Engineer Pikachu
Good morning, you bastards!
Battle in progress.
THERE HAVE BEEN SOME EDITS AND CLARIFICATIONS SO YOU BETTER READ THIS STUFF.
Rules:
Tag-Team Singles Battle (2 + 2 v 2 + 2)
DQ: 3 Days
2 Uses of Recovery Moves / 5 Chills
Switch=KO
No items
One ability
Arena: Virtual Reality Room
This state-of-the-art Pokemon battling arena is located within a futuristic dome. The dome is actually a high-tech virtual reality device, capable of creating realistic scenery to depict real-life areas. There are currently four programmed areas of battle: a crisp, breezy meadow, a swimming hole, a sandy beach, and one last unknown vision that will be up to the referee. This last vision, however, has little impact in terms of benefiting or hampering battling Pokemon - this is meant to be a calm atmosphere. The scenery changes every two rounds to a random scenery. Every scenery must be visited at least once before the machine cycles again. There is a constant water source flowing for weaker Water attacks. While the grass may seem real, the floor is actually made of solid steel. There is no digging or seismic activity as a result.
Summary of Effects: Cycle between Meadow, Swimming Hole, Beach, and Unknown Scenery. Constant weak water source. No Dig / EQ / EP / Magnitude / Fissure.
A clarification on the arena:
Combatants (forget what I said before. Choose your ability when you send out your Pokemon):
smashlloyd20:
Aggron [Hardhead] (Male)
Nature: Brave (+1 * Attack, -15% Speed and flat -5% accuracy)
Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earthquake and Magnitude have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Stats:
HP: 100
Atk: *****(+)
Def: ***** (+1)
SpA: ***
SpD: ***
Spe: 43(-)
EC: 9/9
MC: 1
DC: 3/5
Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
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.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.
Attacks:
Tackle (*)
Harden (*)
Mud-Slap (*)
Headbutt (*)
Metal Claw (*)
Iron Defense (*)
Roar (*)
Take Down (*)
Double-Edge
Dig (*)
Rock Tomb (*)
Rock Polish (*)
Head Smash (*)
Superpower (*)
Iron Head (*)
Flarelm [Grass Skirt] (Male)
Nature: Modest (+1 * Special Attack, -1 * Attack)
Type: Fire/Grass
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. Solarbeam has Energy Cost reduced by one (1).
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: *(-)
Def: ***
SpA: ****(+)
SpD: ***
Spe: 55
EC: 4/9
MC: 4
DC: 3/5
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
Pound (*)
Sweet Scent (*)
Growth (*)
Ember (*)
Leech Seed (*)
Bullet Seed (*)
Flame Wheel (*)
Fire Spin (*)
Giga Drain (*)
Dragonbreath (*)
Earth Power (*)
Sand Tomb (*)
Fire Blast (*)
Will-O-Wisp (*)
Flash Cannon (*)
Sunny Day
Machoke [Chuck Norris] (Male)
Nature: Quiet (+1 * Special Attack, -15% Speed and flat -5% accuracy)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ****
Def: ***
SpA: ***(+)
SpD: ***
Spe: (-)
EC: 8/9
MC: 3
DC: 3/5
Abilities:
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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
Steadfast (DW): (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.
Attacks:
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Ankle Sweep (*)
Foresight (*)
Seismic Toss (*)
Revenge (*)
Dynamicpunch
Focus Blast (*)
Fire Blast (*)
Earthquake (*)
Close Combat (*)
Ice Punch (*)
Thunderpunch (*)
DarkSlay:
Slowpoke [Salmon] (F)
Nature: Bold (Adds * to Defense. Subtracts * from Attack.)
Type: Psychic / Water
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: **(-)
Def: **** (+)
SpA: **
SpD: **
Spe: 15
EC: 2 / 6
MC: 0
DC: 2 / 5
Abilities:
Oblivious: (Innate)This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regeneration (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Attacks:
Curse (*)
Yawn (*)
Tackle (*)
Growl (*)
Water Gun (*)
Confusion (*)
Disable (*)
Headbutt (*)
Psychic
Slack Off
Future Sight (*)
Block (*)
Mud Sport (*)
Calm Mind (*)
Surf (*)
Ice Beam (*)
Thunder Wave
Gurdurr [Lumber] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 40
EC: 4 / 9
MC: 1
DC: 1 / 5
Abilities:
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.
