Welcome to the type-changing arena, where things are not what they appear to be. The battlers today are Dummy007! (7 is my favorite #) and Jaslotsofnumbers
Here are the rules of the match:
3v3 mixed triples
3 day DQ
2 chills/5 recoveries
No items
All Abilities
And finally the type changing arena, inside the headquarters of which I have RNGed new types for all the present pokemon.
On the other side of the battlefield, jas sends out his now stone-encrusted dragon, a newly dangerous jigglypuff, and an elemental shrew.
From top to bottom, the new types or the pokemon are as follows:
Normal/Bug
Pure Steel
Fire/Water
Dragon/Rock
Poison/Psychic
Electric/Ice
Who goes first? I forgot.
Here are the rules of the match:
3v3 mixed triples
3 day DQ
2 chills/5 recoveries
No items
All Abilities
And finally the type changing arena, inside the headquarters of which I have RNGed new types for all the present pokemon.
Dummy007 said:Sorry for the inconvenience, but could I change 'mons now? I just rethought my Gym team and had a brilliant idea. If I can't, that's fine. (I'll take the same types unless you'd rather re-roll.)
Ferroseed [Nicko Heap] (M)
Nature: Brave (Adds One (1) Rank 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)
Typing: Grass/Steel
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.
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.
Abilities:
Iron Barbs: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 8 (10/1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 0/5
Attacks (13):
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Leech Seed
Seed Bomb
Stealth Rock
Toxic
Payback
Thunder Wave
Flarelm [Septimus Heap] (M)
Nature: Brave (Adds One (1) Rank 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)
Typing: Fire/Grass
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 3
Spe: 47 (55/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 16
EC: 7/9
MC: 0
DC: 4/5
Attacks (19):
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume
Counter
Earth Power
Seed Bomb
Sunny Day
Swords Dance
Rock Slide
Substitute
SolarBeam
Overheat
Whimsicott [Ron] (M)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
Typing: 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:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW): (Innate) (UNLOCKED) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4(+)
Spe: 116
Size Class: 1
Weight Class: 1
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks (29):
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
PoisonPowder
Giga Drain
Tailwind
Energy Ball
Cotton Guard
Charm
Sunny Day
Endeavor
SolarBeam
Hurricane
Encore
Fake Tears
GrassWhistle
Worry Seed
Toxic
Taunt
Substitute
Light Screen
Hidden Power [Rock 7]
Psychic
Shadow Ball
Double Team
As both battlers send out their pokemon, several changes take place. Nicko has most of his metal sheen transfered to Septimus, his brother, and gains replacing it cute pick antennae. Ron, on the other hand, turns into a giant puffy ball of steam, not unlike what he was before.jas61292 said:Here you go. Thanks for reffing.
Salamence (Roosevelt) (M)
Nature: Lonely (+ Atk, -Def)
Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash 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:
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 thier 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.
Moxie (DW, unlocked): (Inate) 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.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Attacks (33 Moves):
Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Crunch
Dragon Claw
Double-Edge
Fly
Dragon Tail
Dragon Dance
Dragon Pulse
Hydro Pump
Endure
Fire Blast
Shadow Claw
Rock Slide
Earthquake
Substitute
Brick Break
Toxic
Roar
Stone Edge
Hidden Power (Grass)
Draco Meteor
Outrage
Ominous Wind
Heat Wave
Iron Tail
Jigglypuff (TuffPuff) (F)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Friend Guard (DW): (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
Stats:
HP: 110
Atk: Rank 2
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 1
Spe: 17 (20/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 11
EC: 4/9
MC: 4
DC: 4/5
Attacks (14 Moves):
Sing
Charm
Defense Curl
Pound
Sweet Kiss
Copycat
Disable
Round
Roll Out
Doubleslap
Fake Tears
Perish Song
Wish
Psychic
Shadow Ball
Fire Blast
Solarbeam
Reflect
Sandshrew (Toki) (M)
Nature: Careful (+SpD, -SpA)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Sand Rush (DW): (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3 (+)
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 3/6
MC: 4
DC: 2/5
Attacks (16 Moves):
Scratch
Defense Curl
Sand Attack
Poison Sting
Rapid Spin
Slash
Swift
Fury Swipes
Roll Out
Fury Cutter
Counter
Endure
Night Slash
Earthquake
X-Scissor
Sandstorm
On the other side of the battlefield, jas sends out his now stone-encrusted dragon, a newly dangerous jigglypuff, and an elemental shrew.
From top to bottom, the new types or the pokemon are as follows:
Normal/Bug
Pure Steel
Fire/Water
Dragon/Rock
Poison/Psychic
Electric/Ice
Who goes first? I forgot.