Prepare for Trouble: Unitas VS Houndoomsday

Here we are, folks! A battle between two fairly new members might seem rather uneventful, but I promise this one wont be! With each player looking to achieve greatness over the other, this is sure to be a good battle.

The rules are as follows:

2v2 Singles
2 Day DQ
2 subs
2 recover/chill
Arena: TELEPORTATION

Our first competitor is the one who called for this heated battle, Houndoomsday! His team of two may be any of:


1-1-0
Houndour [Hellhound] (Male)
Nature: Mild (+SpA, -Def)
Type: Dark/Fire
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 bushfire areas.

Abilities:
Early Bird: 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: 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: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

HP: 90
Atk: Rank 2
Def: Rank 1 (-1)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Bite (*)
Beat Up (*)
Crunch
Counter (*)
Ember (*)
Fire Blast
Fire Spin (*)
Howl (*)
Leer (*)
Odor Sleuth (*)
Roar (*)
Shadow Ball
Sludge Bomb (*)
Smog (*)
Sunny Day (*)
Thunder Fang (*)
Will O'Wisp (*)


1-0-0
Banquo the Sableye
Nature: Naive (+15% speed, +4 acc, -1 SpD)

Type: Dark/Ghost
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.
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.

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.
Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster (DW LOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats
HP: 90
Atk: 3
Def: 3
SpA: 3
SpD: 2 (-)
Spe: 58 (+)
Size: 1
Weight: 2
BST: 16

DC: 1/5
MC: 0


Attacks:


Astonish
Dark Pulse
Detect
Fake Out
Feint
Foresight
Fury Swipes
Night Shade
Leer
Protect
Psych Up
Recover
Scratch
Shadow Sneak
Sucker Punch
Taunt
Thief
Torment
Trick
Will'O'Wisp



1-2-0
Bulbasaur [Bulby] (Female)
Nature: Modest (+SpA, -Att)
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:
Overgrow: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2)
Chlorophyll (DW): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed

Stats:
HP: 90
Attack: Rank 2 (-)
Defense: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 2
Weight Class: 2

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

Attacks:
Curse (*)
Double Team
Giga Drain (*)
Growth (*)
Growl (*)
Leech Seed (*)
Poison Powder (*)
Protect (*)
Razor Leaf (*)
Rest (*)
Sleep Powder (*)
Sleep Talk
Sludge (*)
Solar Beam
Sunny Day
Sweet Scent (*)
Synthesis
Tackle (*)
Take Down (*)
Toxic (*)
Vine Whip (*)
Worry Seed


Our challenger is the invigorated Unitas! His team includes these two Pokemon:


Protowatt [Jethro] (Male)
Nature:Modest (+SpA -Atk)
Type: Electric / Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (Innate) (Locked) 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.

HP: 80
Atk: Rank 1 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 1
Spe: 95
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC:1/6
MC:0
DC:1/5

Attacks:

Level-Up Moves:
Bubble
Charge
Tackle
Thundershock
Detect
Zap Cannon

Egg Moves:
Signal Beam
Counter
Mirror Coat
Muddy Water
Shock Wave

TM Moves:
Substitute
Toxic
Protect
Ice Beam
Scald
Volt Switch



Murkrow [Oprah] (Female)
Nature: Serious (No change)
Type: Dark/Flying
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.
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:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Super Luck: (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Prankster: (DW) (Locked) (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 15

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

Moves:

Level Up:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance

Egg Moves:
Roost
Brave Bird
Drill Peck
Confuse Ray
Psycho Shift

TM Moves:
Taunt
Protect
Shadow Ball
Psychic
Payback


Because the arena is TELEPORTATION, I will do a RNG for each round to pick a new stadium! With there being 314 different stadiums to choose from, each with a range of 31 numbers out of 10000 in the RNG, this should be a very interesting battle.

