Type: Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities: Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Background: Frenzy is a brute. He goes in and out, launching quick and powerful attacks, leaving the opponent maimed and out cold. He often does the dirty work of the team.
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities: Illuminate:
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
Command: (Ability: Illuminate)
Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic: (DW)
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Background: A high-pitched whining noise. A flash. A massive roar as the beam of energy launches into his opponent, knocking it into next week. Optimus often relies on Soundwave to help cover his weaknesses, just as Soundwave does for Optimus.
Bec
Honchrow (Bec) (F) Nature *Quiet: (+ SAtk, -Spe, -10 Evasion) http://cdn.bulbagarden.net/media/upl...Spr_5b_430.png Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying: *Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities
Insomnia
Type: Inate
This Pokemon is immune to sleep induced by other Pokemon. It's 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 accuracy is raised by one (1) stage permanently.
Super Luck
Type: Inate:
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 25% of the time.
DW: Moxie
Type: Inate
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Moves:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Swagger
Dark Pulse
Night Slash
Sky Attack
Mirror Move
Roost
Brave Bird
Shadow Ball
Psychic
Protect
Thunder Wave
Heat Wave
Superpower
Background: Bec loves power. Even if his opponents are tough enough to take his strong physical attacks, they won't be able to do anything when Bec launches a powerful Heat Wave or Dark Pulse.
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Steadfast
Type: (Innate)*
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Justified (DW)
Type: (Innate)
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 by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Rebound
Type: (Innate)*
When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain
(Innate)*
This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost (DW)
Type: (Innate)*
This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
Water:*Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting:*Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Unaware
Type: (Innate)*
When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (DW)
Type: (Can be disabled)*
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Types: Ghost/Steel Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Types: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. Damp (DW LOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Types: 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. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round. Justified: (Innate) 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 by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Moves:
Leaf Blade
Night Slash
Double Team
Fury Cutter
Slash
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Hypnosis
Imprison
Protect
Feint
Helping Hand
Close Combat
Encore
Will-O-Wisp
Disable
Shadow Sneak
Confuse Ray
Pain Split
ThunderPunch
Fire Punch
Ice Punch
Magic Coat
Helping Hand
Zen Headbutt
Skill Swap
Drain Punch
Snatch
Icy Wind
Knock Off
Endure
Mimic
Nature: Jolly (15% increase to speed, 1 stage decrease to SpA, 22% flat acc boost to attacks) Type: Dark/Water Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
moves:
Leer
Drill Run
Peck
Horn Attack
Bite
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Body Slam
Dig
Crunch
Bounce
Megahorn
Encore
Fake Out
Dive
Sucker Punch
Superpower
Fire Fang
Thunder Fang
Double-Edge
Taunt
Protect
Substitute
Earthquake
Snatch
Dragon Tail
U-turn
Rock Slide
Rest
Sleep Talk
Smack Down
35 moves
Pyroak
http://cap.smogon.com/Sprites/frontnormal-mpyroak.png
(Pyroak) Ambrose (M) Nature: Brave (+1 atk, -8 spe, -10% flat evasion) Types: Grass / Fire Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Nature: Jolly (+15% spe, +14 acc boost, -1 SpA) Types: Ground / Flying Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Sand Veil: (Innate) 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. Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Turn order:
Complications chooses his first pokemon
Pwnemon chooses his pokemon and orders
Complications orders
I ref
Complications
Oct 2nd, 2012 10:25:36 PM
http://i1219.photobucket.com/albums/...g?t=1348792193
"Huh? What?" *Unplugs headphones, but Supremacy continues to play.*
"Hmm... My Slawter may be a bit older, but Rodney is far better-trained."
(Thank god the demon Sableye isn't here.)
"Okay, let's start with my... Pride and joy. Let's go Pride!" http://www.ivnbvn.com/pixels/nautacur2.png
"My name is justly earned, for I am the greatest warrior in all the land, even in this stage."
Pwnemon
Oct 2nd, 2012 10:44:05 PM
Let's go ambrose!
"second greatest"
Wood Hammer ~ SolarBeam ~ Wood Hammer
IF yawn or smokescreen and sub not up and not taunted, Sub(15) and pushback
That privatyke should be 30 base speed, as speed reduction always rounds down
Round 1: In which Maxim is told to ref or get lynched.
