Type: Water/Dragon Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. Damp (DW Unlocked): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. 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. Regenerator: (DW UNLOCKED) (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.
Hidden Power (Electric 7)
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. Infiltrator (DW LOCKED): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Cyclohm [Gandalf] (M)
Nature: Modest (+Special Attack, -Attack)
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Type: Dragon Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender. Mold Breaker: (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.) Unnerve (DW Unlocked): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
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 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: Inner Focus: (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. Multiscale (DW Unlocked): This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.
Type: 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.
Abilities: Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Roselia(*) [Alurani] (F) Nature: Timid (Multiples Base Speed by 1.15 and provides a 12% flat accuracy boost on all attacks. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Type: 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). Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Hidden Power Ground (6)
Snorlax [Kimli] (M) Nature: Quiet (Adds One (1) Rank to Special 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: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe. Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Abilities: 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. 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): (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 Water 6
Volcarona(*) [Nora] (F) Nature: Modest (Special Attack increased by *, Attack decreased by *)
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. Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities: Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Hidden Power Electric 7
Arghonaut(*) [Diagnos] (M) Nature: Adamant (Attack increased by *, Special Attack decreased by *)
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
2 Day DQ
Arena: Oracle's Tower
Future Sight is given to every mon, and it can be comboed with any move. It works off the user's higher attack stat.
10% chance of Aurora Burst happening on each team before each round
Fierce Winds wrap around the Arena, causing a 10% chance during each round to damage all mons with a Razor Wind at the same special Attack stat as the pokemon's Special Defense Stat. STAB is applied.
The arena is at Nighttime, making Moonlight and similar moves work at full effectiveness. Curiously, moves such as Morning Sun and Solarbeam also work at extra effectiveness. Fire moves are unaffected unless Sunny Day is used, in which case all other effects remain the same.
Dig will result in instant death
Last edited by Yarnus of Bethany; Nov 25th, 2012 at 11:38:00 PM.
I stood up on top of the tower. Ages ago this place was used by people who according to legend could see the future. Auroras swirled about, and the wind blew fiercely as I waited for my opponent. Eventually, he arrived, decked out in sea captain garb and raring to have at me. I stood up from my chair and greeted my opponent.
"Ah, you're finally here. Good good. You're obviously here to defeat me, but I will have you know, I don't go down easy, especially not to Dragon types! As you can see, I've brought some of my strongest mons here today, those that have been with me since the beginning of my career.
Nora, the crowned moth, my signature Pokemon, able to burn through anything with her flames, nearly as hot as the sun!
Diagnos, the terror of the seven seas, fists as hard as iron and able to send any foe to a watery grave!
Alurani, the Maiden of Thorns, she moves in by crippling her opposition and slowly sucking the life out of them!
Origin, an ancient guardian that has been alive for ages, who analyzes his opponent and strikes its weak point as fast as lighting!
Kimli, the giant monster, able to withstand nearly any blow and use whatever means necessary to bring down his opponent!
Sovereign, the phantom genius, with one glance he can inflict a hex and dominate his opponent.
These are the obstacles you will have to overcome to obtain victory against me today. Will you be able to, I wonder? Well, enough talk, let's start this match!
I believe I will start things off with the Ancient Guardian Origin!
"As you command."
Sending out Stratagem.
__________________ The avatar was taken from Marriland. CAP ASB
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Last edited by Maxim; Dec 7th, 2012 at 4:42:43 PM.
"I somehow KNEW that using this many Dragons was not very good for me.
Fortunately, I used my knowledge to bring two non-Dragons. I invite you to gaze upon this Slowking, as it holds its Focus Sash!"
Surf --- Scald --- Surf
IF successful Protective/Evasive move, THEN use Substitute (15 HP) the first time, and Chill (Regenerator) all subsequent times, pushing actions down.
IF Surf is Disabled when you are set to use it, THEN use Scald.
"If you think brute force tactics like that will give you victory today, I believe you will be sorely disappointed. Origin, you'll have to take a lot of hits, but let's begin our offensive by setting up on our foe. Start with a Stealth Rock to damage his switch ins, then Disable that Surf. To avoid the Scald, go for a Double Team."
Stealth Rock~Disable (Surf)~Double Team (4 clones)
__________________ The avatar was taken from Marriland. CAP ASB
Join Free RPG to play fun, freestyle RPGs.
Last edited by Maxim; Dec 7th, 2012 at 4:44:32 PM.
"Bzz-Bzzzt!" The lights fail for a few seconds, and then blink back on, but a liitle weaker. A young man in a suit stands in the middle of the battlefield.
"We are sorry for the delay, the lights are being fixed and will return shortly[1day or less] ," his voice crackles throyght the microphone. "Please stay seated and enjoy this broadcast from one of our sponsors." The lights dim and a salesman's voice sounds through the room.
Once the commercial is over, the lights flash back on, revealing the two contestants and their chosen Pokemon. AOPSUser appears to have an advantage in type, but we all know type is not everything.
HP: 100 En: 100
HP: 100 En: 100
Origin quickly begins and dashes all around Hermit setting up stealthy rocks to damage new switch-ins. But since he was focusing so hard on his work that he doesn't notice when Hermit rises up on a surf wave to engulf him before he could dodge it. Anxious not to be hit by the salty water again, Origin links himself mentally to Hermit and disables the Slowking's ability to surf. But that is not Hermit's only powerful attack. The Slowking shoots out of its crown a jet of boiling-hot water and burns Stratagem. Now getting damaged greatly, Origin creates 4 identical clones of himself just in time for one of them to absorb the second jet of water.Hermit has taken no damage this round, but perhaps Maxim has just been setting up this whole time and can release his power now. We will see in the next exciting round, for now our battlers need a rest and some time to think about battle strategy and eelay it to their pokemon.
Origin used Stealth Rock! 11 en
Hermit used Surf! (6/16) (9+3+1.5)*1.5=20.25 damage, 6 en
Origin used Disable! 7 en
Hermit used Scald! (16/16) (3/10) (8+3+1.5)*1.5=18.75 damage, 5 en
Origin used Double Team! 16 en
Hermit used Scald! (5/5) miss 9 en
HP: 100 En: 80
Status: Surf disabled, SR
Boosts chance: (3/10) (7/10)
Ominous wind chance: (4/10)
Origin used Giga Drain! (5/16) (8+2.5)*1.5=15.75 damage, galf that healing, 12 en
Hermit used Blizzard! (1/16) (4/20) (1/4) (2/10) (12+3+1.5)=16.5 damage, 8 en
Origin used Electro Ball! (5/16) (5/20) (15+2.5)*1.5=26.25 damage, 9 en
Hermit used Slack Off! +20 hp 12 en
Origin used Giga Drain! (5/16) (8+2.5)*1.5=15.75 damage, 12 em
Hermit chilled! +12 en
HP: 62 En: 72
Status: Surf disabled 2 actions, SR