The first RNG Number is 7080, meaning our first arena will be... Reshiram's Lair! I have attached below a description of the arena.
Field type: Dragon
Complexity: Mild
Format: IDC

You step into a cave, and the first thing you notice is the heat (70 degrees Celcius).

The second thing you notice is a white crystal in the middle. It gives off a ton of light and heat. As a result, all Fire-type moves gain an additional 2 BAP, and all Ice-type Pokemon lose STAB on their Ice-type moves. There is a rather large water source, however, its water is 70 degrees Celcius, so if a Pokemon uses the water, it has a 10% chance of getting burned. The target also has a 10% chance of getting burned (Scald's burn chance goes up to 40%). However, the crystal was made by Reshiram, as this is where Reshiram used to live back when the cave was part of an active volcano. This crystal offers protection for Dragon-types, so Dragons cannot be burned by the pool (They can still be burned by Scald). In addition, Dragon-types can use Outrage without losing focus, that is they are not locked into it, are not confused by it, and it is subject to same-move EN penalty.

The crystal can be used for Sun, and there is plenty of Sand. Rain can be summoned, however, it does not lower the BAP of Fire-type moves.
Hail cannot be summoned at all.

Summary:
+2 BAP for Fire-type moves
-STAB on Ice-type moves
10% chance of getting burned when using the water source (does not apply to Dragons)
Additional 10% chance of burn for the target of a move that uses the water source (does not apply to Dragons)
Dragons can Outrage without losing focus
Hail is not allowed
Rain does not lower the BAP of Fire-type moves


Here's how the battle will go.
Houndoomsday will send out a Pokemon first with an item.
Unitas will do the same and attack.
Houndoomsday will retaliate.
Inverse, repeat.

Lets get this show on the road!
 
Let's do Switch=OK, Training Items, and All Abilities

"Although Hellhound seems like the smart option, Banquo hasn't seen much action. Let's get him out there!"

Sableye @ Amulet Coin
 
@Amulet Coin
Thundershock-Shock Wave-Muddy Water
If protective/evasive action, Substitute(15) and push back but only once.
 
Pre Round
Unitas
Jethro the Protowatt

1/1/3/1/95
HP=80
Energy=100%

Status: Fresh!

Houndoomsday
Banquo the Sableye

3/3/3/2/58
HP=90
Energy=100%

Status: Fresh!

Turn 1
Banquo uses Taunt!
(-9 energy)
Hit: Yes
Jethro is now Taunted!

Jethro uses Shock Wave!
(-3 energy)
Hit: Yes
Crit: [625<=no crit}=1720=no crit
Damage: [6+3+4.5-3]=10.5

Turn 2
(-7 energy)
Banquo uses Will-O-Wisp!
Hit: [7500<=no hit]=4534=Yes
Jethro is now Burned!

Jethro uses Muddy Water!
(-6 energy)
Hit: [8500<=no hit]=57=Yes
Crit: [625<=no crit]=3353=no crit
Damage: [10+3+4.5-3-3]+11.5
Effect: [3000<=no effect]=5444=no effect
Jethro takes -2 damage from burn!

Turn 3
Banquo uses Protect!
(-7 energy)
Banquo will not take damage this turn!

Jethro uses Substitute!
Jethro is Taunted!
Jethro takes -2 energy from burn!


Post Round
Unitas
Jethro the Protowatt

1/1/3/1/95
HP=76
Energy=91%

Status: Burned, Taunted (3 more turns)

Houndoomsday
Banquo the Sableye

3/3/3/2/58
HP=68
Energy=78%

Status: Fresh!
 
So Charlie told me he RNG'd the arena but was too tired to put it up until tomorrow, but I want to move things along so I'll put it here in case Unitas wants to order before Charlie can fix it.

Arena: Daisy Circuit
Field Type: All Types
Complexity: Intense
Formats: All Formats

Restrictions: All moves are allowed.

