1v1 doubles!
1 day dq, more for refs
no recovers, no chills
yeah it's the thing where you get a clone of your Pokemon. remember?
Accepting.
Switch=(Insert Random Word here)
Abilities=All
Items=None
Arena: The ref decides. (Don't pick Tourney Arena please...)
Glacier Knight said:Shock Arena: the arena is composed of twenty-five tiles, each 2
feet long and wide. At any given time any one of the tiles will give off an
electrical shock ranging from weak (gives 2 damage) to harsh (gives 10 damage). The shocks are very powerful, and can even hurt ground-types.
Trainers will be able to tell what level of shock is coming by the color of the
tiles (tiles can and will change colors every round). Blue- 2 damage, green- 4
damage, yellow- 6 damage, orange- 8 damage, and red- 10 damage. Also there are
black tiles that will paralyze the pokemon if it makes contact. The arena is
open to air, but because of the electricity running the arena it there are only
battles on nice, sunny days. The arena will not run if it is raining, snowing, or
such. There is also no digging because under the tiles there are many
electronic devices enabling the tiles to be electrified.
Summary:
no digging or earthquake. No weather. Every round a random number of tileswill produce electricity, shocking anyone on the tile. The color of the tile that round determines how powerful the shock is. Blue-2 damage, green- 4damage, yellow- 6 damage, orange- 8 damage, red- 10 damage, and black tiles give pokemon a 15% paralysis. (The ref decides what tiles set off and what color they are, obviously)
Golett Robolem (-)
Nature: Adamant
Type:
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.
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: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
EC: 5/6
MC: 4
DC: 2/5
Abilities:
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.
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy.
Attacks:
Pound
Astonish
Defence Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defence
Mega Punch
Magnitude
Earthquake
Hammer Arm
Focus Punch
Rock Slide
Substitute
Double Team
---
Scratchet Raiza (M)
Nature: Brave
Type:
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.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 34 (-)
EC: 0/6
MC: 0
DC: 0/5
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) 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.
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Roost
Rapid Spin
Confuse Ray
Brick Break
Aerial Ace
Rock Slide
---
Gastrodon Sleast (M)
Nature: Quiet (NC)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire 7)
Rain Dance
Recover
Body Slam
Yawn
Stockpile
Sludge
Surf
Ice Beam
Toxic
Scald
Sandstorm
Earth Power
Rose [Gliscor] ()
Nature: Impish (+1 Defense, -1 Special Attack)
Type: Ground/Flying
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.
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:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
EC: 6/6
MC: 0
DC: 2/5
Attacks:
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Thunder Fang
Ice Fang
Fire Fang
Counter
Night Slash
Cross Poison
Earthquake
Acrobatics
Taunt
Toxic
Stone Edge
Venser, are you playing the version where there is a real pokemon and if it dies, the match is over regardless of the state of the clone?
Order:
Venser sends out mon
I_A_R sends out mon and orders actions
Venser orders actions