Sheer Force: (Can be Enabled) 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.
Iron Fist (DW): (Innate) This 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)
Attacks:
Pound (*)
Leer (*)
Focus Energy (*)
Bide (*)
Low Kick (*)
Rock Throw (*)
Wake-Up Slap (*)
Little By Little (*)
Drain Punch (*)
Mach Punch (*)
Detect (*)
Bulk Up (*)
Rock Slide (*)
Payback (*)
Scyther [Jacksaw] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Bug / Flying
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 105
EC: 0 / 6
MC: 0
DC: 0 / 5
Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Inner Focus (DW): (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.
Attacks:
Vacuum Wave (*)
Quick Attack (*)
Leer (*)
Focus Energy (*)
Double Team (*)
Pursuit (*)
False Swipe (*)
Agility (*)
Wing Attack (*)
Fury Cutter (*)
Baton Pass (*)
Reversal (*)
Night Slash(*)
Acrobatics (*)
X-Scissor (*)
Brick Break (*)
Cartoons!:
Breezi [Handsome] Male *
Nature: Serious
Type: Poison/Flying
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 85
EC: 5/6
MC: 3
DC: 5/5
Abilities:
Persistent (Innate):
This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit (Innate):
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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Unburden(DW) (Innate):
This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Attacks:
Gust *
Sand Attack *
Tailwind *
Encore *
Knock Off *
Copycat *
Healing Beam *
Whirlwind *
Razor Wind *
Make Friends *
Me First
Air Slash
Toxic Spikes
Disable *
Me First *
Metronome *
Reflect
Attract *
Shadowball *
Light Screen *
Pinsir [Pinster] Male
Nature: Adamant
Type: Bug
Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***** (+1)
Def: ****
SpA: * (-1)
SpD: ***
Spe: 85
EC: -
MC: 1
DC: 1/5
Abilities:
Hyper Cutter (Innate):
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Mold Breaker (Innate):
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.)
Moxie(DW) (Innate):
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Attacks:
Vice Grip
Focus Energy
Bind
Seismic Toss
Harden
Revenge
Brick Break
Vital Throw
X-Scissor
Swords Dance
Knock Down
Earthquake
Bulk Up
Me First
Faint Attack
Bug Bite
Wingull [Lunchbox] Female
Nature: Calm (Adds * to Special Defense; Subtracts * From Attack)
Type: Water/Flying
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: **
SpD: *** (+)
Spe: 85
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Keen Eye (Innate):
This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Rain Dish (DW) (Innate):
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks:
Growl
Water Gun
Supersonic
Wing Attack
Mist
Water Pulse
Quick Attack
Air Slash
Roost
Ice Beam
Rain Dance
Scald
Twister
Brine
Aqua Ring
Midou:
Poliwag(*) Apollo (M)
Nature: Hardy (Neutral)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
Abilities:
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 recieves 25% of the damage that attack would do to itself.
Damp (innate): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim (DW) (innate): The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Water Sport (*)
Bubble (*)
Hypnosis (*)
Water Gun (*)
Doubleslap (*)
Rain Dance (*)
Body Slam (*)
Bubblebeam (*)
Encore (*)
Ice Ball (*)
Haze (*)
Psychic (*)
Dig (*)
Scald (*)
Eevee(*) Teresa (F)
Nature: Adamant (Raises Atk by *, Lowers SpAtk by *)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: * (-)
SpD: ***
Speed: 55
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Run Away (innate): This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability (innate): The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW) (innate): This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Attacks:
Tackle (*)
Tail Whip (*)
Helping Hand (*)
Sand-Attack (*)
Growl (*)
Quick Attack (*)
Wish (*)
Detect (*)
Yawn (*)
Return (*)
Dig (*)
Rest (*)
Growlithe (*) Red (M)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: * (-)
SpA: ***
SpD: **
Spe: 69 (60 x 1.15^)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Intimidate (Can be activated): 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 thier 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.
