Welcome all sports fan to... wait, we're WHERE?! This isn't the Large stadium in Nimbasa? Okay, sorry all, I've been informed that we're NOT in Nimbasa city. Now, let's look over the conditions of battle.
Whew, someone turn the heat up. Looks like we're fighting in Antartica today! And by that, I mean...
You got it, folks, one cold day! Don't forget to wear your coats to spectate this one. And watch out for flying ice from those bullies, they're not very nice.
Anyway, let's see our teams today. In the current champions side...
Quilava [Dante] (M)
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).
Nature: Mild (+SpA, -Def)
Stats:
HP: 90
Atk: ***
Def: *(-)
SpA: ****(+)
SpD: ***
Spe: 80
EC: 6/9
MC: 0
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)
Flash Fire (Dream World): (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).
Attacks:
Tackle
Leer
SmokeScreen
Ember
Quick Attack
Flame Wheel
Defense Curl
Flare Blitz
Double Edge
Reversal
Fire Blast
Will-O-Wisp
Wild Charge
Eruption
Litwick [Hecate] (F)
Nature: Modest (+SpA, -Atk)
Type: Ghost/Fire
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.)
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:
Litwick
HP: 90
Atk: *(-)
Def: **
SpA: ****(+)
SpD: **
Spe: 20
EC: 3/9
MC: 0
DC: 2/5
Abilities:
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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Moves:
Ember
Astonish
Minimise
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Heat Wave
Haze
Acid Armor
Will-O-Wisp
Energy Ball
Toxic
Hex
Psychic
Munchlax [Typhon] (M)
Nature: Quiet (+Spa, -Spe)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 4 (5/1.15)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Pickup: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (it's own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Thick Fat: (Innate) 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.)
Gluttony: (DW Locked) (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Moves:
Metronome
Odour Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Counter
Zen Headbutt
Double Edge
Blizzard
Thunder
Fire Blast
Dratini [Hyperion] (M)
Nature: Quiet (+Spa, -Spe)
Type: Dragon
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 43 (50/1.15)
EC: 0/9
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.
Marvel Scale: (DW Locked) (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Moves:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Dragon Pulse
Iron Tail
ExtremeSpeed
Fire Blast
Thunder
Blizzard
And on our challenger's side...(At least he separated his)
Riolu(*) Aura (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast: (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.
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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 4 (+1)
Def: Rank 1 (-1)
SpA: Rank 2
SpD: Rank 2
Spe: 60
EC: 4/6
MC: 2
DC: 2/5
Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Blaze Kick
Crunch(*)
Detect(*)
Hi Jump Kick(*)
Earthquake(*)
Rock Slide(*)
Swords Dance(*)
Baltoy(*) Top (Genderless)
Nature: Serious (No Effect on Stats)
Type 1: 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.
Type 2: 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:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
EC: 1/6
MC: 0
Attacks:
Confusion(*)
Harden(*)
Rapid Spin(*)
Mud-Slap(*)
Psybeam(*)
Rock Tomb(*)
Selfdestruct(*)
AncientPower(*)
Earth Power(*)
Extrasensory(*)
Charge Beam(*)
Grass Knot(*)
Ice Beam
Shadow Ball(*)
Caterpie (Bugzy) (F)
Nature: Docile (No Effect on Stats)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Run Away: (DW) (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 45
EC: 0/5
MC: 0
DC: 0/5
Attacks:
Tackle
String Shot
Bug Bite
Snore
Plicowatt (Krill) (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type 1: 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.
Type 2: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) 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.
Shed Skin (DW): (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.
Stats:
HP: 80
Atk: Rank 1 (-1)
Def: Rank 1
SpA: Rank 3 (+1)
SpD: Rank 1
Spe: 95
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Counter
Me First
Mirror Coat
Ice Beam
Scald
Thunderbolt
Well, with that under way, get your scarfs on, slap a few trouts, and let's get ready to fight!
You got it folks, so iiMK, you'll start 'em up.
4v4 doubles
36 hour DQ, double for ref
2/5
Switch = Ok
Abilities = All
No items
36 hour DQ, double for ref
2/5
Switch = Ok
Abilities = All
No items
Whew, someone turn the heat up. Looks like we're fighting in Antartica today! And by that, I mean...
<Destiny_Warrior> CHIEF CHILLY CHALLENGE
Occasionally, Chill Bullies will use various Ice and Dark attacks on the participants (15% chance per battler, any offensive Ice or Dark move can be selected) from 3/3 offensive stats.
