Bonjour et bienvenue, to the scenic city of Paris, France! Okay, remind me not to talk in French again, I probably butchered the language with that. Nonetheless, today, we have a fairly laid-back, but still intense, Beginner Battle, between the newbie Timmenmannetje (what a mouthful...) and the veteran Korski. Let's take a look at the challenge specifications:
Without further ado, our combatants!
Sandile(*) Sherrif (M)
Nature: Jolly (Special Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.
Type: Ground/Dark
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: **
SpA: *(-1)
SpD: **
Spe: 75 (+1)
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.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Anger point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Attacks:
Leer (*)
Rage(*)
Bite(*)
Sand-Attack(*)
Torment(*)
Sand tomb(*)
Assurance(*)
Mud-slap(*)
Embargo(*)
Swagger(*)
Fire Fang(*)
Thunder fang(*)
Double edge(*)
Hone claws(*)
Stone edge(*)
Toxic(*)
Snubbull(*) Brutus (M)
Nature: Brave (Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.
Type: 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: 100
Atk: **** (+1)
Def: **
SpA: **
SpD: **
Spe: 26(-1)
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.
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.
Attacks:
Ice Fang(*)
Fire Fang(*)
Thunder Fang(*)
Tackle(*)
Scary face(*)
Tail whip(*)
Charm(*)
Bite(*)
Lick(*)
Headbutt(*)
Roar(*)
Close Combat(*)
Mimic(*)
Crunch(*)
Wild Charge(*)
Earthquake(*)
Flamethrower(*)
Vulpix(*) Dynamite (F)
Nature: Modest (special attack Attack increased by *; attack decreased by *
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: * (-1)
Def: **
SpA: *** (+1)
SpD: ***
Spe: 65
EC: 0/6
MC: 0
DC: 0/5
Abilities:
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).
Drought:
(Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so
Attacks:
Ember (*)
Tail whip(*)
Roar(*)
Quick attack(*)
Fire spin(*)
Confuse ray(*)
Imprison(*)
Flame burst(*)
Hypnosis(*)
Extrasensory(*)
Disable(*)
Energy ball(*)
Pay back(*)
Dig(*)
Munchlax Bullshorts (M)
Type: Normal
Stats:
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Counter
Double-edge
Zen Headbutt
Thunderbolt
Ice Beam
Rest
Gastly Criminal (F)
Type: Ghost/Poison
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
EC: 0/9
MC: 0
Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Disable
Explosion
Will-o-Wisp
Shadow Ball
Sludge Bomb
Substitute
Monohm Empire (F)
Type: Electric/Dragon
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Spark
Heal Bell
Hydro Pump
Magnet Rise
And now, the turn order!
-Timmetmannetje sends out
-Korski sends out and gives first orders
Timmetmannetje responds with orders
-Reffing occurs
-Reverse order, rinse, and repeat
-???
-PROFIT
Commencer!
Beginner battle
3v3 Single battle
3 Day DQ
2 Recoveries 5 Chills per pokemon
Arena:
Eiffel tower Arena:
The battle will take place under the Eiffel tower in France. Pokemon can climb on the Eiffel tower but in no way destroy it. there's no retriction in weather but digging isn't possible. Also moves that need water (Surf/Whirlpool and others) aren't possible.
3v3 Single battle
3 Day DQ
2 Recoveries 5 Chills per pokemon
Arena:
Eiffel tower Arena:
The battle will take place under the Eiffel tower in France. Pokemon can climb on the Eiffel tower but in no way destroy it. there's no retriction in weather but digging isn't possible. Also moves that need water (Surf/Whirlpool and others) aren't possible.
You're on.
One Ability
No items
Switch=OK
One Ability
No items
Switch=OK
Without further ado, our combatants!
Sandile(*) Sherrif (M)
Nature: Jolly (Special Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.
Type: Ground/Dark
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: **
SpA: *(-1)
SpD: **
Spe: 75 (+1)
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.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Anger point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Attacks:
Leer (*)
Rage(*)
Bite(*)
Sand-Attack(*)
Torment(*)
Sand tomb(*)
Assurance(*)
Mud-slap(*)
Embargo(*)
Swagger(*)
Fire Fang(*)
Thunder fang(*)
Double edge(*)
Hone claws(*)
Stone edge(*)
Toxic(*)
Snubbull(*) Brutus (M)
Nature: Brave (Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.
Type: 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: 100
Atk: **** (+1)
Def: **
SpA: **
SpD: **
Spe: 26(-1)
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.
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.
Attacks:
Ice Fang(*)
Fire Fang(*)
Thunder Fang(*)
Tackle(*)
Scary face(*)
Tail whip(*)
Charm(*)
Bite(*)
Lick(*)
Headbutt(*)
Roar(*)
Close Combat(*)
Mimic(*)
Crunch(*)
Wild Charge(*)
Earthquake(*)
Flamethrower(*)
Vulpix(*) Dynamite (F)
Nature: Modest (special attack Attack increased by *; attack decreased by *
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: * (-1)
Def: **
SpA: *** (+1)
SpD: ***
Spe: 65
EC: 0/6
MC: 0
DC: 0/5
Abilities:
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).
Drought:
(Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so
Attacks:
Ember (*)
Tail whip(*)
Roar(*)
Quick attack(*)
Fire spin(*)
Confuse ray(*)
Imprison(*)
Flame burst(*)
Hypnosis(*)
Extrasensory(*)
Disable(*)
Energy ball(*)
Pay back(*)
Dig(*)
Munchlax Bullshorts (M)
Type: Normal
- Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
- Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
- Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
- Gluttony (LOCKED): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Stats:
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Counter
Double-edge
Zen Headbutt
Thunderbolt
Ice Beam
Rest
Gastly Criminal (F)
Type: Ghost/Poison
- Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
- 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.
- Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
EC: 0/9
MC: 0
Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Disable
Explosion
Will-o-Wisp
Shadow Ball
Sludge Bomb
Substitute
Monohm Empire (F)
Type: Electric/Dragon
- 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.
- Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
- Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
- Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
- Sheer Force (LOCKED): (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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Spark
Heal Bell
Hydro Pump
Magnet Rise
And now, the turn order!
-Timmetmannetje sends out
-Korski sends out and gives first orders
Timmetmannetje responds with orders
-Reffing occurs
-Reverse order, rinse, and repeat
-???
-PROFIT
Commencer!