Anime-Style Simulator Beta Runs [SIGNUPS CLOSED]

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Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
approved by rp committee for one side of the facet

Anime-Style Simulator

Ever wanted to kick the stuffing out of the Magikarp Trainer? Ever wanted to go through the Distortion World to try and catch that Giratina like you did in-game? Ever wanted to traverse Mt. Moon with weak Pokémon? Well wait no more. Introducing the Anime-Style Simulator, a Roleplaying facility where you get to simulate* classic events from the cartridge games with ASB Mechanics. While you do not get to actually keep the things you can catch, you do however, get to relieve the moments and get a prize if you win.

*: Not necessarily a 100% Accurate simulation but you get the idea.

Basics

In this RP, there are generally two types of Simulations you can face:
  • Battle Simulations: These are the simplest kind of simulations. These usually pit you against one trainer or even more, typically from in-game. Each battle has special conditions attached to it and an arena that is generally made to suit the trainer. These battles tend to have a heavily restricted backpack and trainers may have items to use on their own Pokémon.
  • Event Simulations: These are generally more complex and longer simulations that simulate specific events from in-game, whether it be capturing a Legendary Pokémon or traversing a dungeon. These simulations tend to have more than one battle and allow captures to happen. These scenarios tend to allow larger backpacks and may have trainer battles in addition to wild encounters.
Each battle in this RP will have its own rules associated with it though the general rules are Switch = OK, All Abilities, Items = ON, One Mega Evolution permitted, Infinite Recoveries/Chills, and Two non-KO Substitutions. Turn Orders are codified in the battles themselves.

Simulations have four difficulty levels:
  • Easy: The easiest of the simulations. Not much thought process needed to win. Tend to have the lowest prizes.
  • Medium: Average difficulty. Some thought process is needed to win and the simulation can pose a challenge but not too difficult. Better prizes than Easy.
  • Hard: These simulations are hard to win. Strategy is generally needed to win and these are not for the inexperienced. The prizes here tend to be very good.
  • Uber: Brutal. You will need to be an ASB god to win these simulations. Some of the most valuable prizes will come from these simulations.
Some simulations will need to have pre-requisites to be filled in order to challenge them.

Gameplay

Battles

There are two distinct types of battles in Anime-Style Simulator:
  • Wild Battles: You fight against Wild Pokémon. These are generally exclusive to Event Simulations and Pokémon found in the wild generally can be captured.
  • Trainer Battles: You fight against trainers with Pokémon of their own. These type of battles appear in both types of simulations and Pokémon owned by trainers cannot be captured. Trainers may carry their own stash of items to use in battle.

Backpack

Trainers can bring a backpack full of items into a simulation. Backpacks allow you to carry an inifinte amount of any item up to the bounded CC cap for that simulation; that is, the total cost of your backpack cannot exceed the total CC cost upon entering the simulation. Held Items and Rare Items cost no CC towards the limit, but you are limited in terms of the Held and Rare Items you bring; generally one Held Item per Pokémon and an arbitrary number of Rare Items. The limits are mentioned in the simulation itself. Healing items that are used during a simulation are lost forever at the end of a simulation.

During this RP, you can use items at any time during your run. There are two different modes for this: Items outside of combat, and Items during combat.

Outside of Combat

Players can use items except for Poké Balls, swap hold items, and toss items away at any time outside of combat. The player can do an unlimited amount of these actions during a non-combat update and have the highest priority, occurring before the outcome of an update.

During Combat

During the middle of combat, with the exception of a trapping phase, the player can either initiate a Capture Phase by throwing Poké Balls or use a consumable item. The capture phase is mentioned elsewhere so only the latter will be explained in detail here.

During combat, the player can forfeit one of their Pokémon's actions to use one item on any Pokémon in their party, active, reserve, or fainted, as a command:
Command said:
Use Item (Command): The player gives up the Pokémon's action to use an item on the appropriate Pokémon. This command, being performed by the player, cannot be restricted by any means and can be used at any time without penalty irrespective of the conditions. If a Revive, Max Revive, or a Sacred Ash is used, the item's revival effect takes place at the end of the round as opposed to immediately.

Command Syntax: Use <Item> (<Target(s)>)

Type: N/A | Command Type: Universal | Target: Any appropriate Pokémon in your party | -- BAP | -- Acc | 0 EN Cost | -- Eff% | Contact: No | 100 Prio | Combo Type: None | Snatch: No | Magic Coat: No
This command can be substituted for and can be used as part of a substitution when the conditions are met, though chance and KO substitutions can only be done the next action due to priority.

Capture Mechanics

This roleplay uses the same capture mechanics as other RP's. To rehash:

Capture HP:

Rather than relying on a chance-based system, ASB Capture Mechanics use a system called Capture HP—which is a stat all Pokémon have—found in the NDA. It is equal to 300 minus the in-game capture rate of the given Pokémon. Capture HP is damaged by Poké Balls and when it reaches zero or less, the Pokémon in question is captured.

When Cumulative Capture Damage > Target Capture HP (CHP), Capture occurs. Poké Ball Damage is always rounded.
Capture Damage (per attempt) = (Ball Strength - FLOOR(Target Current HP / 10 + Max EN Modifier)) * Major Status Modifier - Outside Capture Resistance


Formula Legend:
Ball Strength = Strength of Pokéball Used
Target Current HP = Target's Current HP
Max EN Modifier = 10 (flat) if Target EN = 100, Otherwise 0.
Major Status Modifier is derived by the following table:
(Stronger status modifiers will override weaker ones.)
No Status: x1
Burn: x1.5
Poison: x1.5
Paralysis x1.5
Sleep x2.0
Freeze x2.5

Outside Capture Resistance = (Calculate per target ally individually and sum) FLOOR(Target Allied Pokémon Current HP / 10) + Target Allied Pokémon Max EN Modifier.


Capture Round:

A Player can declare a capture round whenever they would issue orders instead. Within a Capture Round, the trainer throws one or more Poké Balls at the target. If a capture fails to reduce the target's CHP to 0, the targeted Pokémon breaks free and uses a Chill, increasing their energy by 12. If the Pokémon gets back to 100 Energy, they will have a free round to Attack your Pokémon. Rounds do not pass and end of action/round effects do not occur during a Capture Round with the exception of the free round.

Poké Balls that are used during a simulation are lost forever at the end of a simulation.

