Here we are at the massive Waluigi stadium, mainly intended for crazy kart-racing, but now being used for a crazy Pokemon battle! Objection and rickheg begin the fight!
Rules
2v2 Singles
3 day DQ for battlers, 5 day DQ for ref
40 HP recovery*/5 chills/No Taunt/No Encore
Switch = KO
Items = none
Abilities = all
The arena in detail:
Rickheg's team:
Growlithe(*) Ziggy (F)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Fire
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: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Intimidate: 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.
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).
Justified (DW): (Innate) 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 will be maintained at the end of each round.
Attacks:
Bite(*)
Roar(*)
Ember(*)
Leer(*)
Odor Sleuth(*)
Take Down(*)
Helping Hand(*)
Flame Wheel(*)
Reversal(*)
Crunch(*)
Morning Sun(*)
Close Combat(*)
Flamethrower(*)
Wild Charge(*)
Will-O-Wisp(*)
Syclar(*) Liberty (F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Ice/Bug
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Stats
HP: 90
Atk: **(-)
Def: **
SpA: ****(+)
SpD: **
Spe: 91
EC: 2/6
MC: 0
DC: 1/5
Attacks:
Leer(*)
Leech Life(*)
Ice Shard(*)
Focus Energy(*)
Slash (*)
Icy Wind(*)
Scratch(*)
Slash (*)
Bug Bite(*)
Icicle Spear(*)
Bug Buzz
Earth Power(*)
Tail Glow(*)
Silver Wind (*)
Ice Beam (*)
Hidden Power Fire 6(*)
Protect (*)
Mienfoo(*) Swifty (M)
Nature: JOlly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack)
Type: Fighting
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: 75(65x1.15)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Inner Focus: (Innate) 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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.
Attacks:
Pound(*)
Meditate(*)
Detect(*)
Fake Out(*)
Double Slap(*)
Swift(*)
Calm Mind(*)
Low Kick(*)
Feint(*)
Knock Off(*)
U-Turn(*)
Rock Slide(*)
Brick Break(*)
and Objection's Team:
Medicham (*) [Frollo] (M)
Nature: Adamant (+Attack, -Special Attack)
Type: Fighting/Psychic
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 80
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Pure Power: (Innate) This Pokemon has immense inner strength, raising its Attack by **. If skill swapped, the swapped Pokemon's Attack is only raised by *.
Telepathy (DW UNLOCKED): (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.
Attacks:
Bide (*)
Meditate (*)
Confusion (*)
Detect (*)
Hidden Power Fighting 6 (*)
Mind Reader (*)
Feint (*)
Calm Mind (*)
Force Palm
Recover
Drain Punch (*)
Ice Punch (*)
ThunderPunch (*)
Fire Punch
Foresight
Bulk Up (*)
Brick Break (*)
Rock Slide(*)
Charmander [Hades] (M)
Nature: Lonely (+Attack, -Defence)
Type: Fire
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: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 65
EC: 3/9
MC: 1
DC: 1/5
Abilities:
Blaze: (Innate) 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): (Innate) 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:
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Flare Blitz
Rock Slide
Swords Dance
Dig
Brick Break
Will-o-Wisp
Emolga [Madam Mim] (F)
Nature: Mild (+Special Attack, -Defence)
Type: Electric/Flying
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 103
EC: 0/0
MC: 0
DC: 1/5
Abilities:
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.
Motor Drive (DW): (Innate) 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. This boost is maintained at the end of each round.
Attacks:
Thundershock
Quick Attack
Tail Whip
Charge
Spark
Pursuit
Double Team
Shock Wave
Encore
Air Slash
Charm
Roost
Taunt
Thunderbolt
Thunder Wave
The order is:
1.Objection releases his or her pokemon!
2. Rickheg releases his or her pokemon, and orders.
3. Objection orders!
4. I ref
5. Objection orders.
6. Rickheg orders.
7.I ref
8. Rickheg orders
9. Objection orders
10. I ref
etc...
Let the battle begin, with a simple muddy track the first round!
Rules
2v2 Singles
3 day DQ for battlers, 5 day DQ for ref
40 HP recovery*/5 chills/No Taunt/No Encore
Switch = KO
Items = none
Abilities = all
The arena in detail:
A dirt track in a muddy stadium. Throughout the battle, the pokemon will be doing laps of the track. This means that the arena will have different effects each round like so:
*A pokemon may use as many recovery moves as it likes, but it may only recover up to 40 HP during the match. Moves that have recovery as a second effect (eg, Giga Drain) can still be used after this limit, but they won't heal HP. All moves/items that restore HP count towards this.
- Simple dirt track with mud
- Ramp with ring of fire for first action, simple dirt track with mud for second and third actions
- Ramp with ring of fire for first action, simple dirt track with mud for second and third actions
- Track segment with wooden piranha plants and rotating bars of fire
- Simple dirt track with mud
- Simple dirt track with mud for first two actions, ramp with ring of fire for third action
- Go back to 1
- Mud Bomb, Mud Shot, Muddy Water and Mud-Slap have their base power increased by 2.
- Mud Sport is in effect.
- Surf can be used by using the mud puddles as a water source.
- If Surf is used in this way, it will have a 30% chance of lowering the target's accuracy by 1 stage.
- Trainers may issue the order "jump through the ring of fire". This costs 5 energy unless the pokemon is already off the ground for some reason (eg, Flying-type, Levitate, Magnet Rise) and gives +1 evasion for that action only.
- If the trainer gives any other order, the pokemon will execute this order but, at the end of the action, will hit the ring of fire and get burned. A burn-free pokemon sustains a 1st degree burn, a pokemon with a 1st degree burn has it upgraded to a 2nd degree burn, etc.