Flash Fire (innate): This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW) (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 will be maintained at the end of each round.
Attacks:
Bite (*)
Roar (*)
Ember (*)
Leer (*)
Odor Sleuth (*)
Take Down (*)
Helping Hand (*)
Flame Wheel (*)
Reversal (*)
Close Combat (*)
Flare Blitz (*)
Morning Sun (*)
Flamethrower (*)
Flame Charge (*)
Wild Charge (*)
Battle Flow: each person is represented by the first letter of their name.
Round 1:
Sending out Pokemon
---DCMS
Issuing actions
---CSDM
Rounds after that:
MSDC (Round 2)
SCMD (Round 3)
CDSM (Round 4)
DMCS (Round 5)
SMCD (Round 6)
MDSC (Round 7)
Start over from DCMS if there are more than seven rounds.
Let's go, DCMS!
THERE HAVE BEEN SOME EDITS AND CLARIFICATIONS SO YOU BETTER READ THIS STUFF.
Rules:
Tag-Team Singles Battle (2 + 2 v 2 + 2)
DQ: 3 Days
2 Uses of Recovery Moves / 5 Chills
Switch=KO
No items
One ability
Arena: Virtual Reality Room
This state-of-the-art Pokemon battling arena is located within a futuristic dome. The dome is actually a high-tech virtual reality device, capable of creating realistic scenery to depict real-life areas. There are currently four programmed areas of battle: a crisp, breezy meadow, a swimming hole, a sandy beach, and one last unknown vision that will be up to the referee. This last vision, however, has little impact in terms of benefiting or hampering battling Pokemon - this is meant to be a calm atmosphere. The scenery changes every two rounds to a random scenery. Every scenery must be visited at least once before the machine cycles again. There is a constant water source flowing for weaker Water attacks. While the grass may seem real, the floor is actually made of solid steel. There is no digging or seismic activity as a result.
Summary of Effects: Cycle between Meadow, Swimming Hole, Beach, and Unknown Scenery. Constant weak water source. No Dig / EQ / EP / Magnitude / Fissure.
A clarification on the arena:
[7:56pm] DarkSlay: It's a very large dome that has the capabilites to produce virtual reality objects and scenery. The scenery doesn't really matter much, since it's pretty much visual imaging.
[7:56pm] DarkSlay: However.
[7:57pm] DarkSlay: Wait.
[7:57pm] DarkSlay: Scratch that thought, yes, it's purely visual.
[7:57pm] Engineer: so you can run through a fake tree
[7:57pm] DarkSlay: Yes.
[7:57pm] DarkSlay: There is essentially no cover.
[7:57pm] Engineer: do the Pokemon realize that the tree is fake?
[7:58pm] DarkSlay: I suppose the better question is if the trainer realizes that it's fake. I suppose it depends on the action to see whether they realize it or not.
[7:58pm] DarkSlay: I did make it clear that it's a virtual reality room.
[7:58pm] Engineer: I suppose.
[7:59pm] DarkSlay: If you would like to issue a warning about it, I wouldn't mind.
[7:59pm] DarkSlay: This really was just a test to see how creative I could make an arena. It's a pretty simple layout, just has a lot of asthetic value.
[7:56pm] DarkSlay: However.
[7:57pm] DarkSlay: Wait.
[7:57pm] DarkSlay: Scratch that thought, yes, it's purely visual.
[7:57pm] Engineer: so you can run through a fake tree
[7:57pm] DarkSlay: Yes.
[7:57pm] DarkSlay: There is essentially no cover.
[7:57pm] Engineer: do the Pokemon realize that the tree is fake?
[7:58pm] DarkSlay: I suppose the better question is if the trainer realizes that it's fake. I suppose it depends on the action to see whether they realize it or not.
[7:58pm] DarkSlay: I did make it clear that it's a virtual reality room.