Occasionally, Chill Bullies will use various Ice and Dark attacks on the participants (15% chance per battler, any offensive Ice or Dark move can be selected) from 3/3 offensive stats.
You got it, folks, one cold day! Don't forget to wear your coats to spectate this one. And watch out for flying ice from those bullies, they're not very nice.
Anyway, let's see our teams today. In the current champions side...
Quilava [Dante] (M)
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).
Nature: Mild (+SpA, -Def)
Stats:
HP: 90
Atk: ***
Def: *(-)
SpA: ****(+)
SpD: ***
Spe: 80
EC: 6/9
MC: 0
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)
Flash Fire (Dream World): (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).
Attacks:
Tackle
Leer
SmokeScreen
Ember
Quick Attack
Flame Wheel
Defense Curl
Flare Blitz
Double Edge
Reversal
Fire Blast
Will-O-Wisp
Wild Charge
Eruption
Litwick [Hecate] (F)
Nature: Modest (+SpA, -Atk)
Type: Ghost/Fire
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.)
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:
Litwick
HP: 90
Atk: *(-)
Def: **
SpA: ****(+)
SpD: **
Spe: 20
EC: 3/9
MC: 0
DC: 2/5
Abilities:
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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Moves:
Ember
Astonish
Minimise
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Heat Wave
Haze
Acid Armor
Will-O-Wisp
Energy Ball
Toxic
Hex
Psychic
Munchlax [Typhon] (M)
Nature: Quiet (+Spa, -Spe)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 4 (5/1.15)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Pickup: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (it's own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Thick Fat: (Innate) 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.)
Gluttony: (DW Locked) (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Moves:
Metronome
Odour Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Counter
Zen Headbutt
Double Edge
Blizzard
Thunder
Fire Blast
Dratini [Hyperion] (M)
Nature: Quiet (+Spa, -Spe)
Type: Dragon
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 43 (50/1.15)
EC: 0/9
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.
Marvel Scale: (DW Locked) (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Moves:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Dragon Pulse
Iron Tail
ExtremeSpeed
Fire Blast
Thunder
Blizzard
And on our challenger's side...(At least he separated his)
Riolu(*) Aura (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast: (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.
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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 4 (+1)
Def: Rank 1 (-1)
SpA: Rank 2
SpD: Rank 2
Spe: 60
EC: 4/6
MC: 2
DC: 2/5
Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Blaze Kick
Crunch(*)
Detect(*)
Hi Jump Kick(*)
Earthquake(*)
Rock Slide(*)
Swords Dance(*)
Baltoy(*) Top (Genderless)
Nature: Serious (No Effect on Stats)
Type 1: 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.
Type 2: 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:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
EC: 1/6
MC: 0
Attacks:
Confusion(*)
Harden(*)
Rapid Spin(*)
Mud-Slap(*)
Psybeam(*)
Rock Tomb(*)
Selfdestruct(*)
AncientPower(*)
Earth Power(*)
Extrasensory(*)
Charge Beam(*)
Grass Knot(*)
Ice Beam
Shadow Ball(*)
Caterpie (Bugzy) (F)
Nature: Docile (No Effect on Stats)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Run Away: (DW) (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 45
EC: 0/5
MC: 0
DC: 0/5
Attacks:
Tackle
String Shot
Bug Bite
Snore
Plicowatt (Krill) (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type 1: 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.
Type 2: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) 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.
Shed Skin (DW): (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.
Stats:
HP: 80
Atk: Rank 1 (-1)
Def: Rank 1
SpA: Rank 3 (+1)
SpD: Rank 1
Spe: 95
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Counter
Me First
Mirror Coat
Ice Beam
Scald
Thunderbolt
Well, with that under way, get your scarfs on, slap a few trouts, and let's get ready to fight!
iiMKUltra will send out his pokemon.
auramaster will send out his pokemon(Choose which 4 you'll use at this time) and actions
iiMKUltra will send his actions
I ref
iiMKUltra will send in actions
auramaster will send in actions
I ref
Repeat steps above without sending out pokemon.
auramaster will send out his pokemon(Choose which 4 you'll use at this time) and actions
iiMKUltra will send his actions
I ref
iiMKUltra will send in actions
auramaster will send in actions
I ref
Repeat steps above without sending out pokemon.
You got it folks, so iiMK, you'll start 'em up.