Open Challenge:
4 vs. 4 Doubles
2-day player/ref DQ
2 recovers/5 chills
Rules: no fully-evolved Pokemon. Middle, basic, and baby forms are all acceptable.
Arena: Old Bomb Factory - A dilapidated, old factory that used to make bombs for some war. No one ended up using the bombs, so they were instead piled floor-to-ceiling and left to rot. They are very old, fragile, and most importantly, active. Unfortunately, our competitors will be battling in a small, cleared-out area of the factory surrounded by these bombs. Any missed physical attacks have a 75% chance of striking a bomb, causing it to explode and doing 10 damage to the attacker. Any missed special attacks have a 75% chance to explode 2-5 bombs behind the opposing team for 2 damage apiece on both opposing Pokemon. Any missed status moves have a 50% chance of defusing all the bombs behind the opponent's team. Any multi-target moves like Rock Slide, Earthquake, and Blizzard have a 20% chance of setting off all the bombs in the Factory, doing 25 damage to all Pokemon on the field.
Other than that, the roof has collapsed over the years, so sky-based attacks like Moonlight, Thunderbolt, and Sky Drop can still be used to their full potential. The four walls of the factory are far away, meaning the only horizontal impediments will be the walls of bombs surrounding the 20'x20' battlefield. Don't sprint or get thrown too fast in any direction, or you may hit a bomb (ref's discretion)!
Korski's Team:Since no one wants to take my challenge, I will accept it, Korski.
1 Ability
Switch = KO
Items = Nope
Rhydon(*) Crumbles (M)
Type: Ground/Rock
- 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.
- Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
- Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
- Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
- Reckless (LOCKED): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
EC: 8/9
MC: 0
DC: 3/5
Attacks:
Horn Attack(*)
Stomp(*)
Tail Whip(*)
Fury Attack(*)
Scary Face(*)
Rock Blast(*)
Earthquake
Megahorn
Counter(*)
Crush Claw(*)
Swords Dance(*)
Toxic(*)
Protect
Dig(*)
Sandstorm
Rock Polish(*)
Flarelm Kitch (M)
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. Superior senses in volcanic or brushfire areas.
- 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.
- 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 (LOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 47 (55/1.15v) (-)
EC: 6/9
MC: 0
DC: 2/5
Attacks:
Leaf Blade
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume
Counter
Earth Power
Blaze Kick
Light Screen
Protect
Will-o-Wisp
Substitute
Metang Mecha
Type: Steel/Psychic
- Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
- 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.
- Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents (e.g. Intimidate, Growl, Screech etc.).
- Light Metal (LOCKED): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 43 (50/1.15v) (-)
EC: 4/9
MC: 0
DC: 1/5
Attacks:
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Psychic
Meteor Mash
Iron Defense
Iron Head
Zen Headbutt
Combusken Yonderwear (M)
Type: Fire/Fighting
- 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.
- Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
- 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).
- Speed Boost (LOCKED): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 55
EC: 4/9
MC: 0
DC: 1/5
Attacks:
Scratch
Growl
Focus Energy
Ember
Double Kick
Peck
Sand-Attack
Fire Spin
Mirror Move
Flare Blitz
Counter
Baton Pass
Rock Slide
Protect
Will-o-Wisp
Flamethrower
Frosty's Team:
Dusclops * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
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 2
SpD: Rank 5
Spe: 21 (25*0.85v) (-)
EC: 5/9
MC: 0
DC: doesn't matter
Abilities:
Pressure:(Innate) 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 (*)
Fire Punch
Thunder Punch
Ice Punch
Gravity
Bind
Destiny Bond (*)
Pain Split (*)
Imprison (*)
Trick Room (*)
Will-o-Wisp (*)
Return (*)
Earthquake
Rock Slide
Focus Punch
Zorua * (Canas) M
Nature: Hasty (Speed +; Defense -, +12 accuracy)
Type:
DarkDark 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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65 x 1.5^) (+)
EC: 4/6
MC: 4
DC: Nah
Abilities:
Illusion:Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion.
Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Counter
Dark Pulse
Extrasensory
Snarl
Protect
Grass Knot
Solosis [ÜbelBär] (M)
Nature: Relaxed (+1 Defence, -15% Speed, +10% Accuracy for oponent)
Type: Psychic
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 4
SpD: Rank 2
Spe: 17 (20/1.15)
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Regenerator(DW): (Innate) [LOCKED] 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.
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power (Ground, 7)
Light Screen
Charm
Recover
Psyshock
Confuse Ray
Imprison
Secret Power
Trick Room
Calm Mind
Shadow Ball
Tangela [Nudeln] (F)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
Type: Grass
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:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 4
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Ingrain
Constrict
Sleep Powder
Absorb
Growth
PoisonPowder
Vine Whip
Bind
Giga Drain
Leech Seed
Nature Power
Protect
Hidden Power Fire [7]
Giga Impact
-Korski sends out Pokemon
-Frosty sends out Pokemon and gives actions
-Korski gives actions
-I ref
-Korski gives actions
-Frosty gives actions
-I ref.
Good Luck Trainers!
Also, specify which ability you will be using when you send your Pokemon out.