- A pokemon that is immune to burns or already has a 3rd degree burn will instead take damage equal to an unSTAB Ember from rank 3 special attack unless it has Flash Fire, in which case the ring of fire will have no effect.
- If Gravity is in effect, the order "jump through the ring of fire" may not be given.
- Dig, Earthquake, Bulldoze, Magnitude and Surf may not be used.
- The ring of fire cannot be put out.
- Pokemon may use contact moves or Telekinesis to push each other into either a wooden piranha plant or a rotating bar of fire. This can only be done once during the round.
- Contact moves and Telekinesis can still be used for the rest of the round but not to push pokemon into obstacles.
- Which piranha plant or rotating bar of fire the pokemon gets pushed into depends on what action the pushing move is used on (first one for first action, second one for second action, etc).
- A pokemon that collides with a wooden piranha plant takes 10 damage if it weighs 22lb or less, 8 damage if it weighs between 22.1lb and 55lb, 5 damage if it weighs between 55.1lb and 110lb and 3 damage if it weighs more than 110lb. If the pokemon weighs more than 220lb, it also destroys that particular piranha plant.
- A pokemon that collides with a rotating bar of fire will get burned. A burn-free pokemon sustains a 1st degree burn, a pokemon with a 1st degree burn has it upgraded to a 2nd degree burn, etc.
- A pokemon that is immune to burns or already has a 3rd degree burn will instead take damage equal to an unSTAB Ember from rank 3 special attack unless it has Flash Fire, in which case the bar of fire will have no effect.
- Surf may not be used.
- Despite being wooden, the piranha plants cannot be set on fire. The rotating bars of fire cannot be put out.
*A pokemon may use as many recovery moves as it likes, but it may only recover up to 40 HP during the match. Moves that have recovery as a second effect (eg, Giga Drain) can still be used after this limit, but they won't heal HP. All moves/items that restore HP count towards this.
Rickheg's team:
Growlithe(*) Ziggy (F)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Fire
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: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Intimidate: 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.
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).
Justified (DW): (Innate) 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 will be maintained at the end of each round.
Attacks:
Bite(*)
Roar(*)
Ember(*)
Leer(*)
Odor Sleuth(*)
Take Down(*)
Helping Hand(*)
Flame Wheel(*)
Reversal(*)
Crunch(*)
Morning Sun(*)
Close Combat(*)
Flamethrower(*)
Wild Charge(*)
Will-O-Wisp(*)
Syclar(*) Liberty (F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Ice/Bug
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Stats
HP: 90
Atk: **(-)
Def: **
SpA: ****(+)
SpD: **
Spe: 91
EC: 2/6
MC: 0
DC: 1/5
Attacks:
Leer(*)
Leech Life(*)
Ice Shard(*)
Focus Energy(*)
Slash (*)
Icy Wind(*)
Scratch(*)
Slash (*)
Bug Bite(*)
Icicle Spear(*)
Bug Buzz
Earth Power(*)
Tail Glow(*)
Silver Wind (*)
Ice Beam (*)
Hidden Power Fire 6(*)
Protect (*)
Mienfoo(*) Swifty (M)
Nature: JOlly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack)
Type: Fighting
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: 75(65x1.15)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Inner Focus: (Innate) 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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.
Attacks:
Pound(*)
Meditate(*)
Detect(*)
Fake Out(*)
Double Slap(*)
Swift(*)
Calm Mind(*)
Low Kick(*)
Feint(*)
Knock Off(*)
U-Turn(*)
Rock Slide(*)
Brick Break(*)
and Objection's Team:
Medicham (*) [Frollo] (M)
Nature: Adamant (+Attack, -Special Attack)
Type: Fighting/Psychic
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 80
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Pure Power: (Innate) This Pokemon has immense inner strength, raising its Attack by **. If skill swapped, the swapped Pokemon's Attack is only raised by *.
Telepathy (DW UNLOCKED): (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.
Attacks:
Bide (*)
Meditate (*)
Confusion (*)
Detect (*)
Hidden Power Fighting 6 (*)
Mind Reader (*)
Feint (*)
Calm Mind (*)
Force Palm
Recover
Drain Punch (*)
Ice Punch (*)
ThunderPunch (*)
Fire Punch
Foresight
Bulk Up (*)
Brick Break (*)
Rock Slide(*)
Charmander [Hades] (M)
Nature: Lonely (+Attack, -Defence)
Type: Fire
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: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 65
EC: 3/9
MC: 1
DC: 1/5
Abilities:
Blaze: (Innate) 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): (Innate) 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:
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Flare Blitz
Rock Slide
Swords Dance
Dig
Brick Break
Will-o-Wisp
Emolga [Madam Mim] (F)
Nature: Mild (+Special Attack, -Defence)
Type: Electric/Flying
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 103
EC: 0/0
MC: 0
DC: 1/5
Abilities:
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.
Motor Drive (DW): (Innate) 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. This boost is maintained at the end of each round.
Attacks:
Thundershock
Quick Attack
Tail Whip
Charge
Spark
Pursuit
Double Team
Shock Wave
Encore
Air Slash
Charm
Roost
Taunt
Thunderbolt
Thunder Wave
The order is:
1.Objection releases his or her pokemon!
2. Rickheg releases his or her pokemon, and orders.
3. Objection orders!
4. I ref
5. Objection orders.
6. Rickheg orders.
7.I ref
8. Rickheg orders
9. Objection orders
10. I ref
etc...
Let the battle begin, with a simple muddy track the first round!