[7:58pm] Engineer: I suppose.
[7:59pm] DarkSlay: If you would like to issue a warning about it, I wouldn't mind.
[7:59pm] DarkSlay: This really was just a test to see how creative I could make an arena. It's a pretty simple layout, just has a lot of asthetic value.
Combatants (forget what I said before. Choose your ability when you send out your Pokemon):
smashlloyd20:
Aggron [Hardhead] (Male)
Nature: Brave (+1 * Attack, -15% Speed and flat -5% accuracy)
Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earthquake and Magnitude have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Stats:
HP: 100
Atk: *****(+)
Def: ***** (+1)
SpA: ***
SpD: ***
Spe: 43(-)
EC: 9/9
MC: 1
DC: 3/5
Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
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.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.
Attacks:
Tackle (*)
Harden (*)
Mud-Slap (*)
Headbutt (*)
Metal Claw (*)
Iron Defense (*)
Roar (*)
Take Down (*)
Double-Edge
Dig (*)
Rock Tomb (*)
Rock Polish (*)
Head Smash (*)
Superpower (*)
Iron Head (*)
Flarelm [Grass Skirt] (Male)
Nature: Modest (+1 * Special Attack, -1 * Attack)
Type: Fire/Grass
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. Solarbeam has Energy Cost reduced by one (1).
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: *(-)
Def: ***
SpA: ****(+)
SpD: ***
Spe: 55
EC: 4/9
MC: 4
DC: 3/5
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
Pound (*)
Sweet Scent (*)
Growth (*)
Ember (*)
Leech Seed (*)
Bullet Seed (*)
Flame Wheel (*)
Fire Spin (*)
Giga Drain (*)
Dragonbreath (*)
Earth Power (*)
Sand Tomb (*)
Fire Blast (*)
Will-O-Wisp (*)
Flash Cannon (*)
Sunny Day
Machoke [Chuck Norris] (Male)
Nature: Quiet (+1 * Special Attack, -15% Speed and flat -5% accuracy)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ****
Def: ***
SpA: ***(+)
SpD: ***
Spe: (-)
EC: 8/9
MC: 3
DC: 3/5
Abilities:
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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
Steadfast (DW): (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.
Attacks:
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Ankle Sweep (*)
Foresight (*)
Seismic Toss (*)
Revenge (*)
Dynamicpunch
Focus Blast (*)
Fire Blast (*)
Earthquake (*)
Close Combat (*)
Ice Punch (*)
Thunderpunch (*)
DarkSlay:
Slowpoke [Salmon] (F)
Nature: Bold (Adds * to Defense. Subtracts * from Attack.)
Type: Psychic / Water
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: **(-)
Def: **** (+)
SpA: **
SpD: **
Spe: 15
EC: 2 / 6
MC: 0
DC: 2 / 5
Abilities:
Oblivious: (Innate)This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regeneration (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Attacks:
Curse (*)
Yawn (*)
Tackle (*)
Growl (*)
Water Gun (*)
Confusion (*)
Disable (*)
Headbutt (*)
Psychic
Slack Off
Future Sight (*)
Block (*)
Mud Sport (*)
Calm Mind (*)
Surf (*)
Ice Beam (*)
Thunder Wave
Gurdurr [Lumber] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 40
EC: 4 / 9
MC: 1
DC: 1 / 5
Abilities:
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.
Sheer Force: (Can be Enabled) 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.
Iron Fist (DW): (Innate) This 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)
Attacks:
Pound (*)
Leer (*)
Focus Energy (*)
Bide (*)
Low Kick (*)
Rock Throw (*)
Wake-Up Slap (*)
Little By Little (*)
Drain Punch (*)
Mach Punch (*)
Detect (*)
Bulk Up (*)
Rock Slide (*)
Payback (*)
Scyther [Jacksaw] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Bug / Flying
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 105
EC: 0 / 6
MC: 0
DC: 0 / 5
Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Inner Focus (DW): (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.
