN: 100
Stats: 5 [6]/5 [6]/1/3/50
Size and Weight: 3/5
Item: Rare Candy
Abilities: Sturdy / Sand Veil
Status: Healthy
Other:
Prop:
A snorkeling mask..... made of Grass! (Water Resistance Up, Fire Resistance Down)
Leethoof


Giovanna the Houndoom
HP:
100
EN: 100
Stats: 3/1/4/3/110
Size and Weight: 3/4
Item: Houndoomite
Abilities: Early Bird / Flash Fire / Unnerve
Status: Healthy
Other: +14% accuracy, Flash Fire ON
Props: Off-brand Organic Vegan Sandals [Ground Resistance Up, Bug Resistance Down]
Field:
A Desert in Hell! (+1 BAP for Fire and Ground moves)

Action 1
Giovanna Mega-Evolves!

Alice used Protect!
Alice is protecting herself!
-7 EN

Giovanna used Fire Blast!
Crit (<= 625) = 1847: NO
(11 + 3 + 7.5 - 4.5 + 2 + 2 - 1 + 1) * 1.5 = 31.5 Dmg prevented
Alice protected herself!
Alice loses 12.6 EN
-7 EN

Action 2
Giovanna used Heat Wave!
Crit (<= 625) = 1055: NO
(10 + 3 + 7.5 - 4.5 + 2 + 2 - 1 + 1) * 1.5 = 30 Dmg
Burn (<= 1000) = 8527: NO
-6 EN

Alice used Body Slam!
Crit (<= 625) = 8892: NO
(9 + 9 - 3) = 15 Dmg
Paralysis (<= 3000) = 2094: YES
Alice was paralysed!
-6.66666 EN

Action 3
Alice used Stealth Rock!
Pointed stones are floating in Leethoof's side of the field!
-12 EN

Parahax (<= 2000) = 3087: NO
Giovanna used Taunt!
Alice was taunted!
-9 EN

Giovanna's paralysis decayed!

Totals:
Alice: -30 HP, -38 EN (38.266666)
Giovanna: -15 HP, -22 EN


Post-Round Status
Matezoide

Alice the Donphan
HP:
70
EN: 62
Stats: 5 [6]/5 [6]/1/3/50
Size and Weight: 3/5
Item: Rare Candy
Abilities: Sturdy / Sand Veil
Status: Healthy
Other:
Prop:
A snorkeling mask..... made of Grass! (Water Resistance Up, Fire Resistance Down)
Leethoof


Giovanna the Houndoom
HP:
85
EN: 78
Stats: 3/1/4/3/133 [33.25]
Size and Weight: 4/4
Item: Houndoomite
Abilities: Early Bird / Flash Fire / Unnerve / Solar Power
Status: Paralysis (15%)
Other: +20% accuracy, Flash Fire and Solar Power ON
Props: Off-brand Organic Vegan Sandals [Ground Resistance Up, Bug Resistance Down]
Field:
A Desert in Hell! (+1 BAP for Fire and Ground moves)
Stealth Rock (Leethooof's side of the field)

HOW THINGS WILL HAPPEN UNTIL YOU FIND A MISTAKE
Matezoide switches.
Leethoof declines or accepts the counter switch.
Either Matezoide or Leethoof order.
The one that did not order last step now orders.
I ref.
 


And once again, you have done a great job, my dear Alice.


Heh, of course. Cant let that skank make me look stupid, can i?




Indeed. Ernie, you are up.


Roger.....damn, it has been a while since i had a proper fight.




Switching out for Ernie, the Throh!

Expert-Belt!

Fire-Proof Meat Suit!


+Fire Resistance
-Steel Resistance


Counter Switch?
 
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"Yeah, you better run, you fat slut! You're just lucky I can't chase you all the way back to your miserable little Pokeball, and beat you up there! Who's next?"

"I was thinkin' you should come back 'ere and take a bit of dognap, actually."

"Thanks for the sentiment, Don, but I'll crush this Throh just like that Donphan, whether or not I'm faster. Fatties are all the same to me."

