4v4 Dubs. The Deadly Sins Vs The Levitating Lamprey at rune ruins
Originally Posted by Fat Seven Deadly Sins
Accepting both Lamprey and Ragnarokalex's battles. Needin some refs.
Rules for both:
Switch = KO
EDIT: editing in rules dont stab me
Originally Posted by Fat LevitatingLamprey
CHALLENGING SEVEN DEADLY SINS!
4v4 Doubles (Any non-FE Pokemon, no single-stage mons like Sableye etc.)
ARENA: Rune Ruins
A large and well preserved room with a small square pool in its centre lies abandoned in the centre of a deep underground maze, strange and magical runes glowing all around the contestant's rudimentary battlefield. These will, if touched for ANY reason (eg physical contact such as wall-smashing, being thrown across the room), release a random Pokemon of ANY non-legendary species whatsoever (this can be RNGed by rolling a dice where a Pokemon's Nat Dex number is the result) into the room which besieges a random or both contestants with one attack before leaving. The ground is hard and should NOT be dug into: this may collapse the whole ruin. There IS a water source available, and DON'T TOUCH THE WALLS WHATEVER YOU DO! Seismic activity is also a bad idea, as this will crack the walls and floor.
OK, I'm ready when you are!
Now Im Reffing. For the pogey man teams.
Narusegawa the Swablu
Nature: Lonely (+1 Rank to Attack, -1 Rank to Defense) Type: Normal/Flying Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. 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: Natural Cure, Cloud Nine (DW Locked) Natural Cure: (Innate) This Pokemonís 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. Cloud Nine: (DW LOCKED) (Can Be Activated) This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered.
Nature: Modest (+1 Rank to Special Attack, -1 Rank to Attack) 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: Own Tempo, Chlorophyll, Leaf Guard (DW Locked) Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. Chlorophyll: (Innate) During bright sunlight, this Pokemonís cells absorb more solar energy, doubling (x2) their speed. Leaf Guard: (DW LOCKED) (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Nature: Brave (+1 Rank to Attack, -15% speed, +10 flat accuracy to the opponent. 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.
Abilities: Levitate Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Nature: Modest (+1 Rank to Special Attack, -1 Rank to Attack)
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.
Trace: Type: Can be Activated
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Synchronise: Type: 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.
Telepathy (DW LOCKED): Type: Innate
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.
Abilities: Intimidate: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponentís weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round. Analytic (DW): (Can Be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Nature: Sassy (Special Defense increased by 1 Rank, Speed reduced by 15%.) 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 Pokemonís 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 Locked): (Innate) 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.
Nature: Brave (Attack increased by *, Speed decreased by 15%) Type: Rock / Water Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1). Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Solid Rock: (Innate) This Pokemonís body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2). Sturdy: (Innate) This Pokemonís 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. Swift Swim (DW Locked): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Ruby the Rebble
Rebble - Ruby (N/A)
Nature: Modest (Special Attack increased by 1 Rank, Attack decreased by 1 Rank.) Type: Rock Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm
Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit. 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 multi-hit attacks is increased by two (2). Mold Breaker (DW Locked): (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.)
Hidden Power (Flying, 6)
Those are the pogeymans.
Lamprey sends first
The SDS sends and orders
This is pokemon, not life or death.
Last edited by Seven Deadly Sins; Sep 11th, 2011 at 11:49:00 PM.
OK, I think I will lead with...uh...gosh, well, we are at a disadvantage having to send out first, so let's go for a less-than-physical Pokemon, PETILIL! Midori, out you come. I'll pair you with my trusty new Eelektrik! Also, that OP reminded me I have to remember to update Swablu and Petilil's EC by one each.