Objection and waterwarrior are Tested by the Being of Chaos

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Rules:
Meh, flashmatches are lamesauce. How about something interesting?

6v6 FE singles
Max of 1 FE with fewer than 30 moves
Max of 1 FE with more than 60 moves
2 substitutions
2 recovers, 5 chills
3 day DQ time
Items = All of 'em
Abilities = All of 'em
Switch = AOK
Arena: Test of Chaos

The Test of Chaos will take place in an arena that is functionally identical to the standard ASB arena, although the battle is being overseen by a being of chaos.

In the Test of Chaos, any time a random roll is made (whether for accuracy, critical hit, secondary effect, confusion roll or anything else that would require a random number to be rolled), the being of chaos gains 1 energy. At the end of every round, the being of chaos expends all its energy to do damage to all active Pokemon equal to (energy * 2 / number of active Pokemon). For example, if, at the end of a round between a Cyclohm and a Colossoil, the being of chaos has 8 energy, then both Cyclohm and Colossoil take 8 damage and the being of chaos goes back to 0 energy. If there is also a Krilowatt and a Pyroak in the mix however, then the being does 4 damage to all four Pokemon, whereas if Cyclohm is the only Pokemon left standing at the end of the round, it takes 16 damage.

The being of chaos may do something in addition to this damage depending on how much energy it has. Note that random rolls made as part of this additional effect do not add energy to the being of chaos. The possible additional effects are as follows:
  • 0 energy: The being of chaos is most displeased and utters a vow of vengeance. As well as starting the next round with 5 energy, the amount of damage the being of chaos deals at the end of the next round is doubled.
  • 1 - 10 energy: No additional effect.
  • 11 - 15 energy: All active Pokemon gain the effects (both good and bad) of one of the Moody natures determined at random for each Pokemon. This stacks with any existing Moody nature. If any active Pokemon are switched out at the start of the next round, their random natures transfer to their replacements. The nature lasts until the end of the next round.
  • 16 - 20 energy: All active Pokemon change type as per the move Conversion 2. Pokemon that wouldn’t be able to change type via Conversion 2 become typeless. If any active Pokemon are switched out at the start of the next round, the replacements change type to match the type chosen for the Pokemon they are replacing. The type change lasts until the end of the next round.
  • 21 or more energy: All active Pokemon are switched out (only if Switch = OK) and their replacements are chosen at random as if the Pokemon had been hit by Roar or Whirlwind. Effects that prevent switching out such as Ingrain and Suction Cups do not prevent this. Pokemon that don’t switch out (because Switch = KO or for any other reason) are confused for the duration of the following round. This confusion cannot be removed by any means.
Objection:
Objection said:

Honchkrow (*) [Facilier] (M)
Nature: Rash (+Special Attack, -Special Defence)

Type: Dark/Flying
Dark: 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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 20
Moves: 43

EC: 6/6
MC: 1
DC: 5/5

Abilities:
Insomnia: (Passive) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Passive) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Moxie (DW UNLOCKED): (Passive) 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.

Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)
Sucker Punch
Swagger
Night Slash
Torment
Quash
Dark Pulse
Mean Look
Tailwind
Foul Play

Confuse Ray (*)
Faint Attack (*)
Whirlwind (*)
Roost
Sky Attack
Perish Song
Brave Bird
Psycho Shift
Drill Peck
Quick Attack

Taunt (*)
Aerial Ace (*)
Snarl (*)
Hidden Power Ground 7
Payback
Snatch
Thunder Wave
Fly
Toxic
Psychic
Substitute
Protect
Defog

Heat Wave
Superpower
Icy Wind
Air Cutter

Gliscor [Jafar] (M)
Nature: Adamant (+Attack, -Special Attack)

Type: Ground/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Moves: 38

EC: 6/6
MC: 1
DC: 5/5

Abilities:
Hyper Cutter: (Passive) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Passive) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW UNLOCKED): (Passive) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Attacks:
Poison Sting
Sand-Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Swords Dance
Acrobatics
Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Screech
U-turn
Guillotine
Sky Uppercut

Metal Claw
Night Slash
Wing Attack
Baton Pass
Agility
Rock Climb

Earthquake
Stone Edge
X-Scissor
Roost
Taunt
Dig
Substitute
Torment
Protect
Double Team
Stealth Rock
Aerial Ace
Rock Slide

Sky Attack
Aqua Tail

Charizard [Hades] (M)
Nature: Lonely (+Attack, -Defence)

Type: Fire/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Moves: 54

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Blaze: (Passive) 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)
Solar Power (DW UNLOCKED): (Passive) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Attacks:
Heat Wave
Dragon Claw
Air Slash
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Rage
Flamethrower
Wing Attack
Fire Spin

