Here were are with a wonderful battle in an action-packed Warioware Arena! I'm your ref, Toast, and here we have EndQuote and Temperentina facing off in a 1v1 Singles match! Let's take a look at the Rules and Teams.
Team EQ
Shinx: Cleo (F)
Nature: Brave: Adds * to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type:
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: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/9
MC: 0
DC: 3/5
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
Intimidate: (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.
Guts: (DW): (Innate, Locked) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Attacks: (18)
Tackle
Leer
Charge
Spark
Bite
Roar
Swagger
Crunch
Wild Charge
Discharge
Magnet Rise
Fire Fang
Ice Fang
Helping Hand
Toxic
Thunder Wave
Return
Light Screen
Squirtle: Koops (M)
Nature: Relaxed: Adds * to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 37 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 1/9
MC: 0
DC: 1/5
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)
Rain Dish (DW): (Innate, Locked) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks: (19)
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
Rain Dance
Counter
Mirror Coat
Yawn
Mud Sport
Fake Out
Scald
Toxic
Double Team
Ice Beam
Team Temp
Wingull- Taikai (M)
Nature: Modest (SpA increased by 1, Atk decreased by 1)
Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
Hp: 90
Atk(-): 1
Def: 2
SpA(+): 3
SpD: 2
Spe: 85
SC: 1
WC: 1
BRT: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Growl
Water Gun
Supersonic
Wing Attack
Mist
Water Pulse
Quick Attack
Agility
Brine
Aqua Ring
Ice Beam
Scald
Toxic
Total Moves: 13
Scratchet- Mirri (F)
Nature: Hardy (No effect)
Type: Normal/Fighting
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.
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.
Stats:
Hp: 90
Atk: 3
Def: 3
SpA: 1
SpD: 3
Spe: 40
SC: 1
WC: 2
BRT: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Stealth Rock
Rapid Spin
Roost
Taunt
Reflect
Return
Total Moves: 11
Tynamo- Shibimaru (M)
Nature: Quiet (SpA increased, Speed decreased by 15%, Evasion decreased by flat 10%)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, Thunder has perfect accuracy and 30% chance of breaking Protect during Rain. Superior senses in power plant environments.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.
Stats:
Hp: 90
Atk: 2
Def: 2
SpA(+): 3
SpD: 2
Spe: 52 (60/1.15= 52.2)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Thunder Wave
Spark
Charge Beam
Total Moves: 4
YOUR FIRST TASK IN WARIOWARE;
START THE ROUND OFF WITH A COMBO IN YOUR FIRST ACTION!
EQ, pick your mons, and then Temp shall pick actions, and so on.
Open Challenge:
1v1 Singles
It can be a training battle if you want.
Little-cup mons only.
2 Day DQ
No Recoveries, 5 Chills.
Arena: Warioware
An artificial environment with no external water source or natural grass. Digging and seismic moves are allowed. Weather is allowed.
At the beginning of each round, the ref will give a task to the participating pokemon to perform during the round. It can be anything as long as all active pokemon can feasibly accomplish it (eg, use non-STAB moves only). Any pokemon that fail to complete the task take damage equal to 1/4 of their max HP.
I'd like to request that items be on for EXP. Share, etc.
Accepting
Switch=:B
Yes Items
One Ability
Team EQ
Shinx: Cleo (F)
Nature: Brave: Adds * to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type:
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: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/9
MC: 0
DC: 3/5
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
Intimidate: (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.
Guts: (DW): (Innate, Locked) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Attacks: (18)
Tackle
Leer
Charge
Spark
Bite
Roar
Swagger
Crunch
Wild Charge
Discharge
Magnet Rise
Fire Fang
Ice Fang
Helping Hand
Toxic
Thunder Wave
Return
Light Screen
Squirtle: Koops (M)
Nature: Relaxed: Adds * to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 37 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 1/9
MC: 0
DC: 1/5
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)
Rain Dish (DW): (Innate, Locked) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks: (19)
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
Rain Dance
Counter
Mirror Coat
Yawn
Mud Sport
Fake Out
Scald
Toxic
Double Team
Ice Beam
Team Temp
Wingull- Taikai (M)
Nature: Modest (SpA increased by 1, Atk decreased by 1)
Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
Hp: 90
Atk(-): 1
Def: 2
SpA(+): 3
SpD: 2
Spe: 85
SC: 1
WC: 1
BRT: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Growl
Water Gun
Supersonic
Wing Attack
Mist
Water Pulse
Quick Attack
Agility
Brine
Aqua Ring
Ice Beam
Scald
Toxic
Total Moves: 13
Scratchet- Mirri (F)
Nature: Hardy (No effect)
Type: Normal/Fighting
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.
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.
Stats:
Hp: 90
Atk: 3
Def: 3
SpA: 1
SpD: 3
Spe: 40
SC: 1
WC: 2
BRT: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Stealth Rock
Rapid Spin
Roost
Taunt
Reflect
Return
Total Moves: 11
Tynamo- Shibimaru (M)
Nature: Quiet (SpA increased, Speed decreased by 15%, Evasion decreased by flat 10%)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, Thunder has perfect accuracy and 30% chance of breaking Protect during Rain. Superior senses in power plant environments.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.
Stats:
Hp: 90
Atk: 2
Def: 2
SpA(+): 3
SpD: 2
Spe: 52 (60/1.15= 52.2)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Thunder Wave
Spark
Charge Beam
Total Moves: 4
YOUR FIRST TASK IN WARIOWARE;
START THE ROUND OFF WITH A COMBO IN YOUR FIRST ACTION!
EQ, pick your mons, and then Temp shall pick actions, and so on.