Man, why did I agree to come here? This seems like a bad idea...there's homeless people everywhere, and we have some really expensive-looking equipment with us...Let's find the trainers we're here to ref, and hopefully the action will give us safe distance.
Cyclohm (Spiffy) (F)
Nature: Modest - adds * to Special Attack, subtracts * from Attack.
Type: Electric/Dragon
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.
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:
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.)
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.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 3
Spe: 80
EC: 9/9
MC: 0
DC: 5/5 (UNLOCKED!)
Attacks:
Levelup:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Double Hit
Weather Ball
Whirlwind
Bide
TM:
Thunderbolt
Dragon Pulse
Flamethrower
Volt Switch
Protect
Toxic
Ice Beam
Egg:
Heal Bell
Hydro Pump
Signal Beam
Tutor:
Draco Meteor
Electabuzz "The Wizard" (M)
Nature: Rash - Adds rank to Special Attack, subtracts rank from Special Defense.
Type: Electric
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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2(-)
Spe: 105
EC: 4/9
MC: 0
DC: 3/5
Abilities:
Static: 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. (Innate)
Vital Spirit: 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. (Innate, DW)
Attacks:
Levelup:
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
BW TM:
Substitute
Thunderbolt
Thunder Wave
Teleport
Egg:
Cross Chop
Fire Punch
Ice Punch
Tutor:
Magnet Rise
Chansey "Glinda" (F)
Nature: Modest - Adds rank to special attack, subtracts rank from attack.
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
EC: 4/9
MC: 0
DC: 1/5
Abilities:
Natural Cure: This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out. (Innate)
Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) (Innate)
Healer (DW, LOCKED): This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed. (Innate)
Stats:
HP: 140
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 50
Attacks:
Levelup:
Pound
Charm
Copycat
Refresh
Sweet Kiss
Defense Curl
Growl
Tail Whip
Softboiled
Doubleslap
Minimize
Sing
Bestow
Heal Pulse
Light Screen
TM:
Toxic
Flamethrower
Protect
Egg:
Mud Bomb
Counter
Aromatherapy
Okay, and here's LupusAter's team;
Colosshale Jormungandr (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Dark/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
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.
Flare Boost (DW Locked): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
0/6 EC
0 MC
0/5 DC
HP: 100
Atk: Rank 3+
Def: Rank 2
SpA: Rank 2-
SpD: Rank 3
Spe: 85
Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Fire Fang
Sucker Punch
Aqua Tail
Earthquake
Rock Slide
Payback
Scraggy Tyr (M)
Nature: Impish (+1 Def, -1 SpA)
Type: Dark/Fighting
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.
Fighting:Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Moxie:(Innate)This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
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.
Intimidate:(Locked)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 as an Action, and will affect all opponents.
0/6 EC
0 MC
0/5 DC
HP: 90
Atk: Rank 3
Def: Rank 4+
SpA: Rank 1 -
SpD: Rank 3
Spe: 48
Attacks:
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Fire Punch
Ice Punch
Thunderpunch
Dragon Claw
Stone Edge
Protect
Feraligatr(*) [Fafnir] (M)
Nature: Lonely
Type:
Water:Water STAB; Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (Innate)When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force: (Can Be Enabled)(DW locked)This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 100
Atk: Rank 6+
Def: Rank 3-
SpA: Rank 3
SpD: Rank 3
Spe: 78
EC 9/9
MC 2
DC 5/5
Scratch(*)
Leer(*)
Water Gun(*)
Rage(*)
Bite(*)
Scary Face(*)
Ice Fang(*)
Flail(*)
Thrash(*)
Superpower
Agility
Aqua Jet(*)
Dragon Claw(*)
Dragon Dance(*)
Ice Punch
Waterfall(*)
Shadow Claw(*)
Rock Slide(*)
Ice Beam
Rain Dance
Outrage
Since SoS issued the challenge, he sends out his first two pokemon. Then, LupusAter will send out his first two, and issue orders, and I think you guys know the drill by now. SoS, your pokemon, please!
Also issuing a challenge of my own, but only to someone I haven't battled yet.
3v3 Doubles
2 Day DQ
2 recoveries, 5 chills.