Flare Blitz
Rock Slide
Swords Dance
AncientPower
Counter
Crunch
Focus Punch

Dig
Brick Break
Will-o-Wisp
Shadow Claw
Sunny Day
Roost
Hone Claws
Reflect
Fire Blast
Fly
Dragon Tail
SolarBeam
Sky Drop
Protect
Earthquake
Aerial Ace
Substitute
Hidden Power Ice 7
Endure
Flame Charge
Toxic
Rock Tomb
Overheat
Focus Blast
Giga Impact

ThunderPunch
Blast Burn
Tailwind
Mimic
Mud-Slap
Twister

Dusknoir [Oogie Boogie] (M)
Nature: Quiet (+Special Attack, -Speed)

Type: Ghost
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.

Stats:
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Moves: 47

EC: 9/9
MC: 0

Abilities:
Pressure: (Passive) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Fire Punch
ThunderPunch
Ice Punch
Gravity
Bind
Curse
Shadow Punch
Mean Look
Payback
Future Sight

Destiny Bond
Imprison
Pain Split
Dark Pulse
Grudge

Toxic
Taunt
Shadow Ball
Trick Room
Earthquake
Rest
Brick Break
Focus Punch
Psychic
Rock Slide
Torment
Focus Blast
Substitute
Sleep Talk
Bulldoze
Protect
Double Team
Rock Tomb

DynamicPunch
Sucker Punch
Counter
Endure

Levitate

Machamp [Gaston] (M)
Nature: Sassy (+Special Defence, -Speed)

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 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 47 (-) (Opponent's accuracy boost: 10%)
Size Class: 3
Weight Class: 5
Base Rank Total: 19
Moves: 27

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Guts: (Passive) 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: (Passive) 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. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Steadfast (DW UNLOCKED): (Passive) 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
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
DynamicPunch
Wide Guard

Counter
Ice Punch
ThunderPunch
Fire Punch
Encore

Payback
Rock Slide
Substitute
Bulk Up
Light Screen
Stone Edge
Protect
Bide
Focus Punch

Endure
Dual Chop

Tomohawk [Scar] (M)

Nature: Modest (+Special Attack, -Attack)

Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Moves: 79 (MAX)

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Intimidate: (Trigger) 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 their 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 as a Command, and will affect all opponents.
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW UNLOCKED): (Passive) 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 by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Acrobatics
Aerial Ace
After You
Air Slash
Attract
Aura Sphere
Baton Pass
Bounce
Brick Break
Bulk Up
Bulldoze
Confuse Ray
Covet
Double Team
Drain Punch
Earth Power
Earthquake
Echoed Voice
Facade
False Swipe
Flash
Fling
Fly
Focus Blast
Focus Energy
Frustration
Fury Swipes
Giga Impact
Grass Knot
Harden
Haze
Healing Wish
Heat Wave
Hidden Power Ice 7
Hurricane
Hyper Beam
Hyper Voice
Incinerate
Iron Tail
Last Resort
Memento
Morning Sun
Nature Power
Protect
Quash
Rain Dance
Rapid Spin
Reflect
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Safeguard
Sky Attack
Sky Drop
Sleep Talk
Snatch
Snore
SolarBeam
Stealth Rock
Strength
Submission
Substitute
Sunny Day
Superpower
Swagger
Tailwind
Taunt
Thief
Toxic
Uproar
Whirlwind
Work Up
Yawn

Dispel (Raid only)
waterwarrior:
waterwarrior said:

Alakazam* (Houdin) Male
Nature: Timid (-Atk, +Spe, +22% accuracy)
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:
Synchronize:
(Passive) 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.
Inner Focus: (Passive) 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.
Magic Guard (DW ability- UNLOCKED): (Passive) 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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120x1.15) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: 9/9
MC: Movepool completed!
DC: 5/5

Attacks: (100/ 100 total moves)
Physical:
Bide
Body Slam
Counter
Dig
Double-Edge
Drain Punch
DynamicPunch
Facade
Fire Punch*
Fling
Focus Punch
Foul Play
Frustration
Giga Impact
Headbutt
Ice Punch
Iron Tail
Knock Off
Mega Kick
Mega Punch
Natural Gift
Psycho Cut
Rage
Return
Secret Power
Seismic Toss
Skull Bash
Slash
Submission
Take Down
Thief
ThunderPunch
Zen Headbutt

Special:
Charge Beam
Confusion
Dream Eater
Energy Ball
Focus Blast
Future Sight
Grass Knot
Hidden Power Fire (7)
Hyper Beam
Psybeam
Psychic*
Psyshock*
Psywave
Round
Shadow Ball*
Signal Beam
Snore
Tri Attack
Zap Cannon

