Engineer Pikachu
Good morning, you bastards!
RULES:
2 V 2 Doubles :D
DQ Time: 1 Day / 2 Days Ref (unless warned first)
2 Recoveries / 5 Chills
Switch=KO
Items=Off
One Ability
Arena: Black Diamond Mine
Deep within the crust of the earth, we find a large cave filled with large black diamonds. The cave itself is buried hundreds of feet underground, so it's quiet and completely untouched. The cave is extremely dim, since the only light surrounding the arena is from the small elevator shaft. However, it's not completely black, so Pokemon do have a good idea of where their opponents are. There definitely is visibility issues for normal Pokemon, however. (A 10% accuracy decrease for all Pokemon that do not have a way to see through darkness) There is a small pool of water down below, which provides the arena with a water source. However, there is not enough water for a Surf / Muddy Water wave. The ground cannot have seismic activity happen, as the gemstones surrounding the cave will shatter and fall. Digging is allowed, but there is a chance (25%) that you will dig into a gemstone and hurt yourself (10 damage). This battle cannot have final evolution Pokemon or non-evolving Pokemon in it.
SUMMARY OF EFFECTS: Darkness that cuts accuracy of all moves by 10% unless the Pokemon has a way to see through darkness. Small pool of water for Water attacks but no Surf / Muddy Water. No EQ / Earth Power / Magnitude. Dig is allowed, but there is a chance (25%) that you will dig into a gemstone and hurt yourself (10 damage). This battle cannot have final evolution Pokemon or non-evolving Pokemon in it.
Let's meet our... COMBATANTS.
DARKSLAY:
Flarelm [Willow] (F)
Nature: Quiet (Adds * to Special Attack. A 15% decrease (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on the opponent's Pokemon's attacks.)
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: 47 (55 x 15% = 8.25)
EC: 6 / 9
MC: 4
DC: 4 / 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 (*)
Bullet Seed (*)
Sweet Scent (*)
Growth (*)
Ember (*)
Leech Seed (*)
Flame Wheel (*)
Giga Drain (*)
Fire Spin (*)
Earth Power (*)
Aromatherapy (*)
Seed Bomb (*)
Hidden Power (Ice, 7) (*)
Flamethrower (*)
Substitute (*)
Gastly [Allergy] (F)
Nature: Mild (Adds * to Special Attack. Subtracts * from Defense.)
Type: Ghost
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Stats:
HP: 90
Atk: **
Def: *(-)
SpA: *****(+)
SpD: **
Spe: 80
EC: 2 / 9
MC: 1
DC: 0 / 0 (no DW ability)
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks:
Hypnosis (*)
Lick (*)
Spite (*)
Mean Look (*)
Curse (*)
Confuse Ray (*)
Night Shade (*)
Sucker Punch (*)
Shadow Ball
Disable (*)
Perish Song (*)
Fire Punch (*)
Sludge Bomb (*)
Thunderbolt (*)
Hidden Power (Fighting, 7) (*)
Scraggy [Shawty] (F)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Dark / Fighting
Dark: 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).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 48
EC: 0 / 6
MC: 0
DC: 0 / 5
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.
Intimidate (DW): (Innate) 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.
Attacks:
Leer (*)
Low Kick (*)
Sand Attack (*)
Faint Attack (*)
Headbutt (*)
Swagger (*)
Brick Break (*)
Payback (*)
Drain Punch (*)
Ice Punch (*)
Zen Headbutt (*)
Bulk Up (*)
Taunt (*)
Dragon Tail (*)
DRAGONBOY52:
Privatyke (Marshall) (M) (*)
Nature: Brave
Type: Water/Fighting
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).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
HP: 100
Atk: ****(+)
Def: ***
SpA: **
SpD: **
Spe: 30 (-)
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
(Using This ability)
Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Attacks:
Level Up
Bubble(*)
Smokescreen(*)
Yawn(*)
Wrap(*)
Arm Thrust(*)
Egg Moves
Recover(*)
Bulk Up(*)
Ice Punch(*)
BW TM
Rock Slide(*)
Waterfall(*)
Substitute(*)
I'm sure all of you know turn order.
DarkSlay starts!
2 V 2 Doubles :D
DQ Time: 1 Day / 2 Days Ref (unless warned first)
2 Recoveries / 5 Chills
Switch=KO
Items=Off
One Ability
Arena: Black Diamond Mine
Deep within the crust of the earth, we find a large cave filled with large black diamonds. The cave itself is buried hundreds of feet underground, so it's quiet and completely untouched. The cave is extremely dim, since the only light surrounding the arena is from the small elevator shaft. However, it's not completely black, so Pokemon do have a good idea of where their opponents are. There definitely is visibility issues for normal Pokemon, however. (A 10% accuracy decrease for all Pokemon that do not have a way to see through darkness) There is a small pool of water down below, which provides the arena with a water source. However, there is not enough water for a Surf / Muddy Water wave. The ground cannot have seismic activity happen, as the gemstones surrounding the cave will shatter and fall. Digging is allowed, but there is a chance (25%) that you will dig into a gemstone and hurt yourself (10 damage). This battle cannot have final evolution Pokemon or non-evolving Pokemon in it.