Arena: The 11th Street Lot - The iconic location from Rent, where Maureen performs the seriously what the fuck number, Over The Moon (fo shizzle, look it up, be baffled.) It consists of a small performance stage with a microphone and several monitors, and the lot itself, where several bums mill around. At the end of the round, there is a 33% chance of them beginning to moo, which has a 20% chance of inflicting intense confusion to each Pokémon. If a stray attack hits a bum (at the ref and RNG's discretion), they will begin to riot, seeing it as police brutality. The effects this will have on the battle, I leave to the ref's discretion, but passive damage and lowered accuracy, plus a distinct difficult to co-operate sounds logical to me. And the chance of mooing doubles.
... Yeah, I'm in a production of Rent right now. So?
I will likely use a mix of evolution stages.
Okay, so here's Son_of_Shadoo's team;Accepting this! I think I have only reffed a match of yours, so I'm in the clear!
Switch= KO
All abilities
No items
Cyclohm (Spiffy) (F)
Nature: Modest - adds * to Special Attack, subtracts * from Attack.
Type: Electric/Dragon
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.
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:
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.)
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.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 3
Spe: 80
EC: 9/9
MC: 0
DC: 5/5 (UNLOCKED!)
Attacks:
Levelup:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Double Hit
Weather Ball
Whirlwind
Bide
TM:
Thunderbolt
Dragon Pulse
Flamethrower
Volt Switch
Protect
Toxic
Ice Beam
Egg:
Heal Bell
Hydro Pump
Signal Beam
Tutor:
Draco Meteor
Electabuzz "The Wizard" (M)
Nature: Rash - Adds rank to Special Attack, subtracts rank from Special Defense.
Type: Electric
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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2(-)
Spe: 105
EC: 4/9
MC: 0
DC: 3/5
Abilities:
Static: 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. (Innate)
Vital Spirit: 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. (Innate, DW)
Attacks:
Levelup:
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
BW TM:
Substitute
Thunderbolt
Thunder Wave
Teleport
Egg:
Cross Chop
Fire Punch
Ice Punch
Tutor:
Magnet Rise
Chansey "Glinda" (F)
Nature: Modest - Adds rank to special attack, subtracts rank from attack.
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
EC: 4/9
MC: 0
DC: 1/5
Abilities:
Natural Cure: This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out. (Innate)
Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) (Innate)
Healer (DW, LOCKED): This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed. (Innate)
Stats:
HP: 140
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 50
Attacks:
Levelup:
Pound
Charm
Copycat
Refresh
Sweet Kiss
Defense Curl
Growl
Tail Whip
Softboiled
Doubleslap
Minimize
Sing
Bestow
Heal Pulse
Light Screen
TM:
Toxic
Flamethrower
Protect
Egg:
Mud Bomb
Counter
Aromatherapy
Okay, and here's LupusAter's team;
Colosshale Jormungandr (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Dark/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
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.
Flare Boost (DW Locked): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
0/6 EC
0 MC
0/5 DC
HP: 100
Atk: Rank 3+
Def: Rank 2
SpA: Rank 2-
SpD: Rank 3
Spe: 85
Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Fire Fang
Sucker Punch
Aqua Tail
Earthquake
Rock Slide
Payback
Scraggy Tyr (M)
Nature: Impish (+1 Def, -1 SpA)
Type: Dark/Fighting
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.
Fighting:Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Moxie:(Innate)This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
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.
Intimidate:(Locked)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 as an Action, and will affect all opponents.
0/6 EC
0 MC
0/5 DC
HP: 90
Atk: Rank 3
Def: Rank 4+
SpA: Rank 1 -
SpD: Rank 3
Spe: 48
Attacks:
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Fire Punch
Ice Punch
Thunderpunch
Dragon Claw
Stone Edge
Protect
Feraligatr(*) [Fafnir] (M)
Nature: Lonely
Type:
Water:Water STAB; Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (Innate)When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force: (Can Be Enabled)(DW locked)This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 100
Atk: Rank 6+
Def: Rank 3-
SpA: Rank 3
SpD: Rank 3
Spe: 78
EC 9/9
MC 2
DC 5/5
Scratch(*)
Leer(*)
Water Gun(*)
Rage(*)
Bite(*)
Scary Face(*)
Ice Fang(*)
Flail(*)
Thrash(*)
Superpower
Agility
Aqua Jet(*)
Dragon Claw(*)
Dragon Dance(*)
Ice Punch
Waterfall(*)
Shadow Claw(*)
Rock Slide(*)
Ice Beam
Rain Dance
Outrage
Since SoS issued the challenge, he sends out his first two pokemon. Then, LupusAter will send out his first two, and issue orders, and I think you guys know the drill by now. SoS, your pokemon, please!