Description:
Daisy Circuit is the first course of the Star Cup, situated in a coastal town, near the beach. For some reason, the sun is always setting, creating an orange-streaked sky that is reflected by the windows of the tall lighthouse. The racetrack is rather straightforward, and the only things to watch out for are pesky cones. Despite its appearance in what seems to be an advanced Grand Prix, Daisy Circuit is in fact about as interesting as watching grass grow. To help alleviate this issue, Toad's Factory has sent a shipment of item boxes to Daisy Circuit so as to liven this coastal course up.

Combat behaves the same way as regular combat does while on Daisy Circuit. At the end of each round, however, each Pokemon runs into a set of item boxes and obtains one item. If the Pokemon already has an item at the end of a round, it does not pick up a second one; however, if the Pokemon has the ability Pick Up, it will be able to hold a second item, but not a third. Each item can be used either before the first action or at the end of a action without using up the action; the exception to this is the Thunder Cloud, which activates automatically. However, you may not use more than one item per interval between actions. The item that is obtained is decided through RNG, and their item is described below. All stage boosts and drops that occur from items decay at the end of the round that they are used.

15% - Green Shell: 5 DMG to target, 30% to Flinch.
15% - Banana Peel: -1 Spe to target, 50% to Flinch.
10% - Thunder Cloud: Transferred by contact attacks, activates a Lightning effect on the holder at the end of the round.
10% - Mushroom: +1 Spe, +1 Crit Rate, +5% Acc
10% - Fake Item Box: 100% to Flinch.
10% - Red Shell: 10 DMG to target, 60% to Flinch.
05% - Bob-omb: Deals 10 DMG to all enemies and 3 DMG to all allies.
05% - POW Block: -2 Spe to all Pokemon, -10% Eva to all Pokemon.
05% - Lightning: 5 DMG to all Pokemon, inflicts 25% PRZ to all enemies, reduces SC to 2.
05% - Blue Shell: 15 DMG to target, 3 DMG to other Pokemon, 100% to Flinch.
05% - Blooper: -20% Acc to all enemies, -20% Eva to all enemies, -1 Spe to all enemies.
02% - Golden Mushroom: +3 Spe, +2 Crit Rate, +20% Acc.
02% - Star: +5 DMG to all attacks, -5 DMG to all attacks aimed at you.
01% - Bullet Bill: 20 DMG to all enemies, +6 Spe, Flinches all Pokemon for 1 action.

It should be noted that getting hit by certain items will result in a loss of your item; these follow the rules of Mario Kart in-game. For example, getting hit by either a Bullet Bill or a Blue Shell will result in your item getting knocked out. Furthermore, a Pokemon can opt to discard an item instead of using it; a simple order such as "[Discard Lightning]" will do, but it will count as using an item between an action; however, the Lightning Cloud may not be discarded. Note that this does not take up an action, and since it is not an action, cannot be flinched by means of Mario Kart items or moves such as Fake Out. Items that are used by different Pokemon on the same interval are used in order of standard turn order; treat Bullet Bills as having 3 Priority, Stars and Golden Mushrooms as having 2 Priority, and Mushrooms as having 1 Priority.

At the end of each action, there is a chance for a Pokemon to run into a cone. Because the longer the Pokemon has been out in the battle, the more monotonous Daisy Circuit gets, Pokemon that have been active for a longer duration of time tend to bump into cones more. Thus, the chance of bumping into a cone at the end of an action is equal to the number of rounds that the Pokemon has been active multiplied by ten (10), with a cap of fifty (50) percent. Bumping into a cone deals 1 DMG to the Pokemon, in addition to lowering their Speed by fifty (50) percent for the next three actions; this effect cannot stack but will restart the timer.

Summary: Mario Kart items to be used, chance to bump into cones.


Anywho, I'll be switching into Bulbasaur@Nothing, Counterswitch?
 
"Bad move"

Solarbeam-Giga Drain-Solarbeam

If (Mirror Coat) then, (Vine Whip on the first instance, Growth on the second instance, and Vine Whip on the third instance).
 