Shops


Potion: Heals 20 HP.
CC Cost: 1


Super Potion: Heals 40 HP.
CC Cost: 2


Ether: Heals 20 EN
CC Cost: 1


Elixir: Heals 20 EN on three (3) Selected Pokémon (A Pokémon cannot be selected more than once).
CC Cost: 4


Revive: Restores a fainted Pokémon to 50 HP and 30 EN.
CC Cost: 4


Antidote: Cures Poison and Toxic status on one Pokémon.
CC Cost: 1


Awakening: Cures Sleep status on one Pokémon.
CC Cost: 1


Burn Heal: Cures Burn status on one Pokémon.
CC Cost: 1


Ice Heal: Cures Freeze status on one Pokémon.
CC Cost: 1


Parlyz Heal: Cures Paralysis status on one Pokémon.
CC Cost: 1


Full Heal: Cures Poison, Toxic, Sleep, Burn, Freeze, and Paralysis status on one Pokémon.
CC Cost: 2


Dire Hit: Makes the Pokémon's attacks always score a critical hit until the battle ends or the Pokémon is switched out.
CC Cost: 2


Guard Spec.: Prevents the opponent from lowering your Pokémon's stats for four (4) rounds.
CC Cost: 2


X Accuracy: Increases the Pokémon's natural Accuracy stat by two (2) stages.
CC Cost: 2


X Attack: Increases the Pokémon's natural Attack stat by two (2) stages.
CC Cost: 2


X Defend: Increases the Pokémon's natural Defense stat by two (2) stages.
CC Cost: 2


X Sp. Def: Increases the Pokémon's natural Special Defense stat by two (2) stages.
CC Cost: 2


X Special: Increases the Pokémon's natural Special Attack stat by two (2) stages.
CC Cost: 2


X Speed: Increases the Pokémon's natural Speed stat by two (2) stages.
CC Cost: 2

Hyper Potion: Heals 60 HP.
Sell For: 3 CC


Max Potion: Heals 20 HP for each of the Trainer's Pokémon, active and reserve.
Sell For: 5 CC


Full Restore: Heals 40 HP for three (3) selected Pokémon and all status ailments.
Sell For: 8 CC


Max Ether: Heals 40 EN.
Sell For: 4 CC


Max Elixir: Heals 30 EN for each of the Trainer's Pokémon, active and reserve.
Sell For: 8 CC


Max Revive: Restores a fainted Pokémon to 70 HP and 50 EN.
Sell For: 5 CC


Lava Cookie / Old Gateau / Casteliacone / Lumiose Galette: Cures Poison, Toxic, Sleep, Burn, Freeze, and Paralysis status on one Pokémon.
Sell For: 3 CC


Sacred Ash: Restores all currently fainted Pokémon to 70 HP and 50 EN, active and reserve. Furthermore, it heals 50 HP and 50 EN for all Pokémon currently active. Only one Sacred Ash can be brought into a simulation.
Sell For: 15 CC
Cost Information: Cost is for four of the selected ball type.

Standard Balls:


Poké Ball: A Poké Ball used to capture Pokémon.

Cost: 2 | Ball Strength: 18


Great Ball: A great Poké Ball used to capture Pokémon.

Cost: 3 | Ball Strength: 24


Ultra Ball: An ultra Poké Ball used to capture Pokémon.

Cost: 4 | Ball Strength: 30


Premier Ball: An elaborate Poké Ball that grants the captured Pokémon one (1) EC, MC, or AC of the trainer's choice when captured.

Cost: 4 | Ball Strength: 15


Luxury Ball: An extravagant Poké Ball with a reduced catch rate, but that grants the captured Pokémon two (2) EC, MC, or AC of the trainer's choice when captured.

Cost: 6 | Ball Strength: 12


Master Ball: A legendary Poké Ball that will capture any Pokémon without fail. Master Ball ignores the Max EN Modifier and Outside Capture Resistance variables.

Cost: — | Ball Strength: 310

Low-Cost Balls:


Cherish Ball: A Poké Ball that has an increased catch rate against legendary Pokémon.

Cost: 3 | Ball Strength: 12, 36 (Against legendary Pokémon)


Level Ball: A Poké Ball that has an increased catch rate if your Pokémon are more evolved than the target Pokémon. (Single Stage Pokémon are considered Second Stage, First Stage Pokémon out of Two or Three Stage Pokémon are still considered First Stage.)

Cost: 3 | Ball Strength: 36 (One Pokémon Two Stages Greater than Target), 21 (One Pokémon One Stage Greater than Target), 15 (Target Stage Equal)


Nest Ball: A Poké Ball that has an increased catch rate against weaker opponents.

Cost: 3 | Ball Strength: 36 (First Stage or Baby Pokémon), 18 (Second of Two Stages or Single Stage Pokémon), 15 (Third of Three Stages)

Mid-Cost Balls:


Dive Ball: A Poké Ball that has an increased catch rate against Pokémon in the Water 3 Egg Group.

Cost: 4 | Ball Strength: 15, 36 (Against Water 3 Egg Group)


Dream Ball: A Poké Ball that has an increased catch rate against Pokémon that are asleep.

Cost: 4 | Ball Strength: 15, 36 (Against sleeping Pokémon)


Dusk Ball: A Poké Ball that has an increased catch rate against Pokémon encountered in dark environments such as caves or at night time.

Cost: 4 | Ball Strength: 15, 36 (In Cave and Underground Arenas)


Fast Ball: A Poké Ball that has an increased catch rate against particularly fast Pokémon.

Cost: 4 | Ball Strength: 15, 36 (Base Speed Stat (before Natures) >=100)


Friend Ball: A Poké Ball that has an increased catch rate against Pokémon that evolve via happiness

Cost: 4 | Ball Strength: 15, 36 (Pokémon Species that evolve by or evolved from Happiness.)


Heavy Ball: A Poké Ball that has an increased catch rate against particularly heavy Pokémon.

Cost: 4 | Ball Strength: Target Weight Class * 6 (Max Value 36)


Love Ball: A Poké Ball that has an increased catch rate against Pokémon that are affected by an attraction to one of your Pokémon.

Cost: 4 | Ball Strength: 15, 36 (Attracted Target)


Lure Ball: A Poké Ball that has an increased catch rate against Pokémon in the Water 2 Egg Group)

Cost: 4 | Ball Strength: 15, 36 (Water 2 Egg Group)


Moon Ball: A Poké Ball that has an increased catch rate against any Pokémon that evolve by or from Moon Stone, or are in the Fairy Egg Group

Cost: 4 | Ball Strength: 15, 36 (Pokémon that evolve from or by Moon Stone, Fairy Egg Group)


Net Ball: A Poké Ball that has an increased catch rate against Pokémon in the Bug or Water-1 Egg Groups.

Cost: 4 | Ball Strength: 15, 36 (Bug or Water 1 Egg Groups)


Park Ball: A Poké Ball that has an increased catch rate against Pokémon found in City or Industrial Arena.

Cost: 4 | Ball Strength: 15, 36 (In City or Industrial Arenas)


Safari Ball: A Poké Ball that has an increased catch rate against Pokémon fought in tall grass.

