RULES Battle Type: 2v2 Doubles DQ Time: 2 Days (48 hour period) Restoration: 2 Recoveries/5 Chills Substitutions: Two Items: Training Abilities: All Music: TBA Arena: Mr. Heefloot's Magical Type Shop
Mr. Heefloot's Magical Type Shop
Field Type = Neutral
Complexity = Moderate
Format = Eh, whatever
No Restrictions on anything
Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.
The arena is nothing special, but Mr.Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.0), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .29). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs!
Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff. Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label. Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type. Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual. Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item. Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss. Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head. Torch: Light up your favorite pal, and voila! Instant fire-type! Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast... Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone! Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin. Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train? Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier. Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills. Rusty Ghostbuster: Even Mr.Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon! Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested. Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are a well-trained strongmon.
Houdin the Alakazam
Alakazam* (Houdin) Male ♫ Nature: Timid (-Atk, +Spe, +22% accuracy) 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner. Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Magic Guard (DW ability- UNLOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Nature: Lonely (+Atk, -Def) Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Shell Armor: (Innate) This Pokemonís thick, bony outer shell prevents it from taking critical hits. Skill Link: (Innate) This Pokemonís skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3) Overcoat (DW ability- LOCKED): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Type: Dark/Ground 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 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities: Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. 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 (DW UNLOCKED): (Innate) This Pokemonís 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.
Type: Water/Flying Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain. Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only receives 25% of the damage that attack would do to itself. Water Veil(DW)(Locked): (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Much like in waterwarrior's other match, both Houdin the Alakazam and Frozone the Shellder are both holding EXP. Shares. However, waterwarrior is free to equip his Pokemon with the magical items of Mr. Heefloot.
waterwarrior sends out his Pokemon and enchants their types. LockDown sends out after, equips items, enchants their types, and attacks first. waterwarrior attacks after.
Nov 12th, 2012 10:18:44 AM
I'm sorry guys, but I'm going to have to hurt you guys a little bit before we even start this...
Houdin gets the Prickly Rose (Grass type)
Frozone gets the Refrigerator (Ice type)
Nov 12th, 2012 7:46:12 PM
haven't seen that Alakazam in a while
The Imprisoned (@Amulet Coin) shall take this Hive Mind (Bug)
Two-Face (@Exp. Share) shall take this Model Train (Steel)
Colossoil: Earthquake > Dig (Shellder) > Rock Slide
If Shellder is under the effects of Protect, then target Alakazam. Mantyke: Hidden Power (Shellder) > Air Slash (Shellder) > Signal Beam (Shellder)
If Shellder is under the effects of Protect, then target Alakazam.
If Alakazam uses Charge Beam more than once, then use Mud Sport a1 and push back.
why does Alakazam have so many moves
Nov 12th, 2012 8:30:04 PM
WHY DOES YOUR COLOSSOIL HAVE SO FEW MOVES, BRO!
And damn you for not allowing me to just lolspam Grass Knot >.>
Houdin: Focus Blast -> Grass Knot -> Focus Blast (all at Colossoil)
If Colossoil faints, change remaining actions to Zap Cannon -> Charge Beam -> Zap Cannon (all Mantyke)
Frozone: Avalanche -> Ice Shard -> Avalanche (all at Colossoil)
If Colossoil faints, change remaining actions to Avalanche -> Icicle Spear -> Avalanche (all Mantyke)
So uh... there are a reason you're focusing on the weaker mon? @_@
The foursome of Pokemon rummage through the store's exotic wares to gather their items of choice. Houdin starts to take a lime green hue after pricking his fingers with a curious rose, while the diminutive Two-Face hefts a massive train a hundred times his size!
Satisfied with his new composition, Houdin fires a powerful ki blast at The Imprisoned, while the Colossoil rocks the building with a mighty tremor. Two-Face unleashes his hidden powers at Frozone, who in turn freezes the mighty Imprisoned cold with his handy new fridge.
The Imprisoned starts to tunnel under the store, but not before eating both Houdin's and Frozone's attacks. The eager Mantyke swipes a gust of air at the Shellder and Imprisoned does follow up by emerging right under Frozone's foundation. However, neither Pokemon manage to slow Frozone's momentum.
Houdin continues his pressure while the Colossoil rains the opposition with heavy stones. After a beam of light from Two-Face, Frozone blisters Imprisoned with intense cold leaving the Colossoil hanging by a thread.
-Alakazam used Focus Blast at Colossoil!
