OK, I just wanna get out of here, it is just so freaky with that evil uppet master and all. Rules? You really think that there are rules in an evil circus tent Kaxtar? Well, OK, I'll post them. Just so you don't get Deck Knight to infract me.
Team Galladiator
Team Kaxtar
Elekid (M)
Nature: Rash (Adds One Rank to Special Attack, Subtracts One Rank from Special Defense)
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.
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
EC: 3/9
MC: 0
DC: 2/5
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.
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.
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
Thunderbolt
Psychic
Hidden Power Grass
Thunder Wave
Substitute
Protect
Counter
Magnet Rise
Signal Beam
Cross Chop
Fire Punch
Ice Punch
Metang [Nickname]
Nature: Careful (+1 SpD, -1 SpA)
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.
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 50
EC: 7/9
MC: 0
DC: 5/5
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Levitate: The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.
Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Light Meta (DW- UNLOCKED): (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.)
Take Down
Magnet Rise
Confusion
Metal Claw
Scary Face
Meteor Mash
Agility
Protect
Earthquake
Zen Headbutt
Iron Head
Iron Defense
Sgraggy (M)
Adamant Nature (+1 to Attack, -1 to Special Attack.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
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.
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.
Intimidate (DW): (Can be Activated)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 their 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. (Not yet Active)
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 0/6
MC: 0
DC: 0/5
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Crunch
Facade
Focus Punch
Head Smash
Counter
Ice Punch
ThunderPunch
Dig
Taunt
Substitute
Torment
OK now first up Galladiator sends out his Pokemon and equips an item if he chooses.
Then Kaxtar sends out his pokemon, equips an item AND issues actions
Galladiator the issues action.
Now go and win/lose/tie you two!
Galladiator said:NFE battle time! (I know, I know. Trust me, I'm almost there.)
3v3 NFE Singles
3 day DQ
5 Rec/5 Chill
Arena: Accepter's choice, with the following stipulation: It cannot be ASB Arena or Unown Soup. Use your imagination, please.
Also, I'll be using two LCs and one middle-stage. Just FYI.
I'm only asking for your teams so we can get out of here quicker FYI, but just gimme your teams! They better not Pay Day on there movesets because I'm going to rage if I see Pay Day again today.Kaxtar said:I'll take this. Items ON, All Abilities, No Switch.
For the Arena...
Evil Circus: Field Type: Neutral; Complexity: Intense; Format: All
It seemed like a great idea at the time, to go to the circus to have a good old friendly brawl. But then that damn evil Puppet Master came and ruined all the fun. Drat... but the fight must go on! At the end of each round, the Puppet Master will cast a tricky effect, directly attack both pokemon, or summon a wild pokemon to attack and harass the competitors. He cannot be attack directly, but the Puppet Master's attacks can be defended against.
Summary: A traveling circus with an evil Puppet in the background, who will active one of the following effects at the end of each round: Use Wonder Room, use Trick Room, use Magic Room, use a ThunderBolt on all pokemon, use an Ice Beam on all Pokemon, use a Flamethrower on all pokemon, summon a wild Drifblimb to attack, summon a wild Houndoom to attack, or summon a Mr. Mime to attack. Each effect has the same chance of happening (1/9). The puppet master cannot be attacked.
No weather is allowed inside the circus tent, and the ground is dig-able. There are also standard items that you would expect to find in a traveling circus, such as large crates and performing pokemon in cages. I heavily encourage the ref to be creative with the crates and caged pokemon; anything from legendaries to explosives to items.
Team Galladiator
Flarelm [Gary] (M)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
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.
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:
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 (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 16
Description:
While by no means the strongest fighter on G's squad, Gary does have the strongest spirit; G always knows Gary's going to give it his all when he's sent into battle. Gary's only real flaw is his temper: when provoked, he will retaliate so fiercely that sometimes not even the mighty Irwin can restrain him, usually ending badly for the offender. He tends to spend his time training solo to avoid accidentally harming his teammates.