Cost: 4 | Ball Strength: 15, 36 (In tall grass)


Sport Ball: A Poké Ball that has an increased catch rate against Pokémon fought in desert areas.

Cost: 4 | Ball Strength: 15, 36 (In Desert areas)

Premium Balls:


Heal Ball: A Poké Ball that heals its target for 50 HP and 50 EN when successful.

Cost: 8 | Ball Strength: 10


Quick Ball: A Poké Ball that has an increased ball strength against Pokémon when thrown earlier in combat. Quick Ball ignores the Outside Capture Resistance variable.

Cost: 10 | Ball Strength: 50, diminishes by 10 for each round of combat to a minimum of 5 (e.g. it's 40 at the start of Round 2, 30 at the start of round 3, etc.)


Repeat Ball: A Poké Ball that has an increased catch rate against Pokémon you have captured at some point in the past, including those species that you used to have but either traded or evolved. Repeat Ball ignores the Max EN Modifier variable.

Cost: 8 | Ball Strength: 15, 40 (Owned Pokémon species)


Timer Ball: A Poké Ball that has an increased catch rate based on the duration of the battle. Timer Ball ignores the Max EN Modifier variable.

Cost: 10 | Ball Strength: 5, increases by 5 for each round of combat to a maximum of 40 (e.g it's 10 at the start of Round 2, 15 at the start of Round 3, etc.)


Rewards

Players

As each battle in Anime-Style Simulator is commensurate with a regular ASB Battle—1 EC, 2 MC, 1 AC or 3 MC—and the standard amount of CC for each battle will be rewarded in each battle during the course of the challenge. The only difference in these battles tends to be turn order. The player does not keep any items or Pokémon they gain during a simulation, but they will gain the prize for that simulation when they win.

If a player forfeits a simulation, then they will forfeit all counters gained in the current battle. Any counters obtained prior to the forfeited battle are retained.

Referees

For battle simulations, the UC payout is 1.5 × Standard counters. For battles with an asymmetric amount of Pokémon per team, assume half the total Pokémon sent out for the format. For battles with an asymmetric number of Pokémon on the field at one time, take the side with the higher amount of Pokémon on the field and assume that format for the bonus payout (e.g. 3v1 is considered Triples). The global UC cap and the Brawl/Melee UC cap does not apply here.

For event simulations, the UC payout is update-based. The amount paid is the exact same as the TLR payout. Specifically:
-2 UC Base
-0.5 UC per Poké Ball thrown
-1 UC per Non-Combat Update / "Free Round" following a capture attempt
-1.5 UC per Combat Update with three or less active Pokémon on the field.
-2 UC per Combat Update with four to six active Pokémon on the field.
-2.5 UC per Combat Update with seven or more active Pokémon on the field.

Available Simulations

Battle Simulations

Magikarp Fisherman Fight
Brock Fight
Miror B. Fight

Event Simulations

Under Construction. We will get back to you when I get a good enough iteration going.

Rulings

  • Players can only partake in one simulation at a time.
  • To sign up, post indicating which simulation you are taking on, the backpack you are taking in, which Pokémon you are taking in, and what items they are holding if necessary.
  • If a player wins a simulation, then they will be listed as winning that simulation and will not be able to challenge that simulation for two months. They are however, free to challenge other simulations immediately.
  • If a player loses a simulation, then they must wait five days before signing up again. If a player is DQed from a simulation (The Player DQ time is two weeks), then they must wait two weeks before signing up again.
  • Sketch is banned from use unless the encounter specifically allows it.

--------------------

For now, signups are open for battle simulations only. Event Simulations on the other hand will be undergoing a new iteration as per feedback from the RP Committee and I will get an approvable enough simulation to eventually get enough layouts to test. I encourage you to test out the mechanics which is why I have three Battle Simulations ready. Anyhow, the three battle simulations that this beta will use in all its glory:

Fight Fisherman
Difficulty
: Easy
Team Restrictions: Players can bring four Pokémon with them.
Item Restrictions: Can bring up to 10 CC worth of non-held items, can bring up to one "rare items", can only bring four held items.



Battle Info
Format
: 6v4 Mixed
# Allowed Subs: 2
# Allowed Mega Evolutions: 1
Switch = OK
All Abilities
Items = ON
Player orders first R1.
Special Effects
: Challenger sends out one Pokémon at a time. Fisherman sends out three Pokémon at a time.

Arena: Magikarp Beach

A beach with a load of Magikarp in the water. Be careful about all the Magikarp splashing though.
  • Arena Type: Water's Edge (Nature Power: Bubble Beam)
  • Restrictions: No external grass source.
  • If three Magikarp use Splash at the same time, it will cause an attack called Tidal Wave. This is a 20 BAP Water-type Special Attack coming off the aggregate Sp. Attack Rank of the three Pokémon and hits all opponents. The move also causes the weather to change to Rain for the next four rounds.
[IMG]http://play.pokemonshowdown.com/sprites/bw/magikarp.png[/IMG]
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)

[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)

[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9

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

[B]ATTACKS[/B]
Flail
Splash
Tackle

Bounce

Bubble
Dragon Rage
Hydro Pump
Reversal
[IMG]http://play.pokemonshowdown.com/sprites/bw/magikarp.png[/IMG]
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)

[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)

[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9

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

[B]ATTACKS[/B]
Flail
Splash
Tackle

Bounce

Bubble
Dragon Rage
Hydro Pump
Reversal
[IMG]http://play.pokemonshowdown.com/sprites/bw/magikarp.png[/IMG]
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)

[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)

[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9

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

[B]ATTACKS[/B]
Flail
Splash
Tackle

Bounce

Bubble
Dragon Rage
Hydro Pump
Reversal
[IMG]http://play.pokemonshowdown.com/sprites/bw/magikarp.png[/IMG]
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)

[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)

[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9

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

[B]ATTACKS[/B]
Flail
Splash
Tackle

Bounce

Bubble
Dragon Rage
Hydro Pump
Reversal
[IMG]http://play.pokemonshowdown.com/sprites/bw/magikarp.png[/IMG]
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)

[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)

[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9

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

[B]ATTACKS[/B]
Flail
Splash
Tackle

Bounce

Bubble
Dragon Rage
Hydro Pump
Reversal
[IMG]http://play.pokemonshowdown.com/sprites/bw/magikarp.png[/IMG]
[B]Magikarp (M)
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)

[B]TYPE[/B]: Water
[B]ABILITIES[/B]: Swift Swim / Rattled (H)

[B]STATS[/B]
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 9

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

[B]ATTACKS[/B]
Flail
Splash
Tackle

Bounce

Bubble
Dragon Rage
Hydro Pump
Reversal


Prize: 10 UC (First Time Only), 1× Mystic Water (Always)

Fight Brock
Difficulty
: Medium
Team Restrictions: Players can bring three Pokémon with them. Players can only bring Pokémon whose EC and AC Counters are not full (Clarification: N/A AC will not count as full but N/A EC will).
Item Restrictions: Can bring up to 10 CC worth of non-held items, can bring up to one "rare items", can only bring three held items.
Other Restrictions: Players have the option of playing Camper Liam first. His data is in the below Hide Tag.


