Two trainers silently enter an immense temple. Large statues line the great hall, leading up to an immense, marble likeness of Balder, the Norse god of peace and joy. The trainers approach the statue and kneel out of grave respect for the magical aura they feel pulsing through their veins. They ask for the god’s blessing before turning to each other and shaking hands, again, out of respect for each other and for the honor of the imminent battlers. They then silently move to opposite ends of the Temple to square off.
Battle On!
Arena:
Temple of Balder. The Norse god of peace and joy, this temple was built out of respect. It is said that being here can enforce a stronger willpower or improved health, and it has yet been unknown for any maladies to be obtained here. The temple is sacred, but the courtyard is suitable for battling on.
Arena effects: All pokémon have a permanent safeguard. Pokémon also learn the following actions:
Prayer for Peace: You regain 10 HP and 5 EN.
Prayer for Power: All stats are boosted by 1, similar to the effect of an Ominous Wind boost (10 EN).
Prayer for Justice: You lose 5 HP, and a Heavenly Anvil falls from the sky, doing 12 damage (10 EN).
Prayer for Courage: If you are below 50% of your original HP, this will give all attacks a +1 bonus to base power for the next 9 actions. If above 50%, this fails.
Rules:
Switch = TRULZY (KO)
One Ability
Items = Popple (None)
Teams:
Dogfish44:
Woobat [Fledermaus] (F)
Nature: Modest (+ Sp.ATK ; - ATK)
Type: Psychic / Flying
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
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.
Klutz (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.
Simple (DW) (Innate): This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Stats:
90 HP
ATK: 1 (-)
DEF: 2
Sp.ATK: 3 (+)
Sp.DEF: 2
Speed: 72
EC: 0/6
MC: 0
DC: 4/5
Attacks:
Confusion
Odor Sleuth
Gust
Assurance
Heart Stamp
Imprison
Air CUtter
Attract
Stored Power
Supersonic
Knock Off
Energy Ball
Charge Beam
Shadow Ball
Psychic
Calm Mind
Dogfish44 will be cashing in Fledermaus’s 1 DC at the start of the match to unlock its Dream World ability, Simple!
Poochyena [Sam] (Male)
Nature: Adamant (Boosts ATK ; Decreases Sp.ATK)
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:
Run Away: This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Quick Feet: This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Rattled (DW): These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types. 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:
Poochyena
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Howl
Sand Attack
Bite
Odor Sleuth
Roar
Swagger
Thunder Fang
Fire Fang
Ice Fang
Taunt
Payback
Torment
Sunkern [Sunkool] (F)
Nature: Modest
Type:
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: 90
Atk: Rank 1 (-)
Def: Rank 2
Sp.Atk: Rank 3 (+)
Sp.Def: Rank 2
Speed: 30
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Chlorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power: 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).
Early Bird [DW]: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Attacks:
Absorb
Growth
Mega Drain
Ingrain
GrassWhistle
Leech Seed
Endeavor
Worry Seed
Sunny Day
Bide
Leech Seed
Nature Power
Sludge Bomb
SolarBeam
Hidden Power Fire
shadowbone66:
Deino [Leslie] (Female)
Nature: Naive
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Ability 1: 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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (lowered by Nature)
Spe: 43 (boosted by Nature, 5.3% flat Accuracy boost)
EC: 3/9
MC: 4
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Rush
Fire Fang
Thunder Fang
Dark Pulse
Work Up
Substitute
Return
Taunt
Slowpoke [Paul] (Male)
Nature: Sassy
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Ability 1: Oblivious (Innate)
This Pokemon is incapable of being effected by Attract or Cute Charm.
Ability 2: Own Tempo (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
Ability 3: Regenerator (Innate, DW, Dormant)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (boosted by nature)
Spe: 13 (lowered by nature, flat 10 point decrease in evasion)
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Zen Headbutt
Me First
Mud Sport
Surf
Psychic
Calm Mind
Scald
Scratchet [Raptor] (M)
Nature: Adamant (+Attack, -Sp. Attack)
Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate, Dormant) 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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 40
Attacks
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Roost
Confuse Ray
Memento
Brick Break
Return
Work Up
1. Dogfish44 sends out Pokemon + ability
2. shadowbone66 sends out Pokemon + ability, issues actions
3. Dogfish44 issues actions
4. Korski refs
Let's see who can best curry the favor of the gods!
Battle On!
Arena:
Temple of Balder. The Norse god of peace and joy, this temple was built out of respect. It is said that being here can enforce a stronger willpower or improved health, and it has yet been unknown for any maladies to be obtained here. The temple is sacred, but the courtyard is suitable for battling on.
Arena effects: All pokémon have a permanent safeguard. Pokémon also learn the following actions:
Prayer for Peace: You regain 10 HP and 5 EN.
Prayer for Power: All stats are boosted by 1, similar to the effect of an Ominous Wind boost (10 EN).
Prayer for Justice: You lose 5 HP, and a Heavenly Anvil falls from the sky, doing 12 damage (10 EN).
Prayer for Courage: If you are below 50% of your original HP, this will give all attacks a +1 bonus to base power for the next 9 actions. If above 50%, this fails.
Rules:
Switch = TRULZY (KO)
One Ability
Items = Popple (None)
Teams:
Dogfish44:

