Korski
Distilled, 80 proof
BATTLE ON!
Arena:
Rules:
3 vs. 3 Doubles
1-day Player-DQ / 2-day Ref-DQ
2 Recoveries / 5 Chills
Abilities=ALL
Items=OFF
Switch=OK
Teams:
shinyskarmory:
Ralts (*) [Mentalist] M
Nature: Docile
Types: 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:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace for 6 actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) (DW) (Locked) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats
HP: 90
Atk: 1
Def: 1
Sp. Atk: 2
Sp. Def: 2
Speed: 40
Counters:
EC: 1/9
MC: 0
DC: 1/5
Moves
Level Up
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Lucky Chant (*)
Magical Leaf (*)
Heal Pulse (*)
Calm Mind (*)
Hypnosis
Dream Eater
Egg Moves
Will-o-Wisp (*)
Destiny Bond (*)
Confuse Ray (*)
TMs
Thunderbolt (*)
Psychic (*)
Thunder Wave (*)
Turtwig (*) [Treewig] (F)
Nature: Gentle (+1 Sp. Def, -1 Def)
Type: 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
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor: (Innate) (DW) (Locked) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats
HP:90
Atk: 3
Def: 2 (-)
Sp. Atk: 2
Sp. Def: 3 (+)
Speed: 31
EC: 1/9
MC: 0
DC: 1/5
Moves
Level Up
Tackle (*)
Withdraw (*)
Absorb (*)
Razor Leaf (*)
Curse (*)
Bite (*)
Mega Drain (*)
Synthesis
Leech Seed
Egg Moves
Growth (*)
Superpower (*)
Body Slam (*)
TMs
Grass Knot (*)
Rock Smash(*)
Protect (*)
Torchic (*) [Fawkes] M
Nature:Hasty (+1 Speed, -1 Sp. Def)
Type: 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.
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)
Speed Boost: (Innate) (DW) (Locked) 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:2
Def:1 (-)
Sp. Atk: 3
Sp. Def: 2
Speed: 45 (x1.15)= 51.75=52
Accuracy Boost= 9%
EC: 1/9
MC: 0
DC: 1/5
Moves
Level Up
Scratch (*)
Growl (*)
Focus Energy (*)
Ember (*)
Peck (*)
Sand Attack (*)
Fire Spin (*)
Egg Moves
Reversal (*)
Feint (*)
Night Slash (*)
TM Moves
Fire Blast (*)
Aerial Ace (*)
Sunny Day (*)
Dig
deadfox081:
Aron [Splat] (F)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Steel/Rock
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.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 30
EC: 1/9
MC: 0
DC: 2/5
Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
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.
Heavy Metal: [DW LOCKED] (Innate) The Pokemon's body structure is immensely dense, doubling its weight. Additionally the Base Attack Power of full contact attacks [Avalanche, Brave Bird, Body Slam, Bounce, Double-Edge, Dragon Rush, Extremespeed, Flare Blitz, Giga Impact, Headbutt, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Ice Ball, Iron Head, Jump Kick, Outrage, Petal Dance, Quick Attack, Revenge, Rollout, Slam, Spark, Steamroller, Submission, Superpower, Tackle, Take Down, Thrash, V-create, Volt Tackle, Waterfall, Wood Hammer, and Zen Headbutt is increased by two (2).] Seismic Toss, Vital Throw, and Circle Throw will fail against this Pokemon unless the user is a Fighting-type.
Attacks:
Tackle
Harden
Mud Slap
Headbutt
Metal Claw
Iron Defence
Roar
Take Down
Iron Head
Heavy Slam
Dig
Rock Slide
Hone Claws
Head Smash
Superpower
Dragon Rush
Syclar [Chilla] (F)
Nature: Serious (No effect)
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 91
EC: 0/6
MC: 0
DC: 5/5
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Protect
Frost Breath
Brick Break
Earth Power
Silver Wind
Water Pulse
Axew [Chompa] (M)
Nature: Jolly (+15% Speed, -1 Special Attack, +15% Accuracy)
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 1 (-)
SpD: Rank 2
Spe: 66 (57*1.15)
EC: 2/9
MC: 0
DC: 1/5
Abilities:
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Unnerve: [DW LOCKED] (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Taunt
Outrage
Dragon Claw
X-Scissor
Poison Jab
Counter
Endure
Night Slash
shinyskarmory releases 2 Pokes --> deadfox081 releases 2 Pokes, issues Actions --> shinyskarmory issues Actions --> Korski refs
Arena:
Complexity: Moderate
Format: All
Arena Type: None
Danger Level: Through the Roof
Restrictions: No weather, no seismic activity or digging, no water source, and use moves of BP over 12, or any electric or fire moves, at your own risk.