Battle Info
Format
: 3v2 Singles
# Allowed Subs: 2
# Allowed Mega Evolutions: 0
Switch = OK
All Abilities
Items = ON
Camper Ethan orders first R1.


Arena: Pewter Gym

The Pewter Gym in the Kanto Region! It is where you fight the Pewter Gym Leader for the Boulder Badge! Be careful though, the Pokémon in this arena are well versed in using Rock Tomb!
  • Arena Type: Rock / Structure (Nature Power: Power Gem)
  • Restrictions: No external grass source, No external water source, Rain, Hail, and Sun cannot be summoned.
  • Rock Tomb has two (2) extra BAP.

[IMG]http://play.pokemonshowdown.com/sprites/bw/geodude.png[/IMG]
[B]Geodude (M)
NATURE[/B]: Adamant (+1 Atk, -1 SpA)

[B]TYPE[/B]: Rock / Ground
[B]ABILITIES[/B]: Rock Head / Sturdy

[B]STATS[/B]
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 20
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

[B]ATTACKS[/B]
Defence Curl
Magnitude
Mud Sport
Rock Blast
Rock Polish
Rock Throw
Rollout
Self-Destruct
Smack Down
Tackle

Block
Endure
Flail
Focus Punch
Wide Guard

Fire Punch
Iron Defence
Stealth Rock
Superpower
Thunder Punch

Earthquake
Gyro Ball
Protect
Rock Slide
Sleep Talk
[IMG]http://play.pokemonshowdown.com/sprites/bw/sandshrew.png[/IMG]
[B]Sandshrew (M)
NATURE[/B]: Adamant (+1 Atk, -1 SpA)

[B]TYPE[/B]: Ground
[B]ABILITIES[/B]: Sand Veil

[B]STATS[/B]
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

[B]ATTACKS[/B]
Defence Curl
Fury Cutter
Fury Swipes
Magnitude
Poison Sting
Rapid Spin
Rollout
Sand Attack
Sand Tomb
Scratch
Slash
Swift

Counter
Endure
Flail
Metal Claw
Night Slash

Covet
Iron Tail
Knock Off
Stealth Rock
Super Fang

Earthquake
Protect
Rock Tomb
Sandstorm
Sleep Talk




Battle Info
Format
: 3v2 Singles
# Allowed Subs: 2
# Allowed Mega Evolutions: 0
Switch = OK
All Abilities
Items = ON
Player orders first R1.


Brock's Item Bag: 1× Potion

Arena: Pewter Gym

The Pewter Gym in the Kanto Region! It is where you fight the Pewter Gym Leader for the Boulder Badge! Be careful though, the Pokémon in this arena are well versed in using Rock Tomb!
  • Arena Type: Rock / Structure (Nature Power: Power Gem)
  • Restrictions: No external grass source, No external water source, Rain, Hail, and Sun cannot be summoned.
  • Rock Tomb has two (2) extra BAP.
[IMG]http://play.pokemonshowdown.com/sprites/bw/geodude.png[/IMG]
[B]Geodude (M) @ Hard Stone
NATURE[/B]: Adamant (+1 Atk, -1 SpA)

[B]TYPE[/B]: Rock / Ground
[B]ABILITIES[/B]: Rock Head / Sturdy / Sand Veil (H)

[B]STATS[/B]
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 20
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

[B]ATTACKS[/B]
Bulldoze
Defence Curl
Double-Edge
Earthquake
Explosion
Harden
Magnitude
Mud Sport
Rock Blast
Rock Polish
Rock Throw
Rollout
Self-Destruct
Smack Down
Stealth Rock
Stone Edge
Tackle

Block
Endure
Flail
Focus Punch
Hammer Arm
Wide Guard

Earth Power
Fire Punch
Iron Defence
Snore
Superpower
Thunder Punch

Gyro Ball
Protect
Rock Slide
Rock Tomb
Sandstorm
Sleep Talk
[IMG]http://play.pokemonshowdown.com/sprites/bw/onix.png[/IMG]
[B]Onix (M) @ Hard Stone
NATURE[/B]: Adamant (+1 Atk, -1 SpA)

[B]TYPE[/B]: Rock / Ground
[B]ABILITIES[/B]: Rock Head / Sturdy / Weak Armour (H)

[B]STATS[/B]
HP: 90
Atk: Rank 3 (+)
Def: Rank 7
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Size Class: 7
Weight Class: 6
Base Rank Total: 18

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

[B]ATTACKS[/B]
Bind
Curse
Dig
Double-Edge
Dragon Breath
Gyro Ball
Harden
Iron Tail
Mud Sport
Rage
Rock Polish
Rock Slide
Rock Throw
Sand Tomb
Sandstorm
Screech
Slam
Smack Down
Stealth Rock
Stone Edge
Tackle

Block
Defence Curl
Flail
Heavy Slam
Rock Blast
Rock Climb
Rollout
Rototiller

Ancient Power
Dragon Pulse
Earth Power
Endure
Iron Head
Mud-Slap
Snore
Substitute

Bide
Earthquake
Facade
Protect
Rock Tomb
Sleep Talk
Taunt
Torment


Prize: 10 UC (First Time Only), 1× Onix (If Camper Liam beaten first), 1× Hard Stone (Always)

Fight Miror B.
Difficulty
: Medium
Team Restrictions: Players can bring four Pokémon with them.
Item Restrictions: Can bring up to 10 CC worth of non-held items, can bring up to one "rare items", can only bring four held items.



Battle Info
Format
: 4v4 Doubles
# Allowed Subs: 3
# Allowed Mega Evolutions: 1
Switch = OK
All Abilities
Items = ON
Player orders first R1.