EC: 4/9
MC: 0
DC: 2/5
Moves:
Leaf Blade
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Blaze Kick
Dragonbreath
Seed Bomb
Fire Blast
Energy Ball
Flash Cannon
Will-o-Wisp
Flame Charge
Brick Break
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
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.
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:
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 (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 16
Description:
While by no means the strongest fighter on G's squad, Gary does have the strongest spirit; G always knows Gary's going to give it his all when he's sent into battle. Gary's only real flaw is his temper: when provoked, he will retaliate so fiercely that sometimes not even the mighty Irwin can restrain him, usually ending badly for the offender. He tends to spend his time training solo to avoid accidentally harming his teammates.
EC: 4/9
MC: 0
DC: 2/5
Moves:
Leaf Blade
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Blaze Kick
Dragonbreath
Seed Bomb
Fire Blast
Energy Ball
Flash Cannon
Will-o-Wisp
Flame Charge
Brick Break
Charmander [Jack] (M)
Nature: Rash (+ Sp. Atk, - Sp. Def)
Type:
Fire: Fire STAB; immune to burn, 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)
Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/9
MC: 0
DC: 1/5
Moves:
Scratch
Growl
Ember
Leer
Metal Claw
Smoke Screen
Rage
Dragon Rage
Scary Face
Fire Fang
Slash
Fire Spin
Dragon Pulse
Flare Blitz
Crunch
Dig
Fire Blast
Overheat
Nature: Rash (+ Sp. Atk, - Sp. Def)
Type:
Fire: Fire STAB; immune to burn, 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)
Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/9
MC: 0
DC: 1/5
Moves:
Scratch
Growl
Ember
Leer
Metal Claw
Smoke Screen
Rage
Dragon Rage
Scary Face
Fire Fang
Slash
Fire Spin
Dragon Pulse
Flare Blitz
Crunch
Dig
Fire Blast
Overheat
Houndour [Elvis] (M)
Nature: Lonely (+ Atk, -Def)
Type:
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.
Fire: Fire STAB; immune to burn, 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:
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Moves:
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Fire Spin
Nasty Plot
Sucker Punch
Sunny Day
Fire Blast
Will-o-Wisp
Nature: Lonely (+ Atk, -Def)
Type:
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.
Fire: Fire STAB; immune to burn, 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:
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Moves:
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Fire Spin
Nasty Plot
Sucker Punch
Sunny Day
Fire Blast
Will-o-Wisp
Team Kaxtar
Elekid (M)
Nature: Rash (Adds One Rank to Special Attack, Subtracts One Rank from Special Defense)
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.
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
EC: 3/9
MC: 0
DC: 2/5
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.
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.
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
Thunderbolt
Psychic
Hidden Power Grass
Thunder Wave
Substitute
Protect
Counter
Magnet Rise
Signal Beam
Cross Chop
Fire Punch
Ice Punch
Metang [Nickname]
Nature: Careful (+1 SpD, -1 SpA)
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.
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 50
EC: 7/9
MC: 0
DC: 5/5
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Levitate: The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.
Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Light Meta (DW- UNLOCKED): (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.)
Take Down
Magnet Rise
Confusion
Metal Claw
Scary Face
Meteor Mash
Agility
Protect
Earthquake
Zen Headbutt
Iron Head
Iron Defense
Sgraggy (M)
Adamant Nature (+1 to Attack, -1 to Special Attack.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
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.
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.
Intimidate (DW): (Can be Activated)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 their 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. (Not yet Active)
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 0/6
MC: 0
DC: 0/5
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Crunch
Facade
Focus Punch
Head Smash
Counter
Ice Punch
ThunderPunch
Dig
Taunt
Substitute
Torment
OK now first up Galladiator sends out his Pokemon and equips an item if he chooses.
Then Kaxtar sends out his pokemon, equips an item AND issues actions
Galladiator the issues action.
Now go and win/lose/tie you two!