"Or maybe Jambalaya could switch in and do quite a number on 'em..."

"What? That bitch? No way. She can't do anything other than make some 'fashionable' clothing out of dead bodies. She's psychotic, and weak, and stupid, and -"

" -and I'm here. You clearly can't handle this on your own, Gio. Let me show you how its done."

Jambalaya @ Flying Gem
Setting: A cloud [+1 BAP Flying] [also tavok I believe only one setting is active at a time?]
Prop: A rusty carabiner clip [+Neutrality to Rock,+Weakness to Water]

Taunt -> Aerial Ace [Gem] -> Fly [Gem]
If Protective/Evasive non-consecutively, then use Iron Defense and push back actions.
If Switch-forcing move and I am not taunted, then use Defog.
 
Last edited:
Alright, so I asked Maxim, and...
  • Two settings, 1 per player, are active at the same time.
  • Matezoide is right about the "create or intensify a weakness" thing, so Jambalaya will have to wear a prop that makes it weak to something else or weaker to something it is already weak to. So, grass neutrality is a no.
Leethoof
 
ROUND 2

I am stupid, don't you agree? <3

Really sorry, I checked like thrice and never realized I was up .-.

I need help... And please annoy the hell out of me if this ever happens again.

Pre-Round Status
Matezoide

Ernie the Throh
HP:
120
EN: 100
Stats: 5/3/1/3/45
Size and Weight: 3/4
Item: Expert Belt
Abilities: Guts / Inner Focus / Mold Breaker
Status: Healthy
Other:
Prop:
Fire-Proof Meat Suit! (Fire Resistance Up, Steel Resistance Down)

Alice the Donphan
HP:
70
EN: 62
Stats: 5 [6]/5 [6]/1/3/50
Size and Weight: 3/5
Item: Rare Candy
Abilities: Sturdy / Sand Veil
Status: Healthy
Other:
Prop:
A snorkeling mask..... made of Grass! (Water Resistance Up, Fire Resistance Down)

Leethoof


Jambalaya the Mandibuzz
HP:
110
EN: 100
Stats: 4/4/1/3/80
Size and Weight: 2/3
Item: Flying Gem
Abilities: Big Pecks / Overcoat / Weak Armor
Status: Healthy
Other:
Props:
A rusty carabiner clip [Rock Resistance Up, Water Resistance Down][/HIDE]

Giovanna the Houndoom
HP:
85
EN: 78
Stats: 3/1/4/3/133 [33.25]
Size and Weight: 4/4
Item: Houndoomite
Abilities: Early Bird / Flash Fire / Unnerve / Solar Power
Status: Paralysis (15%)
Other: +20% accuracy, Flash Fire and Solar Power ON
Props: Off-brand Organic Vegan Sandals [Ground Resistance Up, Bug Resistance Down]

Field:
A completely Normal Cloud! (+1 BAP for Normal and Flying moves)
Stealth Rock (Leethoof's side of the field)

Pointed stones dug into Jambalaya! (-12 HP)
GOGOGO Rock resist prop

Action 1
Jambalaya used Taunt!
Ernie was taunted!
-9 EN

Ernie used Ice Punch!
Crit (<= 625) = 1864: NO
(8 + 7.5 - 6 + 2) * 1.5 = 17.25 Dmg
Freeze (<= 1000) = 502: YES
Intensity (<= 5000: 1a ; => 5000: 2a) = 8772: 2a
Jambalaya was frozen solid!
Dear Lord Matezoide is turning out to be really lucky
-6 EN

Action 2
Jambalaya is frozen solid!

Ernie used Ice Punch!
Crit (<= 625) = 752: NO
(8 + 7.5 - 6 + 2) * 1.5 = 17.25 Dmg
-10 EN

Action 3
Jambalaya is frozen solid!