Miror B.'s Item Bag: 2× Super Potion

Arena: Ludicolo Pond

An arena that is basically made for Ludicolo with a pond and a bunch of grass. It is consistently raining.
  • Arena Type: Water's Edge (Nature Power: Bubble Beam)
  • Restrictions: Sun, Sandstorm, and Hail cannot be summoned.
  • Constant, unalterable rain. Air Lock has no effect.
[IMG]http://play.pokemonshowdown.com/sprites/bw/ludicolo.png[/IMG]
[B]Ludicolo (M) @ Mystic Water
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)

[B]TYPE[/B]: Water / Grass
[B]ABILITIES[/B]: Swift Swim / Rain Dish / Rattled (H)

[B]STATS[/B]
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

[B]ATTACKS[/B]
Absorb
Astonish
Bubble
Bubble Beam
Energy Ball
Fake Out
Fury Swipes
Giga Drain
Growl
Hydro Pump
Knock Off
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Uproar
Water Sport
Zen Headbutt

Counter
Flail
Leech Seed
Razor Leaf
Synthesis
Teeter Dance
Tickle
Water Gun

Fire Punch
Drain Punch
Focus Punch
Hyper Voice
Ice Punch
Icy Wind
Seed Bomb
Snore
Thunder Punch
Water Pulse

Blizzard
Dive
Focus Blast
Hidden Power (Rock)
Hyper Beam
Ice Beam
Protect
Sleep Talk
Substitute
Surf
[IMG]http://play.pokemonshowdown.com/sprites/bw/ludicolo.png[/IMG]
[B]Ludicolo (M) @ Miracle Seed
NATURE[/B]: Quiet (+1 SpA, -15% Spe, -10% Eva)

[B]TYPE[/B]: Water / Grass
[B]ABILITIES[/B]: Swift Swim / Rain Dish / Rattled (H)

[B]STATS[/B]
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

[B]ATTACKS[/B]
Absorb
Astonish
Bubble
Bubble Beam
Energy Ball
Fake Out
Fury Swipes
Giga Drain
Growl
Hydro Pump
Knock Off
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Uproar
Water Sport
Zen Headbutt

Counter
Flail
Leech Seed
Razor Leaf
Synthesis
Teeter Dance
Tickle
Water Gun

Fire Punch
Drain Punch
Focus Punch
Hyper Voice
Ice Punch
Icy Wind
Seed Bomb
Snore
Thunder Punch
Water Pulse

Blizzard
Dive
Focus Blast
Hidden Power (Rock)
Hyper Beam
Ice Beam
Protect
Sleep Talk
Substitute
Surf
[IMG]http://play.pokemonshowdown.com/sprites/bw/ludicolo.png[/IMG]
[B]Ludicolo (M) @ Mystic Water
NATURE[/B]: Modest (+1 SpA, -1 Atk)

[B]TYPE[/B]: Water / Grass
[B]ABILITIES[/B]: Swift Swim / Rain Dish / Rattled (H)

[B]STATS[/B]
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

[B]ATTACKS[/B]
Absorb
Astonish
Bubble
Bubble Beam
Energy Ball
Fake Out
Fury Swipes
Giga Drain
Growl
Hydro Pump
Knock Off
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Uproar
Water Sport
Zen Headbutt

Counter
Flail
Leech Seed
Razor Leaf
Synthesis
Teeter Dance
Tickle
Water Gun

Fire Punch
Drain Punch
Focus Punch
Hyper Voice
Ice Punch
Icy Wind
Seed Bomb
Snore
Thunder Punch
Water Pulse

Blizzard
Dive
Focus Blast
Hidden Power (Rock)
Hyper Beam
Ice Beam
Protect
Sleep Talk
Substitute
Surf
[IMG]http://play.pokemonshowdown.com/sprites/bw/ludicolo.png[/IMG]
[B]Ludicolo (M) @ Miracle Seed
NATURE[/B]: Modest (+1 SpA, -1 Atk)

[B]TYPE[/B]: Water / Grass
[B]ABILITIES[/B]: Swift Swim / Rain Dish / Rattled (H)

[B]STATS[/B]
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

[B]ATTACKS[/B]
Absorb
Astonish
Bubble
Bubble Beam
Energy Ball
Fake Out
Fury Swipes
Giga Drain
Growl
Hydro Pump
Knock Off
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Uproar
Water Sport
Zen Headbutt

Counter
Flail
Leech Seed
Razor Leaf
Synthesis
Teeter Dance
Tickle
Water Gun

Fire Punch
Drain Punch
Focus Punch
Hyper Voice
Ice Punch
Icy Wind
Seed Bomb
Snore
Thunder Punch
Water Pulse

Blizzard
Dive
Focus Blast
Hidden Power (Rock)
Hyper Beam
Ice Beam
Protect
Sleep Talk
Substitute
Surf


Prizes: 10 UC (First Time Only), 1× Water Stone + 1× Lotad (Always)


For this beta I will referee one player for each different simulation so there are three simulations going on. I will leave signups open for a day or two and then handpick the lucky players to be part of the beta test. Make sure your signup is legal; illegal signups based on those that do not meet the rules set out by the simulation will not be picked.

I may do a second beta run of each simulation if necessary. And again, Event Simulations will come at a later date. Just a TLR-style signup will suffice.

Have fun!
 
signing up for mirror B fight
2x Super Potions
2x Ethers
1x Elixer


Tomohawk (Kain Highwind) (M)
Types:
Flying:
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.
Fighting: Ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Abilities:
Intimidate:
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.
Command: Activate Intimidate - 5 En - Lowers all foes' Attack by one (1) stage. Only usable if a foe entered play this round.
Prankster: The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks a +1 increase in priority level.
Justified (H): This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Nature: Modest (-Atk, +SpAtk)


Stats:
HP:
110
Atk: 1 (-)
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 4
AC: 5/5
Attacks:
Level Up

Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Scratch
Fury Swipes
Baby-Doll Eyes
Harden
Focus Energy
Rock Smash
Roar
Noble Roar
Rain Dance
Earth Power
Air Slash
Submission
Heat Wave
Hyper Voice
Sky Drop
Rest
Hurricane
Healing Wish
Superpower

Egg
Roost
Stealth Rock
Rapid Spin
Confuse Ray
Yawn
Haze
Baton Pass
Air Cutter

TM/HM
Focus Blast
Grass Knot
Bulldoze
Hidden Power (Ice)
Taunt
Protect
Reflect
Substitute
Grass Knot
Fly
Hyper Beam
Solarbeam
Toxic
Sleep Talk
Rock Tomb
Quash
Incinerate
Double Team
Swagger
Echoed Voice
Earthquake
Thief
Uproar
Secret Power
Nature Power
Safeguard

Move Tutor
Stealth Rock
Tailwind
Snatch
Sky Attack
Drain Punch
Focus Punch
Bounce


Dragonite (Bahamut) (Male)
Type:
Dragon: -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Flying: 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.

Abilities:
Inner Focus: 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.
Multiscale (H): This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.

