Welcome one and all to the ASB Arena, in what is going to be a very exciting match! Each player is restricted to their signature type in this fight, and it should be a good one!
In one corner, we have the Master of the dark, LouisCyphre!
In the other, we have none other than Deck Knight, bringing some of his favorite ground types!
Let's review the rules before we introduce the teams.
Team LouisCyphre:
[a]Colossoil[/a]
Colossoil - Duskdale
Nature: Naïve (Spe +15, Accuracy +14%, SpD: -1)
Type: Dark / Ground
Dark Type - 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.
Ground Type - 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:
Rebound - (Innate) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
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.
(DW) 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.
Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+)
Height Class: 5
Weight Class: 10
BRT: 22
EC: 6 / 6
MC: 0
DC: 5 / 5
42 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Aqua Tail, Bite, Body Slam, Bounce, Brick Break, Bulldoze, Crunch, Dig, Dive, Dragon Tail, Drill Run, Earthquake, Fake Out, Fire Fang, Megahorn, Pursuit, Rapid Spin, Rock Slide, Smack Down, Stone Edge, Sucker Punch, Superpower, Tackle, Thunder Fang, U-turn
Special Moves - BubbleBeam, Dark Pulse, Sand Tomb, Water Spout
Status Moves - Double Team, Encore, Endure, Leer, Protect, Quash, Rest, Roar, Sleep Talk, Snatch, Substitute, Taunt, Torment
[a]Tyranitar[/a]
Tyranitar - Princess
Nature: Quiet (SpA: +1, Spe -8, Evasion -10%))
Type: Rock / Dark
Rock Type - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark Type - 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.
Abilities:
Sand Stream - (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
(DW) Unnerve - (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 53 (-)
Height Class: 4
Weight Class: 6
BRT: 23
EC: 9 / 9
MC: 1
DC: 5 / 5
48 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Aqua Tail, Bite, Brick Break, Bulldoze, Counter, Chip Away, Crunch, Dragon Tail, Earthquake, Fire Fang, Ice Fang Iron Head, Low Kick, Payback, Pursuit, Rock Slide, Thrash, Thunder Fang, Stone Edge
Special Moves - Blizzard, Earth Power, Fire Blast, Flamethrower, Hidden Power [Flying, 7] Ice Beam, Surf, Thunder, Thunderbolt, Whirlpool
Status Moves - Block, Detect, Endure, Hail, Leer, Protect, Rain Dance, Roar, Rock Polish, Sandstorm, Scary Face, Screech, Stealth Rock, Substitute, Sunny Day, Taunt, Thunder Wave, Torment, Toxic
Dreadfully shy, Princess simply can't deal with being pushed around—her response to being bullied is to recoil and clam up. Now, though, she's finally learning how to bully things back.
[a]Cacturne[/a]
Cacturne - Rosey
Nature: Mild (SpA: +1, Def: -1)
Type: Grass / Dark
Grass Type - 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.
Dark Type - 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.
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.
(DW) Water Absorb - (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 55
Height Class: 3
Weight Class: 4
BRT: 17
EC: 6 / 6
MC: 0
DC: 5 / 5
42 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Counter, Drain Punch, Focus Punch, Low Kick, Needle Arm, Payback, Pin Missle, Poison Sting, Revenge, Seed Bomb, Sucker Punch, ThunderPunch
Special Moves - Absorb, Acid, Dark Pulse, Energy Ball, Focus Blast, Giga Drain, SolarBeam, Venoshock
Status Moves - Block, Cotton Spore, Destiny Bond, Disable, Endure, GrassWhistle, Growth, Ingrain, Leech Seed, Leer, Nasty Plot, Protect, Sand Attack, Sandstorm, Spikes, Substitute, Switcheroo, Swords Dance, Synthesis, Teeter Dance, Toxic, Worry Seed
[a]Honchkrow[/a]
Honchkrow - Oddjob
Nature: Quiet (SpA: +1, Spe -10, Evasion -10%))
Type: Dark / Flying
Dark Type - 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 Type - 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:
Insomnia - (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck - (Innate) This Pokemon’s natural skill increases its critical hit rate stage by 1 permanently, to a maximum of 5. Critical hit stages are 1/16, 1/8, 1/4, 1/3, and 1/2.
