SimonSays vs MrcRanger97 on Objection's craziest arena yet!

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Putting out 2 Open Challenges!

<snip>

Challenge #2
5v5 Mixed Singles (3 NFE, 2 FE)
2 Day DQ / 4 Days for Ref
1 Recoveries / 3 Chills
Arena: Opponent's or Ref's choice

And I'm requesting Switch = OK, please.
Ill take this
Switch=OK
All Abilities
Items Off

Ref can choose Arena
Arena: Witches' Brew.

The trainers battle on a huge platform suspended over a relatively small cauldron. The base of the platform is an iron circle with a tall indestructible glass barrier around the edge. On top of this circle is some earth that, at the top, has been made into a dirt circle with small boulders and patches of grass dotted around and a small water hole in the center. Basically, all moves can be used as normal in this arena.

During battle, some of the elemental energy from the pokemon's attacks will be absorbed by a strange liquid that is brewing inside the cauldron. This liquid is known as the Witches' Brew and the elemental properties it has absorbed are denoted by the Witches' Brew's seventeen elemental strengths (one for each attacking type except typeless). Any time a direct damaging attack is used, the Brew's matching elemental strength is increased by the BAP* of the move (for example, Fire Blast increases the Brew's fire elemental strength by 12). If, however, the move has fixed damage instead of BAP, such as Super Fang or Dragon Rage, the elemental strength is increased by the move's energy cost (ignoring STAB) instead. The increase happens if the move is successfully performed, regardless of whether or not the move hits.

Should the total of the Witches' Brew's elemental strengths ever equal or exceed 50, the cauldron will erupt at the end of the round and the Brew will splash over the base of the platform, causing the arena to transform in some way for the duration of the following round. If there is one highest elemental strength for the Brew, the arena transforms into one of these depending on which elemental strength is the highest:

