BATTLE ON!
Arena:
Unown Alphabet Soup
The battlers are on a solid platform in the middle of a giant bowl filled with delicous broth. No move restrictions at all, because you can safely go seismetoad on the platform and there is plenty of broth to swampert your enemies with. In the soup, there is one of each letter unown floating in around aimlessly. They are all close enough to pick up, and a battler may use one action each round (they can't just use three unowns) to use any move that begins with that letter. Once an unown is used, it cannot be used again.
Rules:
3 vs. 3 Doubles
1-day Player DQ / 2-day Ref DQ
2 Recovers / 5 Chills
All Abilities
No Items
Switch=KO
Teams:
Leethoof:
Seedot [Locust] (M)
Nature: Jolly (-Special Attack, 1.15 Boost to speed)
Type:
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.
Abilities:
Clorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Pickpocket(DW): This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35 (30x1.15=34.5 rounded up)
EC: 2/9
MC: 2
DC: 2/5
Attacks:
Bide
Harden
Growth
Nature Power
Synthesis
Leech Seed
Bullet Seed
Defog
Explosion
Dig
Swords Dance
Rollout
Cranidos [Ragequit] (M)
Nature: Naughty ( + attack, -special defense)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Mold Breaker: Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Sheer Force (DW): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 58
EC: 3/6
MC: 5
DC: 2/5
Attacks:
Headbutt (of course)
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Head Smash
Hammer Arm
Curse
Iron Head
Rock Polish
Swords Dance
Earthquake
Voodoll (Stasis) (F)
Nature: Naive (+Speed, -Sp Def)
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Normalize: (Can be deactivated) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.
Cursed Body (DW): (Innate) When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 81 (70x1.15=80.5^81)
EC: 2/6
MC: 2
DC: 1/5
Moves:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Mach Punch
Counter
Pursuit
Taunt
Psychic
Thunder Wave
LightWolf:
Solosis [Greed] (M)
Nature: Quiet (+SpA -15% Speed, -10% Evasion)
Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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.
Abilities:
Magic Guard: (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.
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Regenerator: (Innate) (DW) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 17 (-)
Evasion: -10%
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Psywave (*)
Reflect (*)
Rollout (*)
Snatch (*)
Hidden Power (Fire, 7) (*)
Light Screen (*)
Charm (*)
Recover (*)
Psyshock (*)
Imprison (*)
Secret Power (*)
Confuse Ray (*)
Toxic (*)
Energy Ball (*)
Shadow Ball (*)
Magnemite [Blitzkrieg] (Genderless)
Nature: Quiet (+SpA -15% Speed, -10% Evasion)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
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:
Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Analytic: (Can be Enabled) (DW) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 39 (-)
Evasion: -10%
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Metal Sound (*)
Tackle (*)
ThunderShock (*)
Supersonic (*)
Sonicboom (*)
Thunder Wave (*)
Spark (*)
Magnet Rise (*)
Lock-On (*)
Zap Cannon (*)
Thunderbolt (*)
Flash Cannon (*)
Substitute (*)
Chimchar [Ace] (M)
Nature: Hasty (+15% Speed, +18% Acc, -Def)
Type:
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:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist: (Innate) (DW) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 71 (+)
Acc: +18%
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Scratch (*)
Leer (*)
Ember (*)
Taunt (*)
Fury Swipes (*)
Flame Wheel (*)
Nasty Plot (*)
Torment (*)
ThunderPunch (*)
Heat Wave (*)
Fake Out (*)
Dig (*)
Brick Break (*)
Shadow Claw (*)
Leethoof releases Pokemon --> LightWolf releases Pokemon + Actions --> Leethoof issues Actions --> Korski refs
Arena:
Unown Alphabet Soup
The battlers are on a solid platform in the middle of a giant bowl filled with delicous broth. No move restrictions at all, because you can safely go seismetoad on the platform and there is plenty of broth to swampert your enemies with. In the soup, there is one of each letter unown floating in around aimlessly. They are all close enough to pick up, and a battler may use one action each round (they can't just use three unowns) to use any move that begins with that letter. Once an unown is used, it cannot be used again.
Rules:
3 vs. 3 Doubles
1-day Player DQ / 2-day Ref DQ
2 Recovers / 5 Chills
All Abilities
No Items
Switch=KO
Teams:
Leethoof:

Seedot [Locust] (M)
Nature: Jolly (-Special Attack, 1.15 Boost to speed)
Type:
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.
Abilities:
Clorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Pickpocket(DW): This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35 (30x1.15=34.5 rounded up)
EC: 2/9
MC: 2
DC: 2/5
Attacks:
Bide
Harden
Growth
Nature Power
Synthesis
Leech Seed
Bullet Seed
Defog
Explosion
Dig
Swords Dance
Rollout

Cranidos [Ragequit] (M)
Nature: Naughty ( + attack, -special defense)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Mold Breaker: Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Sheer Force (DW): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 58
EC: 3/6
MC: 5
DC: 2/5
Attacks:
Headbutt (of course)
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Head Smash
Hammer Arm
Curse
Iron Head
Rock Polish
Swords Dance
Earthquake

Voodoll (Stasis) (F)
Nature: Naive (+Speed, -Sp Def)
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Normalize: (Can be deactivated) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.
Cursed Body (DW): (Innate) When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 81 (70x1.15=80.5^81)
EC: 2/6
MC: 2
DC: 1/5
Moves:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Mach Punch
Counter
Pursuit
Taunt
Psychic
Thunder Wave

Solosis [Greed] (M)
Nature: Quiet (+SpA -15% Speed, -10% Evasion)
Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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.
Abilities:
Magic Guard: (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.
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Regenerator: (Innate) (DW) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 17 (-)
Evasion: -10%
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Psywave (*)
Reflect (*)
Rollout (*)
Snatch (*)
Hidden Power (Fire, 7) (*)
Light Screen (*)
Charm (*)
Recover (*)
Psyshock (*)
Imprison (*)
Secret Power (*)
Confuse Ray (*)
Toxic (*)
Energy Ball (*)
Shadow Ball (*)

Magnemite [Blitzkrieg] (Genderless)
Nature: Quiet (+SpA -15% Speed, -10% Evasion)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
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:
Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Analytic: (Can be Enabled) (DW) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 39 (-)
Evasion: -10%
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Metal Sound (*)
Tackle (*)
ThunderShock (*)
Supersonic (*)
Sonicboom (*)
Thunder Wave (*)
Spark (*)
Magnet Rise (*)
Lock-On (*)
Zap Cannon (*)
Thunderbolt (*)
Flash Cannon (*)
Substitute (*)

Chimchar [Ace] (M)
Nature: Hasty (+15% Speed, +18% Acc, -Def)
Type:
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:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist: (Innate) (DW) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 71 (+)
Acc: +18%
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Scratch (*)
Leer (*)
Ember (*)
Taunt (*)
Fury Swipes (*)
Flame Wheel (*)
Nasty Plot (*)
Torment (*)
ThunderPunch (*)
Heat Wave (*)
Fake Out (*)
Dig (*)
Brick Break (*)
Shadow Claw (*)