Ernie used Ice Punch!
Crit (<= 625) = 1483: NO
(8 + 7.5 - 6 + 2) * 1.5 = 17.25 Dmg
-14 EN

Totals:
Ernie: -30 EN
Jambalaya: -64 HP (63.75), -9 EN


Post-Round Status
Matezoide


Ernie the Throh
HP:
120
EN: 70
Stats: 5/3/1/3/45
Size and Weight: 3/4
Item: Expert Belt
Abilities: Guts / Inner Focus / Mold Breaker
Status: Healthy
Other: Taunted (3A)
Prop: Fire-Proof Meat Suit! (Fire Resistance Up, Steel Resistance Down)

Alice the Donphan
HP:
70
EN: 62
Stats: 5 [6]/5 [6]/1/3/50
Size and Weight: 3/5
Item: Rare Candy
Abilities: Sturdy / Sand Veil
Status: Healthy
Other:
Prop:
A snorkeling mask..... made of Grass! (Water Resistance Up, Fire Resistance Down)


Leethoof



Jambalaya the Mandibuzz
HP:
46
EN: 91
Stats: 4/4/1/3/80
Size and Weight: 2/3
Item: Flying Gem
Abilities: Big Pecks / Overcoat / Weak Armor
Status: Frozen (0A)
Other:
Props:
A rusty carabiner clip [Rock Resistance Up, Water Resistance Down][/HIDE]

Giovanna the Houndoom
HP:
85
EN: 78
Stats: 3/1/4/3/133 [33.25]
Size and Weight: 4/4
Item: Houndoomite
Abilities: Early Bird / Flash Fire / Unnerve / Solar Power
Status: Paralysis (15%)
Other: +20% accuracy, Flash Fire and Solar Power ON
Props: Off-brand Organic Vegan Sandals [Ground Resistance Up, Bug Resistance Down]

Field:
A completely Normal Cloud! (+1 BAP for Normal and Flying moves)
Stealth Rock (Leethoof's side of the field)

HOW THINGS WILL HAPPEN UNTIL YOU FIND A MISTAKE
Matezoide grins maniacally.
Leethoof cries and seeks revenge.
I blame Leethoof about this battle's lenght, despite it being my fault.
 


.......Sorry for that. Are you alright?



Thunderpunch -> Ice Punch -> Thunderpunch



If Mandibuzz is under the eavsive effects of a damaging/evasive move, use Circle Throw that action
If Roost, use Storm Throw that action the first time, Brick-Break the second and Storm Throw the third.
 
ROUND 3

Ernie, taking advantage of the fact that he got completely unschated from last round thanks to a lucky freze, goes on a full offense. Or tries to.
Jambalaya, finally thawing out, quickly ascends into the skies, before diving directly towards the Throh. Ernie takes the full brunt of the attack, but grabs onto the Mandibuzz and circles around, before launching it at the ground far from him.

Jambalaya repeats, and so does Throh.

Knowing that he is losing the damage race in this way, Ernie launches towards Jambalaya with an electricty charged fist, which even manages to hit a weak spot!
Jambalaya, however, is not just sitting there: she is glowing. And we all know what happens when a mon glows.



The Mandibuzz drops a bomb!

Not literally, as that would be illegal, Unless it was also an egg or a seed, as apparently Egg Bombs and Seed Bombs are ok.

Anyway, Jambalaya pulls of an absurdily powerful Sky Impact combo that deals enormous damage to the Throh, probably taking advantage of the fact that Circle Throw is taking her out of the fight, anyway.

... But she is dying to Stealth Rock anyway, isn't she? Unless Leethoof plans to do something about that...

