jas61292
used substitute
OPEN:
2-VS-2 Singles (NFE)
2 Day DQ
Arena: You pick, just make sure it's FAIR
Ah, back to the ASB. It's good to be unbanned :)
Ok, lets get this battle underway:I'll take that Blastoiseboy.
Switch=No
Items=No
Abilities= ALL
Arena: Teleportation (Randomly generate an arena at the end of each round from the Arena Compendium and we teleport there, see Athenodoros vs. Its_A_Random for reference)
blastoiseboy19's Pokemon:
Deino (*) Puppet Master (M)
Nature:
Quiet: (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type:
Dark:
Summary: 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.
Dragon:
Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ability:
Hustle:
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 33 (38/1.15) (-)
EC: 0/9
MC: 0
Attacks:
Tackle (*)
Dragon Rage (*)
Focus Energy (*)
Bite (*)
Headbutt (*)
DragonBreath (*)
Roar (*)
Crunch (*)
Hidden Power (Grass, 7) (*)
Return (*)
Thunder Wave (*)
Dark Pusle (*)
Earth Power (*)
Ice Fang (*)
Squirtle (*) Shell Shocker (M)
Nature:
Sassy: (Adds One (1) Rank to Special Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type:
Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability(s):
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish (DW):
Type: Innate
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 37 (43/1.15) (-)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle (*)
Tail Whip (*)
Bubble (*)
Withdraw (*)
Water Gun (*)
Bite (*)
Rapid Spin (*)
Protect (*)
Water Pulse (*)
Ice Beam (*)
Rain Dance (*)
Scald (*)
Aqua Jet (*)
Aqua Ring (*)
Water Spout (*)
Ralts (*) Musashi (M)
Nature:
Brave: (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type:
Psychic:
Summary: 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.
Ability(s):
Synchronize:
Type: Innate
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace:
Type: Can be Activated
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW):
Type: Innate
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 2 (+)
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 34 (40/1.15) (-)
EC: 0/0
MC: 0
DC: 0/5
Attacks:
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Lucky Chant (*)
Magical Leaf (*)
Heal Pulse (*)
Calm Mind (*)
Thunderbolt (*)
Shadow Ball (*)
Grass Knot (*)
Confuse Ray (*)
Disable (*)
Shadow Sneak (*)
Solstice's Pokemon
Remoraid (M) Quickdraw
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpAtk: Rank 4 (+1)
SpDef: Rank 2
Speed: 57 (-10 Evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 1/6
MC: 1
DC: 2/5
Abilities:
Hustle (Can be Enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper (Innate): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (Dream World/Innate): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Attacks:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Bullet Seed
Ice Beam
Octazooka
Acid Spray
Water Spout
Flamethrower
Charge Beam
Smack Down
Total Moves: 14
Machop (M) Knockout
Nature: Adamant
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 4 (+1)
Def: Rank 2
SpAtk: Rank 1 (-1)
SpDef: Rank 2
Speed: 35
Size Class: 2
Weight Class: 2
Base Rank Total: 14
EC: 2/9
MC: 0
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.
No Guard (Innate):This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Steadfast (Dream World/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. This Speed boost is maintained at the end of each round.
Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismis Toss
Revenge
Dynamicpunch
Fire Punch
Ice Punch
Thunder Punch
Payback
Bulk Up
Bulldoze
Substitute
Total Moves: 16
And here is the order:
blastioseboy19 sends out a Pokemon
Solstice sends out a Pokemon and gives orders
blastoiseboy19 gives orders
jas61292 refs
the arena changes
blastoiseboy19 gives orders
Solstice gives orders
jas61292 refs
the arena changes
repeat
Since the arena changes at the end of a round I would assume that we should start off at the ASB arena or somewhere equally neutral. But this will soon change. I can't wait to see where this will go.
So, let us begin!