Woobat [Fledermaus] (F)
Nature: Modest (+ Sp.ATK ; - ATK)
Type: Psychic / Flying
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
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.
Klutz (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.
Simple (DW) (Innate): This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Stats:
90 HP
ATK: 1 (-)
DEF: 2
Sp.ATK: 3 (+)
Sp.DEF: 2
Speed: 72
EC: 0/6
MC: 0
DC: 4/5
Attacks:
Confusion
Odor Sleuth
Gust
Assurance
Heart Stamp
Imprison
Air CUtter
Attract
Stored Power
Supersonic
Knock Off
Energy Ball
Charge Beam
Shadow Ball
Psychic
Calm Mind

Poochyena [Sam] (Male)
Nature: Adamant (Boosts ATK ; Decreases Sp.ATK)
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:
Run Away: This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Quick Feet: This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Rattled (DW): These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types. 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:
Poochyena
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Howl
Sand Attack
Bite
Odor Sleuth
Roar
Swagger
Thunder Fang
Fire Fang
Ice Fang
Taunt
Payback
Torment

Sunkern [Sunkool] (F)
Nature: Modest
Type:
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: 90
Atk: Rank 1 (-)
Def: Rank 2
Sp.Atk: Rank 3 (+)
Sp.Def: Rank 2
Speed: 30
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Chlorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power: 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).
Early Bird [DW]: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Attacks:
Absorb
Growth
Mega Drain
Ingrain
GrassWhistle
Leech Seed
Endeavor
Worry Seed
Sunny Day
Bide
Leech Seed
Nature Power
Sludge Bomb
SolarBeam
Hidden Power Fire
shadowbone66:

Deino [Leslie] (Female)
Nature: Naive
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Ability 1: 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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (lowered by Nature)
Spe: 43 (boosted by Nature, 5.3% flat Accuracy boost)
EC: 3/9
MC: 4
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Rush
Fire Fang
Thunder Fang
Dark Pulse
Work Up
Substitute
Return
Taunt

Slowpoke [Paul] (Male)
Nature: Sassy
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Ability 1: Oblivious (Innate)
This Pokemon is incapable of being effected by Attract or Cute Charm.
Ability 2: Own Tempo (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
Ability 3: Regenerator (Innate, DW, Dormant)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (boosted by nature)
Spe: 13 (lowered by nature, flat 10 point decrease in evasion)
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Zen Headbutt
Me First
Mud Sport
Surf
Psychic
Calm Mind
Scald

Scratchet [Raptor] (M)
Nature: Adamant (+Attack, -Sp. Attack)
Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate, Dormant) 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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 40
Attacks
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Roost
Confuse Ray
Memento
Brick Break
Return
Work Up
1. Dogfish44 sends out Pokemon + ability
2. shadowbone66 sends out Pokemon + ability, issues actions
3. Dogfish44 issues actions
4. Korski refs
Let's see who can best curry the favor of the gods!