Attacks:
Vacuum Wave (*)
Quick Attack (*)
Leer (*)
Focus Energy (*)
Double Team (*)
Pursuit (*)
False Swipe (*)
Agility (*)
Wing Attack (*)
Fury Cutter (*)
Baton Pass (*)
Reversal (*)
Night Slash(*)
Acrobatics (*)
X-Scissor (*)
Brick Break (*)
Cartoons!:
Breezi [Handsome] Male *
Nature: Serious
Type: Poison/Flying
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 85
EC: 5/6
MC: 3
DC: 5/5
Abilities:
Persistent (Innate):
This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit (Innate):
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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Unburden(DW) (Innate):
This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Attacks:
Gust *
Sand Attack *
Tailwind *
Encore *
Knock Off *
Copycat *
Healing Beam *
Whirlwind *
Razor Wind *
Make Friends *
Me First
Air Slash
Toxic Spikes
Disable *
Me First *
Metronome *
Reflect
Attract *
Shadowball *
Light Screen *
Pinsir [Pinster] Male
Nature: Adamant
Type: Bug
Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***** (+1)
Def: ****
SpA: * (-1)
SpD: ***
Spe: 85
EC: -
MC: 1
DC: 1/5
Abilities:
Hyper Cutter (Innate):
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Mold Breaker (Innate):
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.)
Moxie(DW) (Innate):
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Attacks:
Vice Grip
Focus Energy
Bind
Seismic Toss
Harden
Revenge
Brick Break
Vital Throw
X-Scissor
Swords Dance
Knock Down
Earthquake
Bulk Up
Me First
Faint Attack
Bug Bite
Wingull [Lunchbox] Female
Nature: Calm (Adds * to Special Defense; Subtracts * From Attack)
Type: Water/Flying
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: **
SpD: *** (+)
Spe: 85
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Keen Eye (Innate):
This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Rain Dish (DW) (Innate):
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks:
Growl
Water Gun
Supersonic
Wing Attack
Mist
Water Pulse
Quick Attack
Air Slash
Roost
Ice Beam
Rain Dance
Scald
Twister
Brine
Aqua Ring
Midou:
Poliwag(*) Apollo (M)
Nature: Hardy (Neutral)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
Abilities:
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 recieves 25% of the damage that attack would do to itself.
Damp (innate): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim (DW) (innate): The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Water Sport (*)
Bubble (*)
Hypnosis (*)
Water Gun (*)
Doubleslap (*)
Rain Dance (*)
Body Slam (*)
Bubblebeam (*)
Encore (*)
Ice Ball (*)
Haze (*)
Psychic (*)
Dig (*)
Scald (*)
Eevee(*) Teresa (F)
Nature: Adamant (Raises Atk by *, Lowers SpAtk by *)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: * (-)
SpD: ***
Speed: 55
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Run Away (innate): This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability (innate): The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW) (innate): This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Attacks:
Tackle (*)
Tail Whip (*)
Helping Hand (*)
Sand-Attack (*)
Growl (*)
Quick Attack (*)
Wish (*)
Detect (*)
Yawn (*)
Return (*)
Dig (*)
Rest (*)
Growlithe (*) Red (M)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: * (-)
SpA: ***
SpD: **
Spe: 69 (60 x 1.15^)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Intimidate (Can be activated): 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 thier 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.
Flash Fire (innate): This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW) (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 will be maintained at the end of each round.
Attacks:
Bite (*)
Roar (*)
Ember (*)
Leer (*)
Odor Sleuth (*)
Take Down (*)
Helping Hand (*)
Flame Wheel (*)
Reversal (*)
Close Combat (*)
Flare Blitz (*)
Morning Sun (*)
Flamethrower (*)
Flame Charge (*)
Wild Charge (*)
Battle Flow: each person is represented by the first letter of their name.
Round 1:
Sending out Pokemon
---DCMS
Issuing actions
---CSDM
Rounds after that:
MSDC (Round 2)
SCMD (Round 3)
CDSM (Round 4)
DMCS (Round 5)
SMCD (Round 6)
MDSC (Round 7)
Start over from DCMS if there are more than seven rounds.
Let's go, DCMS!