(DW) Moxie - (Innate) 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: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 61 (-)
Height Class: 2
Weight Class: 3 37.25
BRT: 20
EC: 6 / 6
MC: 0
DC: 5 / 5
30 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Assurance, Astonish, Fly, Peck, Pursuit, Sky Attack, Sucker Punch, Superpower, Wing Attack
Special Moves - Dark Pulse, Heat Wave, Icy Wind, Psychic, Night Shade
Status Moves - Endure, Haze, Mean Look, Perish Song, Protect, Psycho Shift, Rest, Roost, Sleep Talk, Snatch, Substitute, Tailwind, Taunt, Thunder Wave, Torment, Toxic
Loyal to a fault, Oddjob is lost without a guiding authority to direct himself with. With little initiative of his own, Oddjob requires constant orders to perform in battle. When given the proper guidance, however, Oddjob is ruthlessly efficient and unflinchingly zealous in his efforts, often foregoing sleep in order to complete a directive.
All well trained and ready for a good fight, no one would expect any less.
Team Deck Knight:
Golurk [VoltronForce] (U)
Nature: Quiet (+1 SpA; Divides Base Speed by 1.15, -10 Evasion.)
Type: Ground/Ghost
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
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:
Iron Fist: (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)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Therefore it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (55/1.15v) (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5 (Unlocked)
Attacks:
Astonish
Curse
Defense Curl
Dynamicpunch
Earthquake
Focus Punch
Iron Defense
Magnitude
Mega Punch
Mud Slap
Pound
Rollout
Shadow Punch
Drain Punch
Fire Punch
Magic Coat
Signal Beam
Stealth Rock
ThunderPunch
Giga Impact
Grass Knot
Hyper Beam
Ice Beam
Rock Slide
Shadow Ball
Substitute
Telekinesis
Steelix [Will Powers] (M)
Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10)
Type: Steel/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30 / 1.15v = 26) (-)
Size Class: 7
Weight Class: 8
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5 (Unlocked)
Attacks:
Bind
Crunch
Curse
Double-Edge
Dragonbreath
Fire Fang
Harden
Ice Fang
Iron Tail
Mud Sport
Rage
Rock Polish
Rock Throw
Rock Tomb
Sand Tomb
Sandstorm
Screech
Slam
Smack Down
Stone Edge
Tackle
Thunder Fang
Flail
Heavy Slam
Rock Blast
Stealth Rock
Aqua Tail
Earth Power
Magnet Rise
Twister
Sleep Talk
Bide
Dig
Dragon Tail
Earthquake
Endure
Explosion
Flash Cannon
Gyro Ball
Protect
Psych Up
Rest
Roar
Substitute
Sunny Day
Taunt
Torment
Toxic
Torterra [Rook] (M)
Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10.)
Type: Grass/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (56 / 1.15v) (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 19
EC: 9/9
MC: 1
DC: 5/5 (Unlocked)
Attacks:
Absorb
Bite
Crunch
Curse
Earthquake
Giga Drain
Leaf Storm
Leech Seed
Mega Drain
Razor Leaf
Synthesis
Tackle
Withdraw
Wood Hammer
Body Slam
Sand Tomb
Stealth Rock
Superpower
Worry Seed
Wide Guard
Bulldoze
Facade
Light Screen
Protect
Reflect
Rock Polish
Rock Slide
SolarBeam
Substitute
Sunny Day
Swords Dance
Toxic
Donphan [Wheel of Fortune] (F)
Nature: Jolly (+15% Spe, +5% Acc, -1 SpA)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 58 (50 * 1.15^) (+)
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 6 / 6
MC: 0
DC: 3 / 5
Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Sand Veil (DW) (Locked): (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.
Attacks:
Bulldoze
Defense Curl
Double-Edge
Earthquake
Endure
Fire Fang
Flail
Fury Attack
Growl
Horn Attack
Knock Off
Magnitude
Natural Gift
Odor Sleuth
Rapid Spin
Rollout
Slam
Tackle
Take Down
Thunder Fang
Body Slam
Counter
Focus Energy
Head Smash
Ice Shard
Bounce
Earth Power
Double Team
Protect
Roar
Rock Slide
Toxic
Some very powerful pokemon as well, this will be an intense match!
And without further ado, the order of operations!
LouisCyphre sends out one mon and attaches an item.
Deck Knight does the same and orders.
LouisCyphre then orders.
And lastly, I will ref.
Good luck to you both!