Nature: Quiet: +1 SpA, Speed ÷ 1.15, -10% Evasion

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 22

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

Moves: [120/120]=8 CC

Aerial Ace
Agility
Air Cutter
Aqua Jet
Aqua Tail
Attract
Bide
Bind
Blizzard
Body Slam
Brick Break
Bubblebeam
Bulldoze
Captivate
Confide
Curse
Cut
Defog
Detect
Dive
Double Team
Double-Edge
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
DynamicPunch
Earthquake
Endure
Extreme Speed
Facade
Fire Blast
Fire Punch
Flamethrower
Flash
Fling
Fly
Focus Blast
Focus Punch
Frustration
Fury Cutter
Giga Impact
Hail
Haze
Headbutt
Heal Bell
Heat Wave
Hidden Power (Grass)
Hone Claws
Horn Drill
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Incinerate
Iron Head
Iron Tail
Leer
Light Screen
Mimic
Mist
Mud Slap
Natural Gift
Ominous Wind
Outrage
Power-up Punch
Protect
Rage
Rain Dance
Razor Wind
Reflect
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Safeguard
Sandstorm
Secret Power
Shock Wave
Skull Bash
Sky Drop
Slam
Sleep Talk
Snore
Steel Wing
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Supersonic
Surf
Swagger
Swift
Tailwind
Take Down
Thunder
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Twister
Water Gun
Water Pulse
Waterfall
Whirlpool
Whirlwind
Wing Attack
Wrap
Zap Cannon


Togekiss (Chocobo) (Female)
Types:
Fairy
: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Flying: 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.
Abilities:
Hustle
: No default effect. When toggled, this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack's secondary effects. (eg paralysis from Thunderbolt)
Super Luck (H): This Pokemon's natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 50% of the time.
Nature: Timid: (+15% Spe, -1 Atk, +10% Accuracy)

Stats:
HP:
100
Atk: 1 (-)
Def: 3
SpA: 5
SpD: 4
Spe: 92 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 9/9
MC: 1
AC: 5/5
Attacks:
Level Up

After You
Extremespeed
Sky Attack
Aura Sphere
Air Slash
Growl
Charm
Metrenome
Sweet Kiss
Yawn
Encore
Follow Me
Bestow
Wish
AncientPower
Fairy Wind
Magical Leaf
Safeguard
Baton Pass
Double Edge

Egg
Nasty Plot
Extrasensory
Future Sight
Secret Power
Stored Power
Psycho Shift

TM/HM:
Dazzling Gleam
Flamethrower
Psyshock
Thunder Wave
Shadow Ball
Substitute
Protect
Hidden Power (Ground)
Endure
Solarbeam
Light Screen
Fire Blast
Reflect
Grass Knot
Incinerate
Fly
Zap Cannon

Move Tutor
Body Slam
Endeavor
Magic Coat
Counter
Heal Bell
Tailwind
Signal Beam


Delibird (Blizzaga) (M)
Types:
Ice:
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
Flying: 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.

Abilities:
Vital Spirit:
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 Defense and Special Defense each is increased by one (1) Rank permanently, and its BRT is increased by two (2) ranks.
Hustle: At default this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. When toggled, no effect.
Insomnia (H):
This Pokemon is 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 Insomnia also has Vital Spirit, its Attack and BRT are increased by one (1) Rank and its accuracy is raised by one (1) stage permanently.

Nature: Naive (+15% Speed, +9% Accuracy, -1 SpD)

Stats:
HP:
90
Atk: 2 (3 In+Vs)
Def: 2 (3 In+Vs)
SpA: 3
SpD: 1 (2 In+Vs) (-)
Spe: 87 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 14 (17 In+Vs)
EC: -/-
MC: 0
AC: 5/5
Attacks:
Level Up

Present

Egg
Destiny Bond
Fake Out
Freeze Dry
Ice Shard
Rapid Spin
Spikes
Rapid Spin
TM/HM
Frost Breath
Blizzard
Aerial Ace
Protect
Substitute
Endure
Avalanche
Pluck
Focus Punch
Water Pulse
Defog
Fly
Rest
Sleep Talk
Brick Break
Toxic
Hidden Power (Electric)
Thief
Power Up Punch
Double Team
Hail

Move Tutor
Gunk Shot
Ice Punch
Seed Bomb
Signal Beam
Sky Attack
Icy Wind
Counter
 
Edit: Derp! I Guess I will signup for Fisherman fight then.

Signing up for Fisherman fight.

Purchasing:
2 Super Potion [4 CC]
1 Elixir [4 CC]

3x Super Potion (One from Profile)
1x Elixir

1x Hyper Potion

1x Life Orb
1x Weakness Policy
1x Everstone
1x Expert Belt

Dedenne (Jerry) Male
Type: Electric / Fairy
Nature: Modest (+1 SpA, -1 Atk)

Abilities: Cheek Pouch / Pickup / Plus (LOCKED)

Stats:
HP: 100
Atk: 1 (-)
Def: 2
SpA: 4 (+)
SpD: 3
Spe: 101
Size Class: 1
Weight Class: 1
Base Rank Total: 17

EC: -/-
MC: 0
AC: 1/5

Attacks:
Level Up:


Charge
Charm
Nuzzle
Parabolic Charge
Tackle
Tail Whip
Thunder Shock
Thunder Wave
Thunder
Volt Switch

Egg:

Covet
Eerie Impulse
Helping Hand
Natural Gift

TM:
Dig
Grass Knot
Substitute
Protect
Thief
Toxic
U-Turn

Tutor:
Electroweb
Magnet Rise
Signal Beam
Super Fang

Tropius (Bwoman) Female
Type: Grass / Flying
Nature: Quite (+1 SpA, -Spe, -10% Evasion)

Abilities: Chlorophyll / Solar Power / Harvest (LOCKED)

Stats:
HP: 110
Atk: 3
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 44 (-) (-10% Evasion)
Size Class: 4
Weight Class: 4
Base Rank Total: 18

EC: -/-
MC: 0
AC: 1/5

Attacks:
Level Up:


Air Slash
Bestow
Growth
Gust
Leaf Storm
Leer
Magical Leaf
Natural Gift
Razor Leaf
Solar Beam
Stomp
Sweet Scent
Synthesis
Whirlwind

Egg:

Bullet Seed
Curse
Leech Seed
Razor Wind
Leaf Blade

TM/HM:
Bulldoze
Earthquake
Endure
Defog
Fly
Hyper Beam
Protect
Roar
Roost
Sunny Day

Tutor:
Giga Drain
Seed Bomb
Tailwind

Molly | Mollux (F)
_______________________________
Molly loves to play with fire, but she is very conscious of her skin as it is always dry.

[Nature]
Bold (+1 Def, -1 Atk)

[Type]
Fire / Poison

Fire STAB; immune to burn status. Brighten Command.

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.

[Abilities]
Dry Skin

Dry Skin
(Passive, Mold Breaker affects - No)
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

Illuminate (✓)
(Toggle, Mold Breaker affects - No)
At default this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack. When toggled, no effect.

