Alright, here we are, in a very normal place. We're all here, just being normal as possible. There's Rising_Dusk, changing weak moves to make them competitive, which is his normal thing. And here comes LightWolf, authorizing mafia games, like he normally does. And I'm just here being anti-social, my normal thing. I'm looking at the pokemon that I plan on catching in the near future, and how expensive it will be to get them all fully trained, when RD issues a challenge, and LightWolf immediately answers;
Anyway, here's Rising_Dusk's team;
Igglybuff (F)
Nature: Quiet
+1 SpA, -15% Speed, -10% Evasion
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm:
(Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Friend Guard (DW):
(Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
Stats:
HP: 100
Atk: 2
Def: 1
SpA+: 3
SpD: 1
Spe-: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Sing-
Charm-
Defense Curl-
Pound-
Sweet Kiss-
Copycat-
Last Resort-
Perish Song-
Wish-
Flamethrower-
Grass Knot-
Toxic-
Chatot (M)
Nature: Mild
+1 SpA, -1 Def
Type: Normal / Flying
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Keen Eye:
(Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Tangled Feet:
(Innate) When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, The duration of confusion doubles.
Big Pecks (DW):
(Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Stats:
HP: 100
Atk: 3
Def-: 1
SpA+: 4
SpD: 2
Spe: 91
MC: 0
DC: 0/5
Attacks:
Peck-
Growl-
Mirror Move-
Sing-
Fury Attack-
Chatter-
Taunt-
Encore-
Nasty Plot-
Night Shade-
Pluck-
Substitute-
Fly-
And here's LightWolf's Team;
Duosion [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: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 2
Spe: 26 (-)
Evasion: -10%
EC: 4/9
MC: 4
DC: 3/5
Attacks:
Psywave (*)
Reflect (*)
Rollout (*)
Snatch (*)
Hidden Power (Fire, 7) (*)
Light Screen (*)
Charm (*)
Recover (*)
Psyshock (*)
Psychic
Imprison (*)
Secret Power (*)
Confuse Ray (*)
Toxic (*)
Energy Ball (*)
Shadow Ball (*)
Thunder
Magneton [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: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 60 (-)
Evasion: -10%
EC: 4/9
MC: 1
DC: 1/5
Attacks:
Metal Sound (*)
Tackle (*)
ThunderShock (*)
Supersonic (*)
Sonicboom (*)
Thunder Wave (*)
Spark (*)
Tri Attack
Magnet Rise (*)
Lock-On (*)
Zap Cannon (*)
Magic Coat
Signal Beam
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: 2/9
MC: 0
DC: 2/5
Attacks:
Scratch (*)
Leer (*)
Ember (*)
Taunt (*)
Fury Swipes (*)
Flame Wheel (*)
Nasty Plot (*)
Torment (*)
ThunderPunch (*)
Heat Wave (*)
Fake Out (*)
Counter
Dig (*)
Brick Break (*)
Shadow Claw (*)
Fire Blast
So all pokemon will use all their abilities, and in addition they will each gain Normalize, which starts activated.
Alright guys, its the normal rules here; Rising_Dusk sends out his two pokemon (no post required), then LightWolf will send out his two pokemon and issues actions, and Rising_Dusk issues actions, then I will ref. Sound good? Alright, let's do it!
Open challenge time!
Training Battle
(This battle acts as if it never happened; it will not go on the profile or W/L/T of either player)
Format: 2v2 Doubles
DQ: 2 days
Limits: ∞ Recovers / ∞ Chills
Arena: Particularly Normal Place
This arena is particularly normal. The strange thing about it is that it's so normal that anything not normal is nigh-rejected by the arena. Normal-type moves cost 50% less energy, while anything not Normal-type costs 50% more energy for all Pokemon. Furthermore, everything is so normalized that all Pokemon pick up Normalize as an ability in addition to their own. Thus, even in a no abilities battle, they must have it. The arena also doesn't like Ghost-types because they're mean and scary. Really.
Summary:
- Normal-type moves cost 50% less energy.
- Non-Normal-type moves cost 50% more energy.
- All Pokemon get the Normalize ability no matter what, even in no abilities battles.
- No Ghost-type Pokemon allowed.
Since I plan on roughly doubling the size of my team, I'm gonna need more counters, so I agree to ref before anyone else gets the chance, I need to get paid too!!Accepting Rising Dusk's if possible(The normalize is like the real ability, as in it is possible to deactivate it? Does the bonus also work for Normalized moves?)
No items
Switch=Riiiight...
All Abilities
Anyway, here's Rising_Dusk's team;
Igglybuff (F)
Nature: Quiet
+1 SpA, -15% Speed, -10% Evasion
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm:
(Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Friend Guard (DW):
(Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
Stats:
HP: 100
Atk: 2
Def: 1
SpA+: 3
SpD: 1
Spe-: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Sing-
Charm-
Defense Curl-
Pound-
Sweet Kiss-
Copycat-
Last Resort-
Perish Song-
Wish-
Flamethrower-
Grass Knot-
Toxic-
Chatot (M)
Nature: Mild
+1 SpA, -1 Def
Type: Normal / Flying
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Keen Eye:
(Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Tangled Feet:
(Innate) When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, The duration of confusion doubles.
Big Pecks (DW):
(Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Stats:
HP: 100
Atk: 3
Def-: 1
SpA+: 4
SpD: 2
Spe: 91
MC: 0
DC: 0/5
Attacks:
Peck-
Growl-
Mirror Move-
Sing-
Fury Attack-
Chatter-
Taunt-
Encore-
Nasty Plot-
Night Shade-
Pluck-
Substitute-
Fly-
And here's LightWolf's Team;
Duosion [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: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 2
Spe: 26 (-)
Evasion: -10%
EC: 4/9
MC: 4
DC: 3/5
Attacks:
Psywave (*)
Reflect (*)
Rollout (*)
Snatch (*)
Hidden Power (Fire, 7) (*)
Light Screen (*)
Charm (*)
Recover (*)
Psyshock (*)
Psychic
Imprison (*)
Secret Power (*)
Confuse Ray (*)
Toxic (*)
Energy Ball (*)
Shadow Ball (*)
Thunder
Magneton [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: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 60 (-)
Evasion: -10%
EC: 4/9
MC: 1
DC: 1/5
Attacks:
Metal Sound (*)
Tackle (*)
ThunderShock (*)
Supersonic (*)
Sonicboom (*)
Thunder Wave (*)
Spark (*)
Tri Attack
Magnet Rise (*)
Lock-On (*)
Zap Cannon (*)
Magic Coat
Signal Beam
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: 2/9
MC: 0
DC: 2/5
Attacks:
Scratch (*)
Leer (*)
Ember (*)
Taunt (*)
Fury Swipes (*)
Flame Wheel (*)
Nasty Plot (*)
Torment (*)
ThunderPunch (*)
Heat Wave (*)
Fake Out (*)
Counter
Dig (*)
Brick Break (*)
Shadow Claw (*)
Fire Blast
So all pokemon will use all their abilities, and in addition they will each gain Normalize, which starts activated.
Alright guys, its the normal rules here; Rising_Dusk sends out his two pokemon (no post required), then LightWolf will send out his two pokemon and issues actions, and Rising_Dusk issues actions, then I will ref. Sound good? Alright, let's do it!