The platform turns from an earth-covered iron circle into grey plastic, as do the rocks and grass, though they can still be used as normal. The blandness of the platform rubs off on the pokemon. All items and abilities (including traits) are disabled and all pokemon become typeless, meaning they do not get STAB, weaknesses, resistances or immunities (for example, a Steel-type is now vulnerable to Poison-type moves and can be poisoned). The attacks, however, retain their typing. If, at the end of the round, a pokemon is suffering from a status that it is normally immune to, the status is removed unless this arena effect is refreshed.
The ground turns into ash and volcanic rock with several fissures appearing in the rocky parts of the arena. Flames shoot out of these fissures at random. At the end of every action after other end-of-action effects have happened, there is a chance that a pokemon will get burned by the flames. This chance is equal to (size class) * 10%. In addition, the water in the water hole becomes much hotter, so moves that require an external water source other than Dive have a 10% burn chance in addition to their normal effects. Dive has a 10% chance of burning the user on the turn they go underwater.
The ground becomes sandy and the water level rises until it reaches 1ft above ground level. The deep water slows down the smaller pokemon in the arena. Size class 1 pokemon have their current speed reduced to 33%, size class 2 pokemon have theirs reduced to 50%, size class 3 pokemon have theirs reduced to 67% and size class 4 pokemon have theirs reduced to 75%. Flying, levitating and Water-type pokemon are exempt from this. The ability Swift Swim is activated by this effect unless it is already active due to rain.
Writhing vines grow from the platform and cover the arena surface. These vines entangle all pokemon in the arena, keeping them in place. All speed boosts and drops are ignored for the round, moves that can't be used in Gravity will fail, and if a pokemon attempts to use a contact move, it pays the usual energy cost but the move fails as the vines prevent it from getting close enough to the opponent. Flying and levitating pokemon are vulnerable to all Ground-type moves while they are caught in the vines, although the final damage of any seismic moves used against such pokemon is reduced by 5 unless the pokemon is already affected by Smack Down or Gravity.
The barrier around the platform and the ground near the edge are covered in electrically-charged iron mesh. If a pokemon is hit by an attack with 8 or more BAP*, there is a chance that the attack will knock the pokemon into the mesh. This chance is equal to (move BAP* - target weight class) * 5%. If the pokemon is knocked into the mesh, it is inflicted with 25% paralysis unless it is Ground-type or has the ability Limber. Lightningrod, Motor Drive and Volt Absorb do not provide immunity to this effect.
The ground becomes much more rocky and several huge stalagmites appear on the platform’s surface. These can be used to take cover behind as per the Take Cover command described in the DAT. The stalagmites are treated as having a size class of 6 for this purpose. If a seismic move is used and its BAP* is at least 3 more than the stalagmites’ size class, the stalagmites’ size class is lowered by 1 (to a minimum of 1) and any pokemon taking cover behind stalagmites take damage from a 6 BAP physical Rock-type attack from rank 5 attack.
The ground becomes much harder and very cracked and uneven. The platform vibrates violently, causing intense tremors that throw the pokemon off balance. By default, the pokemon will focus purely on the action they are taking; however, with each action, pokemon may choose to keep balance in addition to whatever they are doing. Keeping balance increases the energy cost of the action by 4, while if a pokemon does not keep balance, there is a 25% chance that the tremors throw it off and its action fails (though the energy cost is still paid). Flying and levitating pokemon are exempt from this. In addition, the move Dig causes 10 damage to the user plus 10 damage for every action they remain underground, and flying and levitating pokemon are not exempt from this.
A lot of fans appear in the barrier and blow strong gusts of wind in random directions. Every time a pokemon tries to act, there is a chance that the winds will blow it about so much that it cannot act. This chance is equal to (9 - weight class) * 5%, or * 10% if the pokemon is flying or levitating. If a pokemon cannot act for this reason, it does not use any energy.
The ground turns into ice, making the arena very slippery. Evading attacks by means of the Dodge command, evasive Agility and evasive Teleport is impossible as pokemon try to maintain their balance on the ice, while contact attacks have their final damage reduced by 5 for the same reason. Flying, levitating and Ice-type pokemon as well as those with the ability Suction Cups are exempt from this.
Some white markings are made in the ground to make the arena resemble a stadium of some kind, and a crowd appears around the edge of the arena and starts to call for a real fight. This results in all pokemon being unable to use non-damaging moves and commands as though they had been taunted. Any pokemon that are encored into a non-damaging move are no longer encored.
Toxic sludge geysers appear in the ground and erupt at random. At the end of every action after other end-of-action effects have happened, there is a chance that a pokemon will get badly poisoned by the geysers. This chance is equal to (size class) * 10%. If the pokemon is already badly poisoned, the sludge increases the DPA by 1. If the pokemon already has regular poison, the sludge inflicts bad poison with an initial DPA of 3. In addition, the water in the water hole turns to acid, so moves that require an external water source other than Dive have their base power increased by 3 and corrode Steel-type targets. Dive does 10 damage to the user and corrodes them if they are a Steel-type.
Moving multi-coloured patterns appear on the barrier and the ground, making all pokemon think they’re tripping. This is reinforced by waves of psychic energy that are generated by the barrier and interfere with the pokemon’s minds. Every time a pokemon tries to act, there is a chance that the psychic energy will prevent it from performing its action. This chance is equal to (10 - special defence rank - special defence boosts) * 5%. Special defence drops count as negative special defence boosts and are added to the chance of failure. If a pokemon cannot act for this reason, it does not use any energy.
The ground is covered in abnormally large plants and flowers that emit a scent that attracts a swarm of bees. Every time a pokemon uses a direct damaging move, there is a 20% chance that it will disturb the bees. If it does, that pokemon takes 10 damage at the end of each action until the end of the round. In addition, the scent is so calming that any Taunt and Torment effects are removed and the moves Taunt and Torment will fail if they are used (though the energy cost is still paid for each one).
The arena takes on the appearance of a graveyard and frightening ghosts rise up from the graves, terrifying all pokemon. If a pokemon flinches, it must return to its pokeball at the end of the round and be replaced by another pokemon unless switching is not allowed or there are no available replacements. Ghost-type pokemon and pokemon with the ability Steadfast or Scrappy are exempt from this and pokemon with the ability Intimidate must flinch twice before being forced out. In addition, all actions have their energy cost increased by 2 and chilling restores no energy. Only Ghost-type pokemon and pokemon with the ability Scrappy are exempt from this.
The ground changes to bloodstained ash and scorched grass and a glowing crystal appears in the air above the water hole. The crystal gives off an aura that makes all pokemon feel more powerful, causing the final damage of all direct damaging moves to be increased by 10 and their energy costs to be reduced by 2 (to a minimum of 1). In addition, if a pokemon uses a move with 14 or more BAP*, that pokemon’s relevant attacking stat is boosted to +6 regardless of whether or not the move hit.
While the texture of the ground remains unchanged, the colour changes to pitch black and shadow duplicates of all pokemon emerge from the water hole. Every time a pokemon uses a direct damaging move, its shadow duplicate does damage to the target(s) of that move immediately after, even if the move failed to damage them. This damage is equal to the BAP* of the move used. If the move has fixed damage instead of BAP, the shadow duplicate's damage is equal to the energy cost of the move instead.
The ground turns into iron with small amounts of rocks and grass being available in large glass containers. The iron arena is so hard that any attempt at digging through it will fail (though the energy cost is still paid). The water hole is removed, meaning moves that require an external water source will fail, and a cannon takes its place. Pokemon of size class 4 or less can fire themselves out of the cannon for (8 + (weight class / 2)) energy. Firing oneself out of the cannon is a physical typeless attack with a BAP equal to (12 + weight class), 75% accuracy and a charge-up priority of +1 and a hit priority of -1, but multi-hit moves like Fury Swipes do not disrupt it. Only one pokemon may use the cannon at a time, so if a second pokemon tries to get into the cannon, it fails and does not pay the energy cost.