[Stats]
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20

[Counters]
EC: N | A
AC: 0 | 5
MC: 0
KOC: 0

[Attacks]

Level Up ( 9 / 19 )
Bide(d*1.75, 6+D/2) | Ember(7,2) | Water Gun (4,3) | Acid(7,2) | Withdraw(5) | Acid Spray (7,4) | Confuse Ray(5) | Clear Smog(8,3) | Lava Plume(11,5) |

Egg ( 5 / 6 )
Aqua Ring(+24 HP,9) | Fire Spin(7,4) | Heal Pulse(+20,14) | Rapid Spin(4,6) | Venom Drench (7)

Prev Gens (Tutor / TM / HM) ( 0 / x )

Gen 6 TM/HM/Tutor ( 5 / x )
Protect(7 + D/2.5) | Thunder(11,8) | Solar Beam (12, 8) | Sludge Bomb(12,6) | Fire Blast(14,7) |

Cradily (Dez Vase) Female
Type: Rock / Grass
Nature: Quiet (+SpA, -15% Speed, -10% Evasion)
Abilities: Suction Cups / Storm Drain

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 37 (-10% Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Level Up:

Acid
Ancient Power
Astonish
Brine
Confuse Ray
Constrict
Gastro Acid
Giga Drain
Ingrain
Wring Out
Swallow
Spit Up
Stockpile

Egg:
Barrier
Endure
Mega Drain
Mirror Coat
Recover

TM:
Bullet Seed
Grass Knot
Hidden Power (Fighting)
Infestation
Protect
Rest
Rock Slide
Sandstorm
Sleep Talk
Sludge Bomb
Smack Down
Solar Beam
Substitute
Toxic

Hyper Beam
Frustration
Earthquake
Stone Edge
Bulldoze
Rock Smash
Double Team
Rock Tomb

Natural Gift

Tutor:
Earth Power
Pain Split
Seed Bomb
Stealth Rock

String Shot
 
Last edited:
Sure, I'll sign up for the Fisherman fight! I have a few items from an older TLR that I'll bring with me, so I won't spend any CC.

2x Potion
2x Ether
1x Revive

Held Items:
Salamencite
Rare Candy
Big Root
Smoke Ball


Exploud:

Exploud [Shriek] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type:
Normal


Abilities:
Soundproof/Scrappy (H)


Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 59 (68/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks (41/99):
Level Up*:
Astonish
Bite
Boomburst
Crunch
Fire Fang
Howl
Hyper Beam
Hyper Voice
Ice Fang
Pound
Rest
Roar
Screech
Sleep Talk
Stomp
Supersonic
Synchronoise
Thunder Fang
Uproar

Egg:
Circle Throw
Endeavor
Extrasensory
Hammer Arm
Smoke Screen

Tutor:
Counter
Low Kick
Zen Headbutt

TM:
Brick Break
Double Team
Earthquake
Flamethrower
Focus Blast
Ice Beam
Protect
Rock Slide
Shadow Ball
Substitute
Surf
Taunt
Torment
Toxic


Salamence:

Salamence [Bahamut] (Male)
Nature: Lonely (+ to Attack; - from Defense)



Ability:
Aerialate


Stats:
HP: 100
Atk: Rank 7 (+)
Def: Rank 4 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 120
Size Class: 4
Weight Class: 5
Base Rank Total: 27


Type
Dragon/Flying


Abilities:
Intimidate/Moxie (H)


Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22

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

Attacks (36/85):
Level Up*:
Bite
Crunch
Double Edge
Dragonbreath
Dragon Claw
Dragon Tail
Ember
Fire Fang
Fly
Focus Energy
Headbutt
Leer
Rage
Scary Face
Thunder Fang
Zen Headbutt

Egg:
Dragon Dance
Dragon Pulse
Endure
Hydro Pump
Shadow Claw
Twister

Tutor:
Draco Meteor
Heat Wave
Outrage
Refresh
Roost

TM:
Brick Break
Defog
Earthquake
Fire Blast
Protect
Rock Slide
Shadow Claw
Substitute

Event:
Wish


Roserade:

Roserade(*) [Alurani] (F)
Nature: Timid (Multiples Base Speed by 1.15 and provides a 12% flat accuracy boost on all attacks. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)

Type:
Grass/Poison


Abilities:
Natural Cure/Poison Point/Technician (H)


Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 104 (90*1.15^)
Size Class: 2
Weight Class: 2
Base Rank Total: 20

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

Attacks (43/77):
Absorb(*)
Aromatherapy
Giga Drain
Grasswhistle
Grassy Terrain
Growth(*)
Leech Seed
Magical Leaf
Mega Drain(*)
Petal Dance
Poison Sting
Stun Spore(*)
Sweet Scent
Synthesis
Toxic
Toxic Spikes
Venom Drench
Water Sport(*)
Weather Ball
Worry Seed(*)

Extrasensory
Leaf Storm(*)
Pin Missile
Sleep Powder (*)
Spikes (*)

Mimic

Confide
Cut
Dazzling Gleam
Double Team
Endure
Energy Ball
Flash
Grass Knot
Hidden Power Ground
Hyper Beam
Protect(*)
Shadow Ball(*)
Sludge Bomb(*)
Solarbeam
Substitute
Sunny Day
Venoshock

Special Moves:
Dispel


Dragalge:

Dragalge [Algaeon] (M)
Nature: Timid (+15% Speed, +5% Accruacy, -1 Attack)

Type:
Poison/Dragon


Abilities:
Poison Point/Poison Touch/Adaptability (H)


Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 5
Spe: 51 (44*1.15) (+5%)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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

Attacks (32/49):
Level Up*:
Acid
Aqua Tail
Bubble
Camouflage
Double Team
Dragon Pulse
Dragon Tail
Feint Attack
Hydro Pump
Poison Tail
Sludge Bomb
Smokescreen
Tackle
Tail Whip
Toxic
Twister
Water Gun
Water Pulse

Egg:
Acid Armor
Haze
Play Rough
Toxic Spikes
Venom Drench

Tutor:
Draco Meteor

TM:
Double Team
Protect
Shadow Ball
Sludge Wave
Substitute
Thunderbolt
Venoshock
Waterfall


Notice: As of this posting Exploud is awaiting a Prize Claim Approval.
 
challenging with crapmons

spending 1 UC for one potion

brock
x1 potion

x1amulet coin
x1 rare candy
x1 exp. share

mons
cupra@amulet coin

Cupra [Female] [Dare]
Types: Bug/Psychic

Abilities::
Shield Dust/Keen Eye/Illusion (H)

Nature: Quiet(+1 SpA, Spe/1.15, -10% Evasion)

Stats:
HP: 90
Atk: 2
Def: 2
SpA: 4 (+)
SpD: 2
Spe: 38 (-)
Size Class:
1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Level Up
Tackle
String Shot
Sunny Day
Bug Bite
Heal Pulse
Confusion