In one corner, we have the Master of the dark, LouisCyphre!
In the other, we have none other than Deck Knight, bringing some of his favorite ground types!
Let's review the rules before we introduce the teams.
Now let us meet the teams:The Rules said:4v4 FE Monotype Singles
Deck_Knight's type will be Ground
LouisCyphre's type will be Dark
All Items
All Abilities
ASB Arena
2 Recoveries, 5 Chills
2 Substitutions
Switch OK
Team LouisCyphre:
[a]Colossoil[/a]
Colossoil - Duskdale
Nature: Naïve (Spe +15, Accuracy +14%, SpD: -1)
Type: Dark / Ground
Dark Type - 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.
Ground Type - 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:
Rebound - (Innate) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
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.
(DW) 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.
Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 110 (+)
Height Class: 5
Weight Class: 10
BRT: 22
EC: 6 / 6
MC: 0
DC: 5 / 5
42 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Aqua Tail, Bite, Body Slam, Bounce, Brick Break, Bulldoze, Crunch, Dig, Dive, Dragon Tail, Drill Run, Earthquake, Fake Out, Fire Fang, Megahorn, Pursuit, Rapid Spin, Rock Slide, Smack Down, Stone Edge, Sucker Punch, Superpower, Tackle, Thunder Fang, U-turn
Special Moves - BubbleBeam, Dark Pulse, Sand Tomb, Water Spout
Status Moves - Double Team, Encore, Endure, Leer, Protect, Quash, Rest, Roar, Sleep Talk, Snatch, Substitute, Taunt, Torment
Tyranitar - Princess
Nature: Quiet (SpA: +1, Spe -8, Evasion -10%))
Type: Rock / Dark
Rock Type - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark Type - 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.
Abilities:
Sand Stream - (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
(DW) Unnerve - (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 53 (-)
Height Class: 4
Weight Class: 6
BRT: 23
EC: 9 / 9
MC: 1
DC: 5 / 5
48 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Aqua Tail, Bite, Brick Break, Bulldoze, Counter, Chip Away, Crunch, Dragon Tail, Earthquake, Fire Fang, Ice Fang Iron Head, Low Kick, Payback, Pursuit, Rock Slide, Thrash, Thunder Fang, Stone Edge
Special Moves - Blizzard, Earth Power, Fire Blast, Flamethrower, Hidden Power [Flying, 7] Ice Beam, Surf, Thunder, Thunderbolt, Whirlpool
Status Moves - Block, Detect, Endure, Hail, Leer, Protect, Rain Dance, Roar, Rock Polish, Sandstorm, Scary Face, Screech, Stealth Rock, Substitute, Sunny Day, Taunt, Thunder Wave, Torment, Toxic
Dreadfully shy, Princess simply can't deal with being pushed around—her response to being bullied is to recoil and clam up. Now, though, she's finally learning how to bully things back.
Cacturne - Rosey
Nature: Mild (SpA: +1, Def: -1)
Type: Grass / Dark
Grass Type - 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.
Dark Type - 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.
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.
(DW) Water Absorb - (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 55
Height Class: 3
Weight Class: 4
BRT: 17
EC: 6 / 6
MC: 0
DC: 5 / 5
42 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Counter, Drain Punch, Focus Punch, Low Kick, Needle Arm, Payback, Pin Missle, Poison Sting, Revenge, Seed Bomb, Sucker Punch, ThunderPunch
Special Moves - Absorb, Acid, Dark Pulse, Energy Ball, Focus Blast, Giga Drain, SolarBeam, Venoshock
Status Moves - Block, Cotton Spore, Destiny Bond, Disable, Endure, GrassWhistle, Growth, Ingrain, Leech Seed, Leer, Nasty Plot, Protect, Sand Attack, Sandstorm, Spikes, Substitute, Switcheroo, Swords Dance, Synthesis, Teeter Dance, Toxic, Worry Seed
Honchkrow - Oddjob
Nature: Quiet (SpA: +1, Spe -10, Evasion -10%))
Type: Dark / Flying
Dark Type - 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 Type - 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:
Insomnia - (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck - (Innate) This Pokemon’s natural skill increases its critical hit rate stage by 1 permanently, to a maximum of 5. Critical hit stages are 1/16, 1/8, 1/4, 1/3, and 1/2.