If, when the cauldron erupts, there is a tie for the highest elemental strength, then the arena will transform into this:

Due to the conflicting elemental properties of the brew, the arena tries to transform in two or more very different ways. After some shaking, the arena transforms into an elemental amalgamation, meaning it is part bloodstained ash, part volcanic rock, part giant grass, part ice, part upward-flowing water, part toxic sludge, part dark matter, part electrically-charged iron and part patterned plastic. As if that wasn’t screwed up enough, injury and healing are swapped around, so any time a pokemon would normally take damage, it heals that amount of HP instead. Likewise, whenever a pokemon would normally restore HP, it loses that amount of HP instead.


*BAP is used to refer to the base power of the move before all modifiers (including STAB) except the following: Technician, multi-target reduction and multi-hit hit roll.

Team SimonSays


Scratchet (Marquis) [M]
Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack]
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: Rank 4 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 14


EC: 0/6
MC: 0
DC: 0/5


Fury Swipes
Harden
Focus Energy
Rock Smash
Roar

Baton Pass
Rapid Spin
Stealth Rock

Toxic
Brick Break
Rock Slide

Moves: 11



Budew (Vigilante) [F]
Nature: Bold [Adds one (1) Rank to Defense; Subtracts one (1) Rank from Attack.]
Type: Grass / Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Natural Cure:
(Innate) 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.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Leaf Guard (DW): (Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.


Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
MC: 0
DC: 0/5


Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed

Extrasensory
Leaf Storm
Sleep Powder
Spikes

Venoshock
Sludge Bomb
Energy Ball
Shadow Ball

Moves: 14



Taillow (Tsar) [M]
Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack]
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 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:
Guts: (Innate) 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.
Scrappy (DW): (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.


Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 85
Size Class: 1
Weight Class: 1
Base Rank Total: 13


EC: 3/6
MC: 3
DC: 3/5


Attacks:
Peck
Growl
Focus Energy
Quick Attack
Wing Attack
Double Team
Aerial Ace

Brave Bird
Sky Attack
Steel Wing

Toxic
Facade
Fly
U-Turn

Counter

Moves: 15



Revenankh (Pharaoh) [M]
Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack]
Type: Ghost / Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.


Abilities:
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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.


Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20


EC: N/A
MC: 0
DC: 5/5


Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Revenge
Power Whip
Hammer Arm
Moonlight
Superpower

Counter
Force Palm
Destiny Bond

Knock Down
Taunt
Torment
Drain Punch
Earthquake
Brick Break

Moves: 23



Sawsbuck [Prince] (M)
Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack]
Type: Normal/ Grass
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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 Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: (Innate)This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Serene Grace (DW): (Innate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 4
Base Rank Total: 18


EC: 6/6
MC: 3
DC: 5/5


Attacks:
Megahorn
Tackle
Camouflage
Growl
Sand Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Nature Power
SolarBeam
Aromatherapy
Horn Leech
Double-Edge

Sythesis
Agility
Odour Sleuth
Natural Gift
Baton Pass

Protect
Return
Wild Charge
Sword Dance
Sunny Day
Toxic
Giga Impact
Thunder Wave
Substitute
Light Screen

Moves: 30


Team MrcRanger97


Revenankh (Hoenhiem) (M)
Nature: Rash (+1 SpA, -1 SpD)
Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW Locked): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3 (-)
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 0/5

Attacks:

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch

Destiny Bond
Drain Punch
Counter

Shadow Ball
Earthquake
Brick Break



Lucario [Libra] (M)
Nature: Naive (+15% Speed, +12% Accuracy, -1 SpD)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:

Steadfast: Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Inner Focus: Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW LOCKED): Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (90*1.15=103.5=104)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 2-2=0
DC: 2/5

Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Reversal*
Screech*
Dark Pulse
Metal Claw
Bone Rush
Metal Sound
Extremespeed
Heal Pulse

Detect*
Iron Defense*
Sky Uppercut*

Bulk Up*
Brick Break*
Shadow Claw*
Substitute

Moves know: 17



Snorunt (Lust) (F)
Nature: Mild (+1 SpA, -1 Def)
Type: Ice
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.

Abilities:

Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Ice Body:
Type: Innate
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.


Moody (DW LOCKED):
Type: Innate
This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Stats:

Snorunt
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 0/6
MC: 0
DC: 0/5

Attacks:

Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect

Avalanche
Bide
Disable

Hidden Power (Water 7)
Ice Beam
Frost Breath



Nidoran F (Precious) (F)
Nature: Lonely (+1 Atk, -1 Def)
Type: Poison
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:

Poison Point:
Type: Can be Disabled.
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Rivalry:
Type: 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).

Hustle:
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 41
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 0/9
MC: 0
DC: 0/5

Attacks:

Growl
Scratch
Tail Whip
Tackle
Scratch
Double Kick
Poison Sting
Fury Swipes
Bite
Helping Hand

Endure
Counter
Disable

Toxic
Venoshock
Poison Jab



Ralts (Tzeentch) (M)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based attacks as far as locking on with psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic attacks are not godlike and cannot be used as a catchfail for Disabling, blinding, and redirecting opposing attacks.

Abilities:

Synchronise: 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 matter.

Trace: Can Be Activated.
This Pokemon can copy an ability of an opponent and replace Trace for six (6) actions. Wonder Guard may not be traced.

Telepathy (DW Locked): Innate
This Pokemon has a mental link with its allies in mutiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:

Hp: 90
Atk: Rank 2 (+)
Def: Rank 1
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC: 0/9
MC: 0
DC: 0/5

Attacks:

Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Disable
Encore
Shadow Sneak

Protect
Psychic
Reflect

Total Moves Known: 15


How it's gonna go down

SimonSays, first pokemon.
MrcRanger97, first pokemon and then orders.
SimonSays, orders.
Objection, reffing.
 

"So, you don't want me to play you a little ballad? That's okay, I think we'll just go with Marquis, first. Let's go!"

 

"Ok, So it looks like we need some chaos in this battle, and who better than the Lord of Change himself?"

"GO TZEENTCH"


"Start off with a Reflect to hamper any incoming moves, then use a Psychic to send the tiny thing flying! Then finish up with by calming yourself with Calm Mind."

"Best of luck to you Simon."
 

"And same to you, Ranger. This is bound to be a good fight. Marquis! Hold the momentum!"