Pre Round
Unitas
Jethro the Protowatt

1/1/3/1/95
HP=76
Energy=91%

Status: Burned, Taunted (3 more turns)

Houndoomsday
Bulby the Ivysaur

2/3/4/3/60
HP=90
Energy=100%

Status: Fresh!

Bench
Banquo the Sableye

3/3/3/2/58
HP=68
Energy=78%

Status: Fresh!

Turn 1
Jethro uses Protect!
Jethro is taunted!
Jethro took -2 damage from burn.

Bulby used Solarbeam!
(-7 energy)
Bulby took in sunlight!

Bulby unleashed Solarbeam!
Hit: Yes
Crit: [625<=no crit]=643=no crit
Damage: [12+3+6-1.5]*1.5=29.25

Turn 2
Jethro used Volt Switch!
(-4 energy)
Hit: Yes
Crit: [625<=no crit]=6132=no crit
Damage: [7+3+4.5-4.5-3]*0.67=4.7
Jethro will go back to Unitas at the end of the round.
Jethro took -2 damage from burn

Bulby used Giga Drain!
(-11 energy)
Hit: Yes
Crit: [625<=no crit]=5651=no crit
Damage: [8+3+6-1.5]*1.5=23.25
Bulby restores +12 HP!

Turn 3
Jethro used Ice Beam!
(-7 energy)
Hit: Yes
Crit: [625<=no crit]=6473=no crit
Damage: [10+4.5-4.5-3]*1.5=10.5
Jethro took -2 damage from burn!

Bulby used Solarbeam!
(-7 energy)
Bulby took in sunlight!

Bulby unleased Solarbeam!
Crit: [625<=no crit]=4334=no crit
Damage: [12+3+6-1.5]*1.5=29.25


Post Round
Unitas
Active
Oprah the Murkrow

3/2/3/2/91
HP=90
Energy=100%

Status: Ready for Revenge!

Bench
Jethro the Protowatt

1/1/3/1/95
HP=KO
Energy=KO
Status: KO


Houndoomsday
Active
Bulby the Ivysaur

2/3/4/3/60
HP=75
Energy=75%

Status: Fresh!

Bench
Banquo the Sableye

3/3/3/2/58
HP=68
Energy=78%

Status: Fresh!

Items from the Arena
Unitas: 7460=Bob-omb
Houndoomsday: 9123=Blooper

New Arena: A Long, Rickety Bridge
Arena: A Long, Rickety Bridge
Field Type: Water/Grass
Complexity: Simple
Format: Singles
Restriction: None
To put it as basically as possible, it's a bridge. You really can't have 2 pokemon side to side on it, and it could probably break if there were anymore than 2 at a time. You can use dig, but you would fall in the water and the current is unusually fast, so you should probably have a water type pokemon if you want to dig. Swift swim pokemon can attack normally in the water. If one of the pokemon is flying or levitating, the bridge is pretty much disregarded for them.


You're up Unitas!
 
@Nothing

Alright Murkrow! Lets avenge our fallen teammate!

Psychic+Psychic Combo-Cooldown (Drill Peck)- Drill Peck
If protective, evasive actions, use Substitute(15) and push back.
If synthesis A1 change actions to Sub(15)-Drill Peck-Psychic
 
Pre Round
Unitas
Active
Oprah the Murkrow

3/2/3/2/91
HP=90
Energy=100%

Status: Ready for Revenge!

Houndoomsday
Active
Bulby the Ivysaur

2/3/4/3/60
HP=75
Energy=75%

Status: Fresh!

Bench
Banquo the Sableye

3/3/3/2/58
HP=68
Energy=78%

Status: Fresh!

Turn 1
Ivysaur used Toxic!
(-6 energy)
Hit: [9000<=no hit]=6347=Yes
Murkrow is now effected by Toxic!

Murkrow used Psychic+Psychic!
(-28 energy)
Hit: Yes
Crit: [625<=no crit]=6706=no crit
Damage: [18+4.5-4.5]*1.5=27
Effect: [2000<=no effect]=6304=no effect
Murkrow took -1 damage from toxic!