(DW) Moxie - (Innate) 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: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 61 (-)
Height Class: 2
Weight Class: 3 37.25
BRT: 20
EC: 6 / 6
MC: 0
DC: 5 / 5
30 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Assurance, Astonish, Fly, Peck, Pursuit, Sky Attack, Sucker Punch, Superpower, Wing Attack
Special Moves - Dark Pulse, Heat Wave, Icy Wind, Psychic, Night Shade
Status Moves - Endure, Haze, Mean Look, Perish Song, Protect, Psycho Shift, Rest, Roost, Sleep Talk, Snatch, Substitute, Tailwind, Taunt, Thunder Wave, Torment, Toxic
Loyal to a fault, Oddjob is lost without a guiding authority to direct himself with. With little initiative of his own, Oddjob requires constant orders to perform in battle. When given the proper guidance, however, Oddjob is ruthlessly efficient and unflinchingly zealous in his efforts, often foregoing sleep in order to complete a directive.
All well trained and ready for a good fight, no one would expect any less.
Team Deck Knight:
Golurk [VoltronForce] (U)
Nature: Quiet (+1 SpA; Divides Base Speed by 1.15, -10 Evasion.)
Type: Ground/Ghost
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
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:
Iron Fist: (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)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Therefore it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (55/1.15v) (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5 (Unlocked)
Attacks:
Astonish
Curse
Defense Curl
Dynamicpunch
Earthquake
Focus Punch
Iron Defense
Magnitude
Mega Punch
Mud Slap
Pound
Rollout
Shadow Punch
Drain Punch
Fire Punch
Magic Coat
Signal Beam
Stealth Rock
ThunderPunch
Giga Impact
Grass Knot
Hyper Beam
Ice Beam
Rock Slide
Shadow Ball
Substitute
Telekinesis
Steelix [Will Powers] (M)
Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10)
Type: Steel/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30 / 1.15v = 26) (-)
Size Class: 7
Weight Class: 8
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5 (Unlocked)
Attacks:
Bind
Crunch
Curse
Double-Edge
Dragonbreath
Fire Fang
Harden
Ice Fang
Iron Tail
Mud Sport
Rage
Rock Polish
Rock Throw
Rock Tomb
Sand Tomb
Sandstorm
Screech
Slam
Smack Down
Stone Edge
Tackle
Thunder Fang
Flail
Heavy Slam
Rock Blast
Stealth Rock
Aqua Tail
Earth Power
Magnet Rise
Twister
Sleep Talk
Bide
Dig
Dragon Tail
Earthquake
Endure
Explosion
Flash Cannon
Gyro Ball
Protect
Psych Up
Rest
Roar
Substitute
Sunny Day
Taunt
Torment
Toxic
Torterra [Rook] (M)
Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10.)
Type: Grass/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (56 / 1.15v) (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 19
EC: 9/9
MC: 1
DC: 5/5 (Unlocked)
Attacks:
Absorb
Bite
Crunch
Curse
Earthquake
Giga Drain
Leaf Storm
Leech Seed
Mega Drain
Razor Leaf
Synthesis
Tackle
Withdraw
Wood Hammer
Body Slam
Sand Tomb
Stealth Rock
Superpower
Worry Seed
Wide Guard
Bulldoze
Facade
Light Screen
Protect
Reflect
Rock Polish
Rock Slide
SolarBeam
Substitute
Sunny Day
Swords Dance
Toxic
Donphan [Wheel of Fortune] (F)
Nature: Jolly (+15% Spe, +5% Acc, -1 SpA)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 58 (50 * 1.15^) (+)
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 6 / 6
MC: 0
DC: 3 / 5
Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Sand Veil (DW) (Locked): (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.
Attacks:
Bulldoze
Defense Curl
Double-Edge
Earthquake
Endure
Fire Fang
Flail
Fury Attack
Growl
Horn Attack
Knock Off
Magnitude
Natural Gift
Odor Sleuth
Rapid Spin
Rollout
Slam
Tackle
Take Down
Thunder Fang
Body Slam
Counter
Focus Energy
Head Smash
Ice Shard
Bounce
Earth Power
Double Team
Protect
Roar
Rock Slide
Toxic
Some very powerful pokemon as well, this will be an intense match!
And without further ado, the order of operations!
LouisCyphre sends out one mon and attaches an item.
Deck Knight does the same and orders.
LouisCyphre then orders.
And lastly, I will ref.
Good luck to you both!