Welcome to one of the most secret places in the world, a U.S nuclear missile silo. Because it is so secret, you may only fight in it if you are invited by me (shinyskarmory) or someone else who has fought here before. The silo is a cylinder with a dome atop it. The diameter of the cylinder is 50 feet, and the ceiling is 60 ft up. The nuclear missile is inside the silo and has a diameter of 20 feet and a height of 50 feet.
Here's the catch: If you miss a move of over 12 base power, and it is NOT fire or electric type, then the move has a 50% chance of hitting the missile. The move will punch through the lead coating, causing all mons who set foot on the field to take 5 damage per round for the rest of the battle from radiation. No pokemon are immune under any circumstance, unless they haven't been sent out yet. This catch no longer applies if the missile takes off as in catch 3.
Catch #2: If you miss a fire type move of any BP under 12, it will strike the missile. There is now a (between 5% and 15%, ref discretion) BASE chance that the warhead will explode (if it does, see catch #4). This chance rises 5% times the (BP of the move used divided by 5.) If you get lucky and the warhead does not explode, count yourself lucky and DON'T DO IT AGAIN!!! This catch no longer applies if the missile takes off as in catch 3.
Catch #3: If you miss an electric type move of any BP under 12, you have the same rule as above with the possible warhead explosion. However, you also get a (5 divided by (BP divided by 12))% chance that your move will start the nuke launch countdown. If you start the countdown, all mons on the field will take 20 Fire-Type damage and be instantly burned at the end of the third round after the countdown starts. This is non-Protectable, but pokemon with appropriate abilities may benefit from the launch. After the launch, all moves are useable with no risk, because the missile is launched and is therefore not in the silo anymore.
Catch #4: If you miss a fire or electric move over 12 BP, or you get a bad RNG roll in Catch #2 or #3, the warhead goes off. God be with you.
(translation: battle ends instantly, is a loss for all participants. Participating mons may claim counters normally. The trainer who set off the warhead will not recieve any TC for the battle;other trainer (s) may collect TC normally. The ref may collect RC as normal-after all, it wasn't his fault, it was all on the RNG/guilty trainer/both.)
Format: All
Arena Type: None
Danger Level: Through the Roof
Restrictions: No weather, no seismic activity or digging, no water source, and use moves of BP over 12, or any electric or fire moves, at your own risk.
Welcome to one of the most secret places in the world, a U.S nuclear missile silo. Because it is so secret, you may only fight in it if you are invited by me (shinyskarmory) or someone else who has fought here before. The silo is a cylinder with a dome atop it. The diameter of the cylinder is 50 feet, and the ceiling is 60 ft up. The nuclear missile is inside the silo and has a diameter of 20 feet and a height of 50 feet.
Here's the catch: If you miss a move of over 12 base power, and it is NOT fire or electric type, then the move has a 50% chance of hitting the missile. The move will punch through the lead coating, causing all mons who set foot on the field to take 5 damage per round for the rest of the battle from radiation. No pokemon are immune under any circumstance, unless they haven't been sent out yet. This catch no longer applies if the missile takes off as in catch 3.
Catch #2: If you miss a fire type move of any BP under 12, it will strike the missile. There is now a (between 5% and 15%, ref discretion) BASE chance that the warhead will explode (if it does, see catch #4). This chance rises 5% times the (BP of the move used divided by 5.) If you get lucky and the warhead does not explode, count yourself lucky and DON'T DO IT AGAIN!!! This catch no longer applies if the missile takes off as in catch 3.
Catch #3: If you miss an electric type move of any BP under 12, you have the same rule as above with the possible warhead explosion. However, you also get a (5 divided by (BP divided by 12))% chance that your move will start the nuke launch countdown. If you start the countdown, all mons on the field will take 20 Fire-Type damage and be instantly burned at the end of the third round after the countdown starts. This is non-Protectable, but pokemon with appropriate abilities may benefit from the launch. After the launch, all moves are useable with no risk, because the missile is launched and is therefore not in the silo anymore.
Catch #4: If you miss a fire or electric move over 12 BP, or you get a bad RNG roll in Catch #2 or #3, the warhead goes off. God be with you.
(translation: battle ends instantly, is a loss for all participants. Participating mons may claim counters normally. The trainer who set off the warhead will not recieve any TC for the battle;other trainer (s) may collect TC normally. The ref may collect RC as normal-after all, it wasn't his fault, it was all on the RNG/guilty trainer/both.)