Turn 2
Murkrow must cooldown!
Murkrow took -1 damage from toxic!

Ivysaur used Double Team (4 clones)!
(-16 energy)
Ivysaur created 4 clones of itself!

Turn 3
Murkrow used Drill Peck!
(-5 energy)
Hit: [2000<=no hit]=2941=no hit
One of Ivysaur's clones disappeared!
Murkrow took -1 energy from toxic!

Ivysaur used Leech Seed!
(-9 energy)
Hit: [9000<=no hit]=969=Yes
Murkrow was seeded!
Murkrow lost -3 HP, and Ivysaur revived +3 HP!


Post Round
Unitas
Active
Oprah the Murkrow

3/2/3/2/91
HP=84
Energy=67%

Status: Toxic-d(-2 damage), Seeded!

Houndoomsday
Active
Bulby the Ivysaur

2/3/4/3/60
HP=51
Energy=44%
Status: Surrounded by 3 Clones!

Bench
Banquo the Sableye

3/3/3/2/58
HP=68
Energy=78%

Status: Fresh!

So now, Houndoomsday orders, then Unitas!

The stadium is now...
Crystal World

Field Type: Dark, Rock, Ice
Complexity: Simple
Format: All
Traits: Artificial Field, No Digging, No Seismic Attacks, No Water Source

Description:
The stage is dominated by two large connected orange platforms in the arena's center surrounded by pillars of crystal. Pillars and platforms made of orange and purple crystal float in the air and form a network of hexagonal platforms around the bottom of the central platforms. Some platforms of rock cannot be destroyed, but the platforms and crystal can be. In the background the Crystal of Final Fantasy IX can be seen spinning inside a large ring.

Omega Stiffling - Damage can't have bonuses. Only BAP and typing apply—not even stats!
 
Deploying Blooper

Chill~Protect~Synthesis

If Taunt A1, use Protect~Synthesis~Chill
If Taunted A2 or A3, use Sludge the first taunted action, and Vine Whip the Second Taunted Action
 
I'm pretty sure my psychic combo should have done more. It should be 8*2.25 which makes it 18 base power not 14
 
Pre Round
Unitas
Active
Oprah the Murkrow

3/2/3/2/91
HP=84
Energy=67%

Status: Toxic-d(-2 damage), Seeded!

Houndoomsday
Active
Bulby the Ivysaur

2/3/4/3/60
HP=51
Energy=44%
Status: Surrounded by 3 Clones!

Bench
Banquo the Sableye

3/3/3/2/58
HP=68
Energy=78%

Status: Fresh!

Houndoomsday deploys the Blooper!
Murkrow's stats went down! (-20% Acc, -20%, -1 Spe)

Turn 1
Murkrow used Confuse Ray!
(-5 energy)
Hit (stat change): [8000<=no hit]=7696=Yes
Hit (clone or not): [2500<=no hit]=8976=no
One of Ivysaur's clones disappeared!
Murkrow took -2 HP from toxic!
Murkrow lost -3 HP, and Ivysaur revived +3 HP!

Ivysaur used chill!
Ivysaur restored +12 energy.

Turn 2
Ivysaur used Protect!
(-7 energy)
Ivysaur is protected!

Murkrow used chill!
Murkrow restored +12 energy.
Murkrow took -2 HP from toxic!
Murkrow lost -3 HP, and Ivysaur revived +3 HP!

Turn 3
Murkrow used Drill Peck!
(-5 energy)
Hit (stat change): [8000<=no hit]=5303=Yes
Hit (clone or not): [3333<=no hit]=5683=no
One of Ivysaur's clones disappeared!
Murkrow took -2 HP from toxic!
Murkrow lost -3 HP, and Ivysaur revived +3 HP!

Ivysaur used Synthesis!
(-14 energy)
Ivysaur restored +20 HP!