Pre-Round Status
Matezoide

Ernie the Throh
HP:
120
EN: 70
Stats: 5/3/1/3/45
Size and Weight: 3/4
Item: Expert Belt
Abilities: Guts / Inner Focus / Mold Breaker
Status: Healthy
Other: Taunted (3A)
Prop: Fire-Proof Meat Suit! (Fire Resistance Up, Steel Resistance Down)

Alice the Donphan
HP:
70
EN: 62
Stats: 5 [6]/5 [6]/1/3/50
Size and Weight: 3/5
Item: Rare Candy
Abilities: Sturdy / Sand Veil
Status: Healthy
Other:
Prop:
A snorkeling mask..... made of Grass! (Water Resistance Up, Fire Resistance Down)


Leethoof



Jambalaya the Mandibuzz
HP:
46
EN: 91
Stats: 4/4/1/3/80
Size and Weight: 2/3
Item: Flying Gem
Abilities: Big Pecks / Overcoat / Weak Armor
Status: Frozen (0A)
Other:
Props:
A rusty carabiner clip [Rock Resistance Up, Water Resistance Down][/HIDE]

Giovanna the Houndoom
HP:
85
EN: 78
Stats: 3/1/4/3/133 [33.25]
Size and Weight: 4/4
Item: Houndoomite
Abilities: Early Bird / Flash Fire / Unnerve / Solar Power
Status: Paralysis (15%)
Other: +20% accuracy, Flash Fire and Solar Power ON
Props: Off-brand Organic Vegan Sandals [Ground Resistance Up, Bug Resistance Down]

Field:
A completely Normal Cloud! (+1 BAP for Normal and Flying moves)
Stealth Rock (Leethoof's side of the field)

Pointed stones dug into Jambalaya! (-12 HP)
GOGOGO Rock resist prop

Action 1
Jambalaya flew up high!

Jambalaya used Fly!
Hit (<= 9500) = 8289: YES
Crit (<= 625) = 1941: NO
(9 + 3 + 6 - 4.5 + 1 + 3) * 1.5 = 26.25 Dmg
-9 EN

Ernie used Circle Throw!
Hit (<= 9000) = 6747: YES
Crit (<= 625) = 9173: NO
(6.5 + 3 + 7.5 - 6) = 11 Dmg
-4 EN

Action 2
Jambalaya flew up high!

Jambalaya used Fly!
Hit (<= 9500) = 1380: YES
Crit (<= 625) = 6770: NO
(9 + 3 + 6 - 4.5 + 1 + 3) * 1.5 = 26.25 Dmg
-13 EN

Ernie used Circle Throw!
Hit (<= 9000) = 4892: YES
Crit (<= 625) = 4875: NO
(6.5 + 3 + 7.5 - 6) = 11 Dmg
-8 EN

Action 3
Jambalaya is charging up!

Ernie used Thunder Punch!
Crit (<= 625) = 16: YES (come on mat -.-)
(8 + 3 + 7.5 - 6 + 2) * 1.5 = 21.75 Dmg
Paralysis (<= 1000) = 6120: NO
-6 EN

Jambalaya used Sky Impact!
Hit (<= 9000) = 1668: YE
Crit (<= 1250) = 7239: NO
([14 + 14] + 3 + 6 - 4.5 + 1 + 3) * 1.5 = 54.75 Dmg
-29.3 EN

Jambalaya was forced out!
RNG roll for mon = 6: Muddruckers the Stunkfish

Totals:
Ernie: -107 HP (107.25), -18 EN
Jambalaya: -44 HP (43.75), -51 EN (51.3)


Post-Round Status
Matezoide

Ernie the Throh
HP:
13
EN: 52
Stats: 5/3/1/3/45
Size and Weight: 3/4
Item: Expert Belt
Abilities: Guts / Inner Focus / Mold Breaker
Status: Healthy
Other:
Prop:
Fire-Proof Meat Suit! (Fire Resistance Up, Steel Resistance Down)

Alice the Donphan
HP:
70
EN: 62
Stats: 5 [6]/5 [6]/1/3/50
Size and Weight: 3/5
Item: Rare Candy
Abilities: Sturdy / Sand Veil
Status: Healthy
Other:
Prop:
A snorkeling mask..... made of Grass! (Water Resistance Up, Fire Resistance Down)


Leethoof



Muddrucker the Stunkfish
HP:
110
EN: 100
Stats: 3/4/3/4/27
Size and Weight: 1/2
Item: ¿¿??
Abilities: Static / Limber / Sand Veil
Status: Healthy
Other: -10% evasion
Props: ¿¿??

