Korski
Distilled, 80 proof
BATTLE ON!
Battlers: pimpgangster vs. DFrog
Arena: Shipwreck Cove - Many abandoned ships loe around. Can be used as cover for pokemon. Sharp Rocks encompasse the cove doing Damage if touched (ref's discretion). Cove is 10m radius - Water 7.5m, Beach 2.5m. Very Stormy. Eternal Rain. at the end of each round there is a chance of Thunder:
10% Thunder
30% Thunderbolt
60% Thundershock
these will strike pokemon determined by RNG and if they hit a mon in the water ALL poke's in the water will take 1/2 damage from it as well. No seismic activity but the sand can be dug through and the water can be dove under
REF EDIT: The two teams are situated on opposite ends of the cove (cliffs to their backs), on the sand, but only a couple of feet from the water, facing each other. Moving from water to land or vice versa will not require an action unless you get really far out to sea somehow. Taking cover in shipwrecks will take an action and will lower the damage of Special Attacks aimed from the land or the air by (1/2), including end-of-round lighting strikes; however, any Special Attacks launched from within a shipwreck have a 50% of collapsing the thing, which will do (6) damage to the Pokemon responsible. Obviously, you have to leave the shipwreck or let your opponent come to you to connect with physical attacks.
Rules:
2 vs. 2 Doubles
5 chills / 2 recoveries
No items
All abilities
TEAMS:
pimpgangster:
Hippopotas [noBINGO] (Female)
Nature: Careful (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Special Attack)
Type: Ground
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:
Ability 1: Sand Stream (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Ability 2: Sand Force (DW) (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 32
EC: 2/6
MC: 2
DC: 2/5
Attacks:
Tackle (*)
Sand Attack (*)
Bite (*)
Yawn (*)
Take Down (*)
Dig (*)
Sand Tomb (*)
Slack Off (*)
Body Slam (*)
Stockpile (*)
Earthquake (*)
Roar (*)
Toxic (*)
Rock Slide
Breezi [SupaKupa] (Female)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Poison/Flying
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.
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:
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.
Stats: 55 / 36 / 49 / 70 / 45 / 85
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 85
EC: 1/6
MC: 2
DC: 1/5
Gust
Sand-Attack
Tailwind
Encore
Knock Off
Copycat
Heal Pulse
Whirlwind
Razor Wind
Entrainment
Me First
Wish
Gastro Acid
Protect
Toxic
Venoshock
DFrog:
Elekid (Zeke) M
Nature: Naive
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.
Abilities:
Static (Innate): This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralysing opponents that use contact moves on this Pokemon.
DW:
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD (-1): Rank 1
Spe: 109 (factoring nature)
Moves:
Light Screen
Thunder Punch
Quick Attack
Leer
Thunder Shock
Low Kick
Swift
Shock Wave
Hammer Arm
Ice Punch
Meditate
Psychic
Thunder Wave
Wild Charge
EC: 0/9
MC: 0
DW: 0/5
Scraggy* (Frank) M
Nature: Brave
Type: Dark/Fight
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 90
Atk(+*): Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 41 (factoring nature)
Abilities:
Shed Skin (innate):This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie (innate): 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.
DW:
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.
Moves:
Leer*
Low Kick*
Sand Attack*
Faint Attack*
Swagger*
Headbutt*
Brick Break*
Payback*
Crunch*
Hi Jump Kick*
Drain Punch*
Dragon Dance*
Detect*
Dig*
Double Team*
Focus Blast*
EC: 1/6
DW: 1/5
MC: 0
Everyone sends out everything right away, so we'll start with DFrog's actions, followed by pimpgangster's actions and then my reffing.
Battlers: pimpgangster vs. DFrog
Arena: Shipwreck Cove - Many abandoned ships loe around. Can be used as cover for pokemon. Sharp Rocks encompasse the cove doing Damage if touched (ref's discretion). Cove is 10m radius - Water 7.5m, Beach 2.5m. Very Stormy. Eternal Rain. at the end of each round there is a chance of Thunder:
10% Thunder
30% Thunderbolt
60% Thundershock
these will strike pokemon determined by RNG and if they hit a mon in the water ALL poke's in the water will take 1/2 damage from it as well. No seismic activity but the sand can be dug through and the water can be dove under
REF EDIT: The two teams are situated on opposite ends of the cove (cliffs to their backs), on the sand, but only a couple of feet from the water, facing each other. Moving from water to land or vice versa will not require an action unless you get really far out to sea somehow. Taking cover in shipwrecks will take an action and will lower the damage of Special Attacks aimed from the land or the air by (1/2), including end-of-round lighting strikes; however, any Special Attacks launched from within a shipwreck have a 50% of collapsing the thing, which will do (6) damage to the Pokemon responsible. Obviously, you have to leave the shipwreck or let your opponent come to you to connect with physical attacks.
Rules:
2 vs. 2 Doubles
5 chills / 2 recoveries
No items
All abilities
TEAMS:
pimpgangster:
Hippopotas [noBINGO] (Female)
Nature: Careful (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Special Attack)
Type: Ground
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:
Ability 1: Sand Stream (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Ability 2: Sand Force (DW) (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 32
EC: 2/6
MC: 2
DC: 2/5
Attacks:
Tackle (*)
Sand Attack (*)
Bite (*)
Yawn (*)
Take Down (*)
Dig (*)
Sand Tomb (*)
Slack Off (*)
Body Slam (*)
Stockpile (*)
Earthquake (*)
Roar (*)
Toxic (*)
Rock Slide
Breezi [SupaKupa] (Female)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Poison/Flying
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.
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:
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.
Stats: 55 / 36 / 49 / 70 / 45 / 85
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 85
EC: 1/6
MC: 2
DC: 1/5
Gust
Sand-Attack
Tailwind
Encore
Knock Off
Copycat
Heal Pulse
Whirlwind
Razor Wind
Entrainment
Me First
Wish
Gastro Acid
Protect
Toxic
Venoshock
DFrog:
Elekid (Zeke) M
Nature: Naive
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.
Abilities:
Static (Innate): This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralysing opponents that use contact moves on this Pokemon.
DW:
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD (-1): Rank 1
Spe: 109 (factoring nature)
Moves:
Light Screen
Thunder Punch
Quick Attack
Leer
Thunder Shock
Low Kick
Swift
Shock Wave
Hammer Arm
Ice Punch
Meditate
Psychic
Thunder Wave
Wild Charge
EC: 0/9
MC: 0
DW: 0/5
Scraggy* (Frank) M
Nature: Brave
Type: Dark/Fight
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 90
Atk(+*): Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 41 (factoring nature)
Abilities:
Shed Skin (innate):This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie (innate): 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.
DW:
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.
Moves:
Leer*
Low Kick*
Sand Attack*
Faint Attack*
Swagger*
Headbutt*
Brick Break*
Payback*
Crunch*
Hi Jump Kick*
Drain Punch*
Dragon Dance*
Detect*
Dig*
Double Team*
Focus Blast*
EC: 1/6
DW: 1/5
MC: 0
Everyone sends out everything right away, so we'll start with DFrog's actions, followed by pimpgangster's actions and then my reffing.