Post Round
Unitas
Active
Oprah the Murkrow

3/2/3/2/91
HP=69
Energy=69%

Status: Toxic-d(-3 damage), Seeded (2 turns), -20% Acc, -20%, -1 Spe!

Houndoomsday
Active
Bulby the Ivysaur

2/3/4/3/60
HP=80
Energy=35%
Status: Surrounded by 1 Clone!

Bench
Banquo the Sableye

3/3/3/2/58
HP=68
Energy=78%

Status: Fresh!

New arena!
The Ancestree

Many moons ago, a small seed was planted. A family placed its essence and love into it. Today, the seed has grown into an enormous tree. Those in its vicinity gain the skills of their whole family. To use it as they see fit.

A Pokemon gains the abilities of all Pokemon in its evolutionary family, save for duplicate abilities.
Pokemon can have no more than a total of 6 abilities, including its starting abilities.

Banned Abilities: Zen Mode


Unitas orders, then Houndoomsday!
 
Pre Round
Unitas
Active
Oprah the Murkrow

3/2/3/2/91
HP=69
Energy=69%

Status: Toxic-d(-3 damage), Seeded (2 turns), -20% Acc, -20%, -1 Spe!

Houndoomsday
Active
Bulby the Ivysaur

2/3/4/3/60
HP=80
Energy=35%
Status: Surrounded by 1 Clone!

Bench
Banquo the Sableye

3/3/3/2/58
HP=68
Energy=78%

Status: Fresh!

Turn 1
Murkrow used Drill Peck!
(-9 energy)
Hit: [8000<=no hit]=9451=no hit
Murkrow's attack missed!
Murkrow took -3 HP from toxic!
Murkrow lost -3 HP, and Ivysaur revived +3 HP!

Ivysaur used Leech Seed!
(-9 energy)
Hit: [9000<=no hit]=176=Yes
Murkrow was seeded!

Turn 2
Murkrow used Drill Peck!
(-13 energy)
Hit (stat change): [8000<=no hit]=2251=Yes
Hit (clone or not): [5000<=no hit]=2628=Yes
All of Ivysaur's clones disappeared!
Crit: [625<=no crit]=7244=no
Damage: [8+3+4.5-4.5]*1.5=16.5
Murkrow took -3 HP from toxic!
Murkrow lost -3 HP, and Ivysaur revived +3 HP!

Ivysaur used Rest!
(-15 energy)
Ivysaur fell asleep!
Ivysaur regained +12 HP.

Turn 3
Murkrow used Drill Peck!
(-17 energy)
Hit (stat change): [8000<=no hit]=7129=Yes
Crit: [625<=no crit]=2182=no
Damage: [8+3+4.5-4.5]*1.5=16.5
Murkrow took -3 HP from toxic!
Murkrow lost -3 HP, and Ivysaur revived +3 HP!

Ivysaur is asleep!
Ivysaur regained +12 HP.


Post Round
Unitas
Active
Oprah the Murkrow

3/2/3/2/91
HP=51
Energy=35%
Status: Toxic-d(-4 damage), Seeded (4 turns)!

Houndoomsday
Active
Bulby the Ivysaur

2/3/4/3/60
HP=80
Energy=11%
Status: Asleep (1 turn)!

Bench
Banquo the Sableye

3/3/3/2/58
HP=68
Energy=78%

Status: Fresh!

Alright Houndoomsday is up!

The next arena is...
Arena :Glowing Meadow

This arena consitst of a very beautiful meadow with a river and nice bright sunlight, wispy clounds floating along on the gentle breeze that blows through here. The atmosphere here calms all pokemon making Taunt, any moves that confuse or attract useless . Also because of the bright sunlight and whatnot pokemon get healing (after each round all pokemon recover 7 hp). Chills work twice as well.
 
Pre Round
Unitas
Active
Oprah the Murkrow

3/2/3/2/91
HP=51
Energy=35%
Status: Toxic-d(-4 damage), Seeded (4 turns)!