Status:
Ally Switch
Attract
Barrier
Calm Mind
Disable
Double Team
Encore*
Endure
Embargo
Flash
Foresight
Gravity
Guard Swap*
Guard Split
Hypnosis
Kinesis
Light Screen
Magic Coat
Magic Room
Metronome
Mimic
Miracle Eye
Nightmare
Power Trick
Protect
Psych Up
Rain Dance
Recover
Recycle
Reflect
Rest
Role Play
Safeguard
Skill Swap
Sleep Talk
Snatch
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Teleport*
Thunder Wave
Torment
Toxic
Trick
Trick Room
Wonder Room

Cloyster (Frozone) Male

Nature: Lonely (+Atk, -Def)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Shell Armor: (Passive) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link: (Passive) This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3)
Overcoat (DW ability- UNLOCKED): (Passive) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 6 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 6/6
MC: 1
DC: 5/5

Attacks: (51 moves total)
Physical:
Avalanche
Bide
Clamp
Dive
Explosion
Facade
Frustration
Giga Impact
Ice Shard
Icicle Crash
Icicle Spear
Payback
Poison Jab
Rapid Spin
Razor Shell
Return
Rock Blast
Selfdestruct
Spike Cannon
Tackle
Twineedle

Special:
Aurora Beam
Blizzard
Brine
Hyper Beam
Hydro Pump
Ice Beam
Icy Wind
Signal Beam
Surf
Whirlpool

Status:
Aqua Ring
Double Team
Endure
Iron Defense
Leer
Mimic
Protect
Rain Dance
Reflect
Rest
Shell Smash
Sleep Talk
Spikes
Substitute
Supersonic
Teleport
Torment
Toxic
Toxic Spikes
Withdraw

Absol (Edgeworth) Male
Nature: Mild (+1 SpA, -1 Def)
Type: Dark
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.

Abilities:
Pressure:
(Passive) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Super Luck: (Passive) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Justified (DW ability- UNLOCKED): (Passive) 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 by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: N/A
MC: 1
DC: 5/5

Moves: (36 total)
Physical:
Bounce
Counter
Double-Edge
Faint Attack
Feint
Giga Impact
Megahorn
Night Slash
Psycho Cut
Pursuit
Quick Attack
Razor Wind
Scratch
Shadow Claw
Slash
Stone Edge
Sucker Punch
Superpower
X-Scissor
Zen Headbutt

Special:
Dark Pulse
Flamethrower
Future Sight
Ice Beam
Thunderbolt

Status:
Detect
Double Team
Endure
Leer
Magic Coat
Me First
Perish Song
Substitute
Swords Dance
Taunt
Torment

Electivire (von Karma) Male
Nature: Rash (+SpA, -SpD)
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:
Motor Drive: (Passive) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Vital Spirit (DW ability- UNLOCKED): (Passive) 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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks: (42/ 96 total moves)
Physical:
Cross Chop
Dig
Dual Chop
Earthquake
Feint
Fire Punch
Focus Punch
Giga Impact
Ice Punch
Low Kick
Quick Attack
Return
Rock Slide
Thunderpunch
Wild Charge

Special:
Discharge
Electro Ball
Flamethrower
Focus Blast
Hidden Power Grass (7)
Hyper Beam
Psychic
Shock Wave
Swift
Thunder
Thunderbolt
Thundershock
Volt Switch

Status:
Double Team
Endure
Helping Hand
Leer
Light Screen
Magnet Rise
Protect
Substitute
Taunt
Torment
Toxic

Mamoswine (Mr. Freeze) Male
Nature: Jolly (-SpA, +Spe, +10% Acc)
Type: Ice/Ground
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak: (Passive) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage
Thick Fat (DW Ability- UNLOCKED): (Passive) 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.)

Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 92 (80x1.15) (+)
Size Class: 5
Weight Class: 7
Base Rank Total: 20

EC: 9/9
MC: 1
DC: 5/5

Attacks: (54 total)
Physical:
Avalanche
Bulldoze
Dig
Double Hit
Double-Edge
Earthquake
Endeavor
Facade
Fissure
Flail
Frustration
Fury Attack
Giga Impact
Horn Attack
Ice Fang
Ice Shard
Icicle Crash
Iron Head
Knock Off
Peck
Return
Rock Slide
Stone Edge
Superpower
Tackle
Take Down
Thrash

Special:
AncientPower
Blizzard
Earth Power
Hyper Beam
Ice Beam
Icy Wind
Mud-Slap
Mud Bomb
Powder Snow