Skipping flavor for now.
Calculations
Pre-Round: Rolls:
d16 for Crits
d100 for other
d2 for speed ties
Other dice as needed.
Action One: Pyroak used Wood Hammer
To Crit: [1=Yes]=4=No
Damage: [10+5+3+1.5]*1.5=29.25
[29.25 Damage Pr] [-8.5 Energy Py]
Privatyke used Waterfall
To Crit: [1=Yes]=6=No
Damage: [8+3]=11
[11 Damage Py] [-5 Energy Pr]
Action Two: Pyroak used Solarbeam
He was taking in sunlight
Privatyke used Rock Blast
To Hit: Irrelevant due to speed nature
# of hits: [d6: 1-2=2 Hits, 3-4=3 hits, 5=4 hits, 6=5 hits]=2
To Crit: [1=Yes]=6,3
Damage: [3*2]*1.5=9
[9 Damage Py] [-7 Energy Pr]
Pyroak's attack was canceled
Action Three: Pyroak used Wood Hammer
To Crit: [1=Yes]=12=No
[29.25 Damage Pr] [-8.5 Energy Py]
Privatyke used Waterfall
To Crit: [1=Yes]=4=No
Damage: [8+3]=11
[11 Damage Py] [-5 Energy Pr]
Totals: Pyroak: 31 Damage, -17 Energy
Privatyke: 59 Damage, -17 Energy
Turn order:
Complications orders
Pwnemon orders
I ref.
Complications
Oct 8th, 2012 9:44:40 PM
Privatyke: I see that our situation is a poor one.
Complications: that it is, but let us make the most of it. Waterfall+Waterfall-Cooldown (Waterfall)-Waterfall+Aqua Jet
If Pyroak uses Protect, use Recover and push actions back.
If Pyroak uses a combo A1, change A1 to Waterfall+Aqua Jet
Round 3: Wherein the Pirate drops to the bottom of the ocean. And Maxim gets burned to a crisp.
Calculations
Action One: Pyroak used Absorb
To Crit: Irrelevant
Damage: [4+3+1.5]*1.5=12.75
HP Drain: [12.75/2]=6.375
[12.75 Damage Pr] [+6.375 HP Py] [-5 Energy Py]
Privatyke fainted!
Action One: Gengar used Sludge Bomb
To Crit: Irrelevant due to Battle Armor
To Poison: [30>= Yes]=44=No
Damage: [9+3+3]*1.5=22.5
[22.5 Damage P] [-6 Energy G]
Pyroak used Substitute
A 20 HP Substitute was made!
[-20 HP P] [+20 HP PSub] [-18 Energy P]
Action Two: Gengar used Confuse Ray
But it failed.
[-4 Energy]
Pyroak used Leech Seed
To Hit: [10>= Miss]=87=Hit
Gengar was seeded!
[-9 Energy P]
HP Drain: [90*.033]=2.97~3
[-3 HP G] [+3 HP P]
Action Three: Gengar used Confuse Ray
But it failed
[-8 Energy G]
Pyroak used Light Screen
Pyroak's team was protected from special attacks for 6 actions
[-8 Energy P]
[-3 HP G] [+3 HP P]
Totals: Pyroak: 37 Damage, 20 HP Sub, -35 Energy
Gengar: 6 Damage, -18 Energy
Turn order:
Complications orders
Pwnemon orders
I ref
Complications
Nov 2nd, 2012 5:51:27 AM
Let's see if this works... Disable (Chill)-Pain Split-Slidge Bomb
If Pyroak uses Protect A1, change actions to Chill-Disable (Chill)-Pain Split
Pwnemon
Nov 2nd, 2012 11:24:38 PM
Quote:
Originally Posted by Fat irc
Pwnemon: btw are you allowed to Disable (chill)
[11:22pm] Objection: I don't think so pwne
which backs up what the DAT says:
Quote:
Originally Posted by Fat dat
The Pokemon focuses on the memory of one of the foe's last three (3) actions, and uses telepathic powers to erase the memory of that attack from the opponent.
Chill is a command, not an attack
It also makes logical sense "oops i forgot how to not move how did that happen"