Houndoomsday
Active
Bulby the Ivysaur

2/3/4/3/60
HP=80
Energy=11%
Status: Asleep (1 turn)!

Bench
Banquo the Sableye

3/3/3/2/58
HP=68
Energy=78%

Status: Fresh!

Turn 1
Murkrow used Wing Attack!
(-3 energy)
Hit: Yes
Crit: [625<=no crit]=3591=no
Damage: [6+3+4.5-4.5]*1.5=13.5
Murkrow took -4 HP from toxic!
Murkrow lost -3 HP, and Ivysaur revived +3 HP!

Ivysaur is asleep!
Ivysaur regained +12 HP.

Turn 2
Murkrow used Wing Attack!
(-7 energy)
Hit: Yes
Crit: [625<=no crit]=1884=no
Damage: [6+3+4.5-4.5]*1.5=13.5
Murkrow took -4 HP from toxic!
Murkrow lost -3 HP, and Ivysaur revived +3 HP!

Ivysaur woke up!
Ivysaur chilled.
Ivysaur regained +24 energy.

Turn 3
Murkrow used Wing Attack!
(-11 energy)
Hit: Yes
Crit: [625<=no crit]=8461=no
Damage: [6+3+4.5-4.5]*1.5=13.5
Murkrow took -4 HP from toxic!
Murkrow lost -3 HP, and Ivysaur revived +3 HP!

Ivysaur chilled.
Ivysaur regained +24 energy.

Both active Pokemon regained +7 HP!


Post Round
Unitas
Active
Oprah the Murkrow

3/2/3/2/91
HP=37
Energy=14%
Status: Toxic-d(-5 damage), Seeded (1 turns)!

Houndoomsday
Active
Bulby the Ivysaur

2/3/4/3/60
HP=68
Energy=59%

Status: Fresh and Fly!

Bench
Banquo the Sableye

3/3/3/2/58
HP=68
Energy=78%

Status: Fresh!

Houndoomsday orders!

The new arena is...
Arena: Spike Pit
Field Type: All Types
Complexity: Simple
Format: All Formats

Restrictions: None.

Description:
A commodious chamber probably intended for large-scale torture, the Spike Pit has now been transformed into a battling arena for sadistic trainers and masochistic Pokemon. Trainers stand on a walkway that hugs the edge of the circular chamber, while their Pokemon battle it out on a circular, medium-sized metal platform below. The platform does not reach the edges of the chamber; there exists a space large enough between the edge of the platform and the closest point of the wall of the chamber such that Pokemon of all sizes could easily fall off the platform. Below and to the sides of the platform is a layer of dense spikes. The room is constructed such that Flying-type Pokemon cannot fly to the level of the trainers or above, and Ghost-type Pokemon are unable to pass through the spikes or the platform. Inexplicably, all moves are able to be used without harm to the chamber, even those that would require sources.

The platform itself has a few interesting facets. There are metal rungs evenly spaced, near the edge of the platform, that smaller Pokemon with dexterous digits or appendages could possibly hold onto to avoid getting struck into the pit or other purposes. In addition, the the platform also has large circular pillars—also made of metal—closer to the center of the platform that larger Pokemon could hold onto; the circumference of the pillar is so large, however, that smaller Pokemon may find it difficult to hold on. Every so often, a warning will sound at the end of the round stating an exact action; at the end of that action the next round, the platform will spin rapidly, spinning all Pokemon that are not successfully anchored to the platform in some way into the pit below.

For each action a given Pokemon is in contact with the spikes, it takes 10 DMG, not affected by weakness, resistance, or stat ranks. Should a Pokemon fall into the pit, its subsequent actions will be replaced with "Climb out of Pit" until successful, costing 3 EN every time. This action is subject to neither the consecutive move penalty nor the effects of any other attack. The nature and damage of the spikes may be changed by means of attacks.

Summary:
Don't fall into spikes. Things not codified are referee discretion.
 

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