Jambalaya the Mandibuzz
HP:
2
EN: 40
Stats: 4/4/1/3/80
Size and Weight: 2/3
Item: Flying Gem (2/5)
Abilities: Big Pecks / Overcoat / Weak Armor
Status: Healthy
Other: Sluggish (1a), Cooldown (1a) [I dunno if these are still there after being forced out?]
Props: A rusty carabiner clip [Rock Resistance Up, Water Resistance Down]

Giovanna the Houndoom
HP:
85
EN: 78
Stats: 3/1/4/3/133 [33.25]
Size and Weight: 4/4
Item: Houndoomite
Abilities: Early Bird / Flash Fire / Unnerve / Solar Power
Status: Paralysis (15%)
Other: +20% accuracy, Flash Fire and Solar Power ON
Props: Off-brand Organic Vegan Sandals [Ground Resistance Up, Bug Resistance Down]

Field:
A completely Normal Cloud! (+1 BAP for Normal and Flying moves)
Stealth Rock (Leethoof's side of the field)

HOW THINGS WILL HAPPEN UNTIL YOU FIND A MISTAKE
Leethoof equips Stunkfish with an item and a prop. If he wants to. I'm completely ok with you not equiping any. Don't forget about settings, too!
Matezoide switches out or lets Throh die. I'm completely happy with you doing any of the two.
Leethoof kills or switches. Or gets killed.
Orders are given if they have not been given because you two switched around.
I ref in a somewhat timely manner.
 
Alrighty then, Muddruckers will have a Focus Sash.


Earthquake -> Earthquake -> Earthquake
If Endure, then use Infestation (only once).
If Rest, then begin the order string Stealth Rock -> Earthquake -> Earth Power.
 
Dang i totally forgot about this

Sowwy.


Pain Split -> Ice Punch -> Pain Split



If Throh would faint during Pain Split A3 (Didnt calc because i am dumb), use Ice Punch A3 instead.
 
ROUND 4

You are lazy, horrible people that don't deserve flavor.

... Not that mine is great.

Pre-Round Status
Matezoide

Ernie the Throh
HP:
13
EN: 52
Stats: 5/3/1/3/45
Size and Weight: 3/4
Item: Expert Belt
Abilities: Guts / Inner Focus / Mold Breaker
Status: Healthy
Other:
Prop:
Fire-Proof Meat Suit! (Fire Resistance Up, Steel Resistance Down)

Alice the Donphan
HP:
70
EN: 62
Stats: 5 [6]/5 [6]/1/3/50
Size and Weight: 3/5
Item: Rare Candy
Abilities: Sturdy / Sand Veil
Status: Healthy
Other:
Prop:
A snorkeling mask..... made of Grass! (Water Resistance Up, Fire Resistance Down)


Leethoof



Muddrucker the Stunkfish
HP:
110
EN: 100
Stats: 3/4/3/4/27
Size and Weight: 1/2
Item: Focus Sash
Abilities: Static / Limber / Sand Veil
Status: Healthy
Other: -10% evasion
Props: None

Jambalaya the Mandibuzz
HP:
2
EN: 40
Stats: 4/4/1/3/80
Size and Weight: 2/3
Item: Flying Gem (2/5)
Abilities: Big Pecks / Overcoat / Weak Armor
Status: Healthy
Other: Sluggish (1a), Cooldown (1a) [I dunno if these are still there after being forced out?]
Props: A rusty carabiner clip [Rock Resistance Up, Water Resistance Down]

Giovanna the Houndoom
HP:
85
EN: 78
Stats: 3/1/4/3/133 [33.25]
Size and Weight: 4/4
Item: Houndoomite
Abilities: Early Bird / Flash Fire / Unnerve / Solar Power
Status: Paralysis (15%)
Other: +20% accuracy, Flash Fire and Solar Power ON
Props: Off-brand Organic Vegan Sandals [Ground Resistance Up, Bug Resistance Down]