Egg
Bug Buzz
Close Combat
Counter
Disable
Feint

TM/HM
Psyshock
Toxic
Protect
Double Team
Substitute

froakie@rare candy

Froakie [Female] [Blockade]
Types: Water

Abilities::
Torrent / Protean (H)

Nature: Hasty(Spe *1.5, +23% Accuracy, -1 Def)

Stats:
HP: 90
Atk: 2
Def: 1 )-)
SpA: 3
SpD: 2
Spe: 82 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Attacks:
Level Up
Pound
Growl
Bubble
Quick Attack
Lick
Water Pulse
Smokescreen
Round
Fling
Smack Down
Bounce
Substitute
Double Team

Hydro Pump

Egg
Bestow
Camoflauge
Mind Reader
Toxic Spikes
Mud Sport
Water Sport

TM/HM
U-Turn
Protect
Dig
Taunt
Toxic
-not going to list the locked ones-

gastly@exp share

Gastly [Male] [Sill]
Types: Ghost/Poison

Abilities::
Levitate

Nature: Naive(Spe *1.5, +29% Accuracy, -1 SpD)

Stats:
HP: 90
Atk: 2
Def: 2
SpA: 4
SpD: 1
Spe: 92 (+)
Size Class: 3
Weight Class: 1
Base Rank Total: 15

EC: 0/9
MC: 0
AC: N/A

Attacks:
Level Up
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch

Egg
Clear Smog
Disable
Grudge
Haze
Astonish

TM/HM
Sludge Bomb
Double Team
Toxic
Protect
Substitute
 
Last edited:
Ok, signing up for the Fisherman battle before IAR kills someone or something.

EDIT: Oh, and buying 2 Super Potions and 2 Ethers, I guess.


Tommy (Gallade (M))
Nature: Jolly (+Spe, +10% accuracy, -SpA)

Type:

- Psychic: Psychic STAB; 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.

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

Abilities:

- Steadfast (Passive): If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

- Justified (Passive) (UNLOCKED): This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 92 (+10% accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 1
AC: 5/5
KOC: 0



Moves (59/??):

- Brick Break
- Calm Mind
- Close Combat
- Confusion
- Dazzling Gleam
- Destiny Bond
- Disable
- Disarming Voice
- Double Team
- Drain Punch
- Draining Kiss
- Earthquake
- Encore
- Endure
- False Swipe
- Feint
- Fire Punch
- Focus Punch
- Fury Cutter
- Giga Impact
- Growl
- Heal Pulse
- Helping Hand
- Hypnosis
- Knock Off
- Leaf Blade
- Leer
- Light Screen
- Low Kick
- Low Sweep
- Lucky Chant
- Magic Coat
- Magical Leaf
- Memento
- Night Slash
- Pain Split
- Protect
- Psychic
- Psycho Cut
- Quick Guard
- Reflect
- Safeguard
- Skill Swap
- Slash
- Snatch
- Stored Power
- Substitute
- Taunt
- Teleport
- Thunder Wave
- Torment
- Toxic
- Trick
- Trick Room
- Wide Guard
- Will-O-Wisp
- Wish
- Zen Headbutt


... I'll be honest, I liked Bayleef more.
Sara (Meganium (F))
Nature: Modest (+SpA, -Atk)

Type:

- Grass: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.

Bloom Command: For the next six (6) actions, this Pokemon's "Grass," "Powder," and "Seed" status-moves will have fifteen (15) added points to their Base Accuracy (e.g. Grass Whistle goes from 55 Base Acc to 70 Base Acc). 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

Abilities:

- Overgrow (Passive): When this Pokemon's HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solar Beam from 12 to 14)

- Leaf Guard (Passive) (UNLOCKED): In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 80
Size Class: 4
Weight Class: 5
Base Rank Total: 20

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



Moves (24/??):
- Aromatherapy
- Counter
- Energy Ball
- Grass Knot
- Grass Pledge
- Grassy Terrain
- Growl
- Heal Pulse
- Leaf Storm
- Leech Seed
- Light Screen
- Magical Leaf
- Natural Gift
- Petal Blizzard
- Poison Powder
- Protect
- Razor Leaf
- Reflect
- Safeguard
- Solar Beam
- Substitute
- Synthesis
- Tackle
- Toxic


Tacos (Ludicolo (M))
Nature: Quiet (+SpA, -Spe, -10% evasion)

Type:

- 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.

- Grass: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.

Bloom Command: For the next six (6) actions, this Pokemon's "Grass," "Powder," and "Seed" status-moves will have fifteen (15) added points to their Base Accuracy (e.g. Grass Whistle goes from 55 Base Acc to 70 Base Acc). 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

Abilities:

- Swift Swim (Passive): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

- Rain Dish (Passive): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

- Own Tempo (Passive) (UNLOCKED): 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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60 (-) (-10% evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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



Moves (26/??):
- Absorb
- Astonish
- Bubble
- Bubble Beam
- Counter
- Dive
- Energy Ball
- Fake Out
- Flail
- Fury Swipes
- Giga Drain
- Grass Knot
- Growl
- Leech Seed
- Mega Drain
- Mist
- Natural Gift
- Nature Power
- Rain Dance
- Razor Leaf
- Seed Bomb
- Solar Beam
- Surf
- Toxic
- Water Gun
- Water Sport


Iron Thorn (Ferrothorn (M))
Nature: Brave (+Atk, -Spe, -10% evasion)

Type:

- Grass: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.

Bloom Command: For the next six (6) actions, this Pokemon's "Grass," "Powder," and "Seed" status-moves will have fifteen (15) added points to their Base Accuracy (e.g. Grass Whistle goes from 55 Base Acc to 70 Base Acc). 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

- Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.

Abilities:

- Iron Barbs (Passive): When struck with a contact attack, this Pokemon's abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

- Anticipation (Passive) (UNLOCKED): This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Self-Destruct, and Explosion by two (2).

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 17 (-) (-10% evasion)
Size Class: 2
Weight Class: 5
Base Rank Total: 19

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



Moves (36/??):

- Acid Spray
- Bullet Seed
- Curse
- Endeavor
- Explosion
- Facade
- Giga Drain
- Grass Knot
- Gravity
- Gyro Ball
- Harden
- Ingrain
- Iron Defense
- Iron Head
- Knock Off
- Leech Seed
- Magnet Rise
- Metal Claw
- Payback
- Pin Missile
- Poison Jab
- Power Whip
- Protect
- Rest
- Rock Climb
- Rollout
- Seed Bomb
- Self-Destruct
- Shadow Claw
- Sleep Talk
- Spikes
- Substitute
- Tackle
- Thunder Wave
- Toxic
- Worry Seed
 
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