To hit (<=9200): 1324 (Yes)
To critical (<=625): 5834 (No)
To lower Special Defense (<=1000): 8544 (No)
-Colossoil used Earthquake!
To critical Alakazam (<=625): 8595 (No)
Damage on Alakazam: 10.05
Damage on Shellder: 13.5
It doesn't affect Mantyke...
-Mantyke used Hidden Power on Shellder!
-Shellder used Avalanche on Colossoil!
To critical (<=625): 8671 (No)
Action 2 -Shellder used Ice Shard on Colossoil!
To critical (<=625): 3310 (No)
-Alakazam used Grass Knot on Colossoil!
To critical (<=625): 727 (No)
-Colossoil dug a hole!
-Mantyke used Air Slash on Shellder!
To hit (<=9500): 5523 (No)
To critical (<=625): 8050 (No)
-Colossoil used Dig on Shellder!
To critical (<=625): 8018 (No)
-Alakazam used Focus Blast at Colossoil!
To hit (<=9200): 5549 (Yes)
To critical (<=625): 5510 (No)
To lower Special Defense (<=1000): 7068 (No)
-Colossoil used Rock Slide!
To hit Alakazam (<=8500): 4190 (Yes)
To critical Alakazam (<=625): 7158 (No)
Damage on Alakazam: 10.5
To hit Shellder (<=8500): 755 (Yes)
To flinch Shellder (<=3000): 7175 (No)
Damage on Shellder: 13.5
-Mantyke used Signal Beam on Shellder!
To confuse (<=1000): 5279 (No)
-Shellder used Avalanche on Colossoil!
To critical (<=625): 22 (Yes)
Alakazam: 10.05 from A1 + 10.5 from A3 = 20.55 ~ 21
Shellder: 26.25 from A1 + 26.5 from A2 + 23 from A3 = 75.75 ~ 76
Colossoil: 39.75 from A1 + 34.75 from A2 + 44.25 from A3 = 118.75 ~ 119
Alakazam: 10 from A1 + 10 from A2 + 10 from A3 = 30
Shellder: 9 from A1 + 5 from A2 + 9 from A3 = 23
Colossoil: 6 from A1 + 10 from A2 + 6 from A3 = 22
Mantyke: 5 from A1 + 5 from A2 + 6 from A3 = 16
Why in the name of god did I think that Fighting wasn't NVE against Bug...?
Houdin: Taunt -> Charge Beam -> Zap Cannon (all Two-Face) If Imprisoned uses Fake Out on Frozone, change that action to Knock Off (Imprisoned) and push back. This sub takes precedence.
If Two-Face uses a successful P/E move, Light Screen and push back
Frozone: Ice Shard (Imprisoned) -> Rock Blast (Two-Face) -> Icicle Spear (Two-Face)
If Imprisoned uses Protect when you would use Ice Shard, Rock Blast (Two-Face) and push back. This sub takes precedence.
Nov 16th, 2012 6:52:04 AM
Why did I focus on Frozone? Because Houdin is much easier to handle when going second. Also, thank goodness Frozone has a -def nature.
Imprisoned: Sucker Punch (Frozone) > Crunch (Houdin) > Crunch (Houdin) Two-Face: Signal Beam (Houdin) > Air Slash (Houdin) > Signal Beam (Houdin)
The Imprisoned slugs Frozone so hard that the shellfish is sent flying right out the window! Now with Houdin isolated, Lockdown's plan succeeds as both of his Pokemon pummel down the Alakazam. The PSI Pokemon struggles back, yet Imprisoned finishes him off with a nasty chomp.
Rewards: waterwarrior: 1 CC
Houdin the Alakazam: 4 MC
Frozone the Shellder: 1 EC, 3 MC, 1 DC Lockdown: 2 CC
The Imprisoned the Colossoil: 3 MC, 2 KO
Two-Face the Mantyke: 1 EC, 3 MC, 1 DC TheWolfe: 4UC
Spoils of battle: waterwarrior: waterwarrior gains 1 CC.
Houdin the Alakazam gains 4 MC.
Frozone the Shellder gains 1 EC, 3 MC, and 1 DC. Lockdown: Lockdown gains 2 CC.
The Imprisoned the Colossoil gains 3 MC and 2 KO Counters.
Two-Face the Mantyke gains 1 EC, 3 MC, and 1 DC. TheWolfe:
I gain 4 UC.
Thanks for the super fast match guys! Hope to see you two around. :3
Nov 16th, 2012 10:14:40 PM
Well this was embarrasing >.>
Gg LockDown, and thanks for reffing Wolfe!
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