SUMMARY OF EFFECTS: Darkness that cuts accuracy of all moves by 10% unless the Pokemon has a way to see through darkness. Small pool of water for Water attacks but no Surf / Muddy Water. No EQ / Earth Power / Magnitude. Dig is allowed, but there is a chance (25%) that you will dig into a gemstone and hurt yourself (10 damage). This battle cannot have final evolution Pokemon or non-evolving Pokemon in it.
Let's meet our... COMBATANTS.
DARKSLAY:
Flarelm [Willow] (F)
Nature: Quiet (Adds * to Special Attack. A 15% decrease (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on the opponent's Pokemon's attacks.)
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: 47 (55 x 15% = 8.25)
EC: 6 / 9
MC: 4
DC: 4 / 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 (*)
Bullet Seed (*)
Sweet Scent (*)
Growth (*)
Ember (*)
Leech Seed (*)
Flame Wheel (*)
Giga Drain (*)
Fire Spin (*)
Earth Power (*)
Aromatherapy (*)
Seed Bomb (*)
Hidden Power (Ice, 7) (*)
Flamethrower (*)
Substitute (*)
Gastly [Allergy] (F)
Nature: Mild (Adds * to Special Attack. Subtracts * from Defense.)
Type: Ghost
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Stats:
HP: 90
Atk: **
Def: *(-)
SpA: *****(+)
SpD: **
Spe: 80
EC: 2 / 9
MC: 1
DC: 0 / 0 (no DW ability)
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks:
Hypnosis (*)
Lick (*)
Spite (*)
Mean Look (*)
Curse (*)
Confuse Ray (*)
Night Shade (*)
Sucker Punch (*)
Shadow Ball
Disable (*)
Perish Song (*)
Fire Punch (*)
Sludge Bomb (*)
Thunderbolt (*)
Hidden Power (Fighting, 7) (*)
Scraggy [Shawty] (F)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Dark / Fighting
Dark: 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).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 48
EC: 0 / 6
MC: 0
DC: 0 / 5
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.
Intimidate (DW): (Innate) 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.
Attacks:
Leer (*)
Low Kick (*)
Sand Attack (*)
Faint Attack (*)
Headbutt (*)
Swagger (*)
Brick Break (*)
Payback (*)
Drain Punch (*)
Ice Punch (*)
Zen Headbutt (*)
Bulk Up (*)
Taunt (*)
Dragon Tail (*)
DRAGONBOY52:
Magnemite (Telsa) (Genderless) (*)
Nature: Quiet
Type: Steel/Electric
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
HP: 80
Atk: **
Def: ***
SpA: **** (+)
SpD: **
Spe: 39 (-)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Sturdy: 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.
(Using This ability)
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Analyze (DW): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. (DW)
Moves
Level Up:
Metal Sound (*)
Tackle(*)
Supersonic(*)
Sonicboom(*)
Thunder Wave(*)
Spark(*)
Discharge(*)
Magnet Rise(*)
Lock-On(*)
Egg Moves:
None :(
BM TM:
Flash Cannon(*)
Volt Change(*)
Protect (*)
Nature: Quiet
Type: Steel/Electric
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
HP: 80
Atk: **
Def: ***
SpA: **** (+)
SpD: **
Spe: 39 (-)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Sturdy: 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.
(Using This ability)
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Analyze (DW): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. (DW)
Moves
Level Up:
Metal Sound (*)
Tackle(*)
Supersonic(*)
Sonicboom(*)
Thunder Wave(*)
Spark(*)
Discharge(*)
Magnet Rise(*)
Lock-On(*)
Egg Moves:
None :(
BM TM:
Flash Cannon(*)
Volt Change(*)
Protect (*)
Privatyke (Marshall) (M) (*)
Nature: Brave
Type: Water/Fighting
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).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
HP: 100
Atk: ****(+)
Def: ***
SpA: **
SpD: **
Spe: 30 (-)
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
(Using This ability)
Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Attacks:
Level Up
Bubble(*)
Smokescreen(*)
Yawn(*)
Wrap(*)
Arm Thrust(*)
Egg Moves
Recover(*)
Bulk Up(*)
Ice Punch(*)
BW TM
Rock Slide(*)
Waterfall(*)
Substitute(*)
I'm sure all of you know turn order.
DarkSlay starts!