Stealth Rock ~ Brick Break ~ Baton Pass (Tsar)
 

Marquis (M)
HP: 90 | EN: 100 | Spe: 40
Ranks: 4/3/0/3 | Total: 14
Size: 1 | Weight: 2
Abilities: Scrappy, Prankster
Other: None


Tzeentch (M)
HP: 90 | EN: 100 | Spe: 40
Ranks: 2/1/2/1 | Total: 10
Size: 1 | Weight: 1
Abilities: Synchronize, Trace
Other: None

Arena effects: None
Cauldron contents: None

Welcome one and all to the Witches' Brew arena, where the moves the pokemon use can actually transform the arena! Today we are having a pretty big battle between SimonSays and MrcRanger97. The former opens with Marquis the Scratchet while the latter chooses Tzeentch the Ralts. Initially, both pokemon decide to set up for later on, with Marquis planting Stealth Rocks over on Tzeentch's side of the arena and the Ralts creating a Reflective barrier. But that barrier is quickly destroyed by Marquis Brick Breaking it! Luckily for Tzeentch, his natural resistance to Fighting-type moves helps him take the blow, but some of the energy from that move has been absorbed by the Witches' Brew! Tzeentch then makes his own contribution by using his Psychic powers to knock Marquis silly. Fed up of this, Marquis decides to Baton Pass to an ally waiting in the wings (you'll laugh later) while Tzeentch prepares with a Calm Mind to enhance his mental powers. And suddenly Marquis returns to his pokeball, and in his place emerges a Taillow named Tsar! How will this next pokemon fare on the Witches' Brew arena?


Tsar (M)
HP: 90 | EN: 100 | Spe: 85
Ranks: 3/2/1/2 | Total: 13
Size: 1 | Weight: 1
Abilities: Guts
Other: None


Tzeentch (M)
HP: 83 | EN: 82 | Spe: 40
Ranks: 2/1/2/1 | Total: 10
Size: 1 | Weight: 1
Abilities: Synchronize, Trace
Other: Stealth Rock, +1 special attack (2 more rounds), +1 special defence (2 more rounds)


Marquis (M)
HP: 76 | EN: 74 | Spe: 40
Ranks: 4/3/0/3 | Total: 14
Size: 1 | Weight: 2
Abilities: Scrappy, Prankster
Other: None


Arena effects: None
Cauldron contents: 8 Fighting, 8 Psychic (Total: 16)

Marquis uses Stealth Rock for 12 energy
Team MrcRanger97 is subject to Stealth Rock

Tzeentch uses Reflect for 7 energy
Team MrcRanger97 is protected by Reflect for 6 actions

Team MrcRanger's Reflect counter drops to 5

Roll a D2 for speed tie (1 = Marquis goes first, 2 = Tzeentch goes first): 1 - Marquis goes first
Marquis uses Brick Break for 5 energy
Roll a D16 for crit: 10 - no crit
Tzeentch takes (8+3+(4-1)*1.5-5)*0.67=7.035 damage (round to 7)
Team MrcRanger's Reflect is destroyed
The Witches' Brew's Fighting strength goes up by 8

Tzeentch uses Psychic for (5+(2/2)-1)=5 energy
Roll a D16 for crit: 10 - no crit
Roll a D100 for special defence drop: 33 - no special defence drop
Marquis takes (6+2+3+(2-3)*1.5)*1.5=14.25 damage (round to 14)
The Witches' Brew's Psychic strength goes up by (6+2)=8

Marquis uses Baton Pass for 9 energy
Marquis prepares to pass to Tsar at the end of the round

Tzeentch uses Calm Mind for 6 energy
Tzeentch's special attack and special defence are raised by 1 stage

Marquis returns to its pokeball and is replaced by Tsar


SimonSays, your orders please.
 

"You know, I really enjoy ordering first most of the time. But I think I could do without it right now."

U-Turn ~ Brave Bird ~ U-Turn
IF Protect is used, use Toxic (Self), or Chill if already Poisoned

If I can not switch, that'd be lovely. Otherwise, we'll go to Vigilante.

EDIT: Alright, no worries.
 
Yeah I can confirm that if you use U-Turn or Volt Switch in a Switch=OK battle, you must switch if you have a pokemon to switch to.
 
<Objection> just a reminder: you still have not posted in this battle: http://www.smogon.com/forums/showthread.php?t=3460223
<Objection> and it's been nearly a week
<Ranger97> ima have to DQ
<Ranger97> IRL issues
<Objection> ok
<Objection> i'll post that in the battle then
<Ranger97> wont be back on somgon for 6 months at least...

So there we have it, MrcRanger97 is DQ'd. Because this battle did not last for two whole rounds, nobody gets any prizes. If SimonSays wishes to have another large singles battle on this arena, I will be glad to ref it.
 
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