Status:
Amnesia
Block
Double Team
Endure
Hail
Light Screen
Mist
Mud Sport
Odor Sleuth
Protect
Reflect
Rest
Roar
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Toxic

Whimsicott (Fluttershy) Female
Nature: Timid (+15% Spe, +21% Acc, -Atk)
Type: Grass
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Passive) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW ability- UNLOCKED): (Passive) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 134 (116x1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks: (34 total)
Physical:
Beat Up
Knock Off
Razor Leaf

Special:
Absorb
Energy Ball
Giga Drain
Gust
Hidden Power Fire (7)
Hurricane
Mega Drain
Psychic
Solarbeam
Shadow Ball

Status:
Charm
Cotton Guard
Cotton Spore
Encore
Endeavor
Grasswhistle
Growth
Helping Hand
Leech Seed
Light Screen
Poisonpowder
Protect
Safeguard
Stun Spore
Substitute
Sunny Day
Switcheroo
Tailwind
Taunt
Toxic
Worry Seed
Objection sends out a mon
waterwarrior sends out a mon, equips an item, and orders
Objection orders
I ref
 
Well if you're sending out a Tomohawk, there's only one mon we can send out: Houdin @ Link Cable!


"Hmph. I never thought I'd say this, but it feels nice being out on the battlefield again. You will fall to my might!"

Psychic -> Psyshock -> Psychic
If successful P/E move, change that action to Light Screen the first time and Confusion the second
If successful damaging evasive move AND you are slower, change that action to Counter the first time, Psywave the second, and Counter the third
 

Scar@Black Belt (M)
HP: 110
ENERGY: 100
STATS: 1 / 3 / 5 / 3 / 85
ABILITY: Intimidate, Prankster, Justified
BOOSTS/DROPS: N/A
OTHER: N/A

Houdin@Link Cable (M)
HP: 90
ENERGY: 100
STATS: 1 / 2 / 5 [6] / 3 [4] / 138
ABILITY: Synchronize, Inner Focus, Magic Guard
BOOSTS/DROPS: +22% Accuracy
OTHER: N/A

Arena: N/A

Action 1:

Scar used Double Team!
-16 Energy
+4 Clones
Houdin used Psychic!
Hit: 259/1000: No
Scar: -1 Clone

Action 2:

Scar used Stealth Rock!
-12 Energy
Houdin used Psyshock!
Hit: 297/1000: No
-5 Energy
Scar: -1 Clone

Action 3:

Houdin used Psychic!
Hit: 575/1000: No
Crit: /1000: No
Effect: /1000: No
(9+3+3) = Damage
-6 Energy
Scar: -1 Clone
Scar used Whirlwind!
-7 Energy

Mon switched out: 2/5: Edgeworth


Scar@Black Belt (M)
HP: 110
ENERGY: 65
STATS: 1 / 3 / 5 / 3 / 85
ABILITY: Intimidate, Prankster, Justified
BOOSTS/DROPS: N/A
OTHER: 1 Clone

Edgeworth (M)
HP: 88
ENERGY: 100
STATS: 5 / 1 / 4 / 2 / 75
ABILITY: Pressure, Super Luck, Justified
BOOSTS/DROPS: N/A
OTHER: Stealth Rock

Houdin@Link Cable (M)
HP: 90
ENERGY: 83
STATS: 1 / 2 / 5 [6] / 3 [4] / 138
ABILITY: Synchronize, Inner Focus, Magic Guard
BOOSTS/DROPS: +22% Accuracy
OTHER: N/A


Arena: N/A

Turn Order:


waterwarrior equips an item
Objection issues actions.
waterwarrior issues actions.
REFEREE
 
Just saying that you forgot the arena's effect. Because 4 RNG rolls were made, Tomohawk and Absol both take 4 passive damage.

Anyway ...



"You think that will help you?"

Incinerate - Aura Sphere - Aura Sphere
If he uses Razor Wind on the turn you use Incinerate, change that action to Aura Sphere and push actions back.
If he uses a protective/evasive move and did not use one on the previous action, change that action to Chill and push actions back.
 
Yeah, this is kinda qq'ing, but whatever.

ASB is taking up too much of time that I really don't have any more. That would be fine and all, but I'm not really having fun any more either. No one is to blame for this except for me. I'm DQ'ing myself to take a break from ASB until things settle down a bit. I'll try to post in important matches like Gym matches and Tournaments (and the Ice Qualifiers if Ultimate Showdown somehow ends before I start playing normally again), but even then there's really no promise. I'm not really sure how long this will last. Sorry everyone. :(
 
If that's the case then, since this match has fewer than 2 complete rounds, it ends up as cancelled. I'll probably issue this challenge to someone else some other time.
 
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