Field:
Everything's completely Normal! (+2 BAP for Normal moves?)
Stealth Rock (Leethoof's side of the field)

Pointed stones dug into Muddrucker!! (-9 HP)

Action 1
Ernie used Pain Split!
wth Throh gets this .-.
+25 HP for Ernie!
-25 HP for Muddruckers!
-35.333333 EN

Mudruckrers used Earthquake!
Crit (<= 625) = 1530: NO
(10 + 3 + 4.5 - 4.5) = 13 Dmg
-6 EN

Action 2
Ernie used Ice Punch!
Crit (<= 625) = 1690: NO
(8 + 7.5 - 6 - 2 + 2) * 1.5 = 14.25 Dmg
Freeze (<= 1000) = 1731: NO
Static (<= 3000) = 411: YES
Erne was paralysed!
-6 EN

Mudruckrers used Earthquake!
Crit (<= 625) = 754: NO
(10 + 3 + 4.5 - 4.5) = 13 Dmg
-10 EN

Action 3
Mudruckrers used Earthquake!
Crit (<= 625) = who cares
(10 + 3 + 4.5 - 4.5) = 13 Dmg
Ernie fainted!
-14 EN

Totals:
Ernie: -13 HP (KO), -41 EN (41.333333)
Muddruckers: -48 HP (48.25), -30 EN


Post-Round Status
Matezoide

Ernie the Throh
HP:
KOed
EN: KOed
Stats: 5/3/1/3/45
Size and Weight: 3/4
Item: Expert Belt
Abilities: Guts / Inner Focus / Mold Breaker
Status: KOed
Other:
Prop:
Fire-Proof Meat Suit! (Fire Resistance Up, Steel Resistance Down)

Alice the Donphan
HP:
70
EN: 62
Stats: 5 [6]/5 [6]/1/3/50
Size and Weight: 3/5
Item: Rare Candy
Abilities: Sturdy / Sand Veil
Status: Healthy
Other:
Prop:
A snorkeling mask..... made of Grass! (Water Resistance Up, Fire Resistance Down)


Leethoof



Muddrucker the Stunkfish
HP:
62
EN: 70
Stats: 3/4/3/4/27
Size and Weight: 1/2
Item: Focus Sash
Abilities: Static / Limber / Sand Veil
Status: Healthy
Other: -10% evasion
Props: None

Jambalaya the Mandibuzz
HP:
2
EN: 40
Stats: 4/4/1/3/80
Size and Weight: 2/3
Item: Flying Gem (2/5)
Abilities: Big Pecks / Overcoat / Weak Armor
Status: Healthy
Other: Sluggish (1a), Cooldown (1a) [I dunno if these are still there after being forced out?]
Props: A rusty carabiner clip [Rock Resistance Up, Water Resistance Down]

Giovanna the Houndoom
HP:
85
EN: 78
Stats: 3/1/4/3/133 [33.25]
Size and Weight: 4/4
Item: Houndoomite
Abilities: Early Bird / Flash Fire / Unnerve / Solar Power
Status: Paralysis (15%)
Other: +20% accuracy, Flash Fire and Solar Power ON
Props: Off-brand Organic Vegan Sandals [Ground Resistance Up, Bug Resistance Down]

Field:
Everything's completely Normal! (+2 BAP for Normal moves?)
Stealth Rock (Leethoof's side of the field)

HOW THINGS WILL HAPPEN UNTIL YOU FIND A MISTAKE
Matezoide sends out and equips item, prop and setting, then orders.
Leethoof orders.
I ref in a somewhat timely manner.
 
Last edited:
So sorry i forgot this.

Anyway, Throh was paralysed, so Stunfisk goes first A3, taking a bit less damage.


Sending out Alice again, setting is inside a sand castle! +1 BAP for Ground moves!



Earthquake time!

Earthquake*3



If Stunfisk is under the effects of Magnet Rise, use Seed Bomb that action
If there are Stealth Rocks on our side of the field AND Stunfisk does not have Double-Team clones up, use Rapid Spin that action. This sub takes priority.
 

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