Rules:
3 vs. 3 Doubles
1-day Player-DQ / 2-day Ref-DQ
2 Recoveries / 5 Chills
Abilities=ALL
Items=OFF
Switch=OK
Teams:
shinyskarmory:
Ralts (*) [Mentalist] M
Nature: Docile
Types: 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:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace for 6 actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) (DW) (Locked) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats
HP: 90
Atk: 1
Def: 1
Sp. Atk: 2
Sp. Def: 2
Speed: 40
Counters:
EC: 1/9
MC: 0
DC: 1/5
Moves
Level Up
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Lucky Chant (*)
Magical Leaf (*)
Heal Pulse (*)
Calm Mind (*)
Hypnosis
Dream Eater
Egg Moves
Will-o-Wisp (*)
Destiny Bond (*)
Confuse Ray (*)
TMs
Thunderbolt (*)
Psychic (*)
Thunder Wave (*)
Turtwig (*) [Treewig] (F)
Nature: Gentle (+1 Sp. Def, -1 Def)
Type: 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
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor: (Innate) (DW) (Locked) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats
HP:90
Atk: 3
Def: 2 (-)
Sp. Atk: 2
Sp. Def: 3 (+)
Speed: 31
EC: 1/9
MC: 0
DC: 1/5
Moves
Level Up
Tackle (*)
Withdraw (*)
Absorb (*)
Razor Leaf (*)
Curse (*)
Bite (*)
Mega Drain (*)
Synthesis
Leech Seed
Egg Moves
Growth (*)
Superpower (*)
Body Slam (*)
TMs
Grass Knot (*)
Rock Smash(*)
Protect (*)
Torchic (*) [Fawkes] M
Nature:Hasty (+1 Speed, -1 Sp. Def)
Type: 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.
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)
Speed Boost: (Innate) (DW) (Locked) 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:2
Def:1 (-)
Sp. Atk: 3
Sp. Def: 2
Speed: 45 (x1.15)= 51.75=52
Accuracy Boost= 9%
EC: 1/9
MC: 0
DC: 1/5
Moves
Level Up
Scratch (*)
Growl (*)
Focus Energy (*)
Ember (*)
Peck (*)
Sand Attack (*)
Fire Spin (*)
Egg Moves
Reversal (*)
Feint (*)
Night Slash (*)
TM Moves
Fire Blast (*)
Aerial Ace (*)
Sunny Day (*)
Dig
deadfox081:
Aron [Splat] (F)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Steel/Rock
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.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 30
EC: 1/9
MC: 0
DC: 2/5
Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
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.
Heavy Metal: [DW LOCKED] (Innate) The Pokemon's body structure is immensely dense, doubling its weight. Additionally the Base Attack Power of full contact attacks [Avalanche, Brave Bird, Body Slam, Bounce, Double-Edge, Dragon Rush, Extremespeed, Flare Blitz, Giga Impact, Headbutt, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Ice Ball, Iron Head, Jump Kick, Outrage, Petal Dance, Quick Attack, Revenge, Rollout, Slam, Spark, Steamroller, Submission, Superpower, Tackle, Take Down, Thrash, V-create, Volt Tackle, Waterfall, Wood Hammer, and Zen Headbutt is increased by two (2).] Seismic Toss, Vital Throw, and Circle Throw will fail against this Pokemon unless the user is a Fighting-type.
Attacks:
Tackle
Harden
Mud Slap
Headbutt
Metal Claw
Iron Defence
Roar
Take Down
Iron Head
Heavy Slam
Dig
Rock Slide
Hone Claws
Head Smash
Superpower
Dragon Rush
Syclar [Chilla] (F)
Nature: Serious (No effect)
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 91
EC: 0/6
MC: 0
DC: 5/5
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Protect
Frost Breath
Brick Break
Earth Power
Silver Wind
Water Pulse
Axew [Chompa] (M)
Nature: Jolly (+15% Speed, -1 Special Attack, +15% Accuracy)
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 1 (-)
SpD: Rank 2
Spe: 66 (57*1.15)
EC: 2/9
MC: 0
DC: 1/5
Abilities:
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Unnerve: [DW LOCKED] (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Taunt
Outrage
Dragon Claw
X-Scissor
Poison Jab
Counter
Endure
Night Slash
shinyskarmory releases 2 Pokes --> deadfox081 releases 2 Pokes, issues Actions --> shinyskarmory issues Actions --> Korski refs