Gastly [Dablob] Male
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: ****
SpD: * (-1)
Spe: 92 (80*1.15)
x1.15 To Speed, -1 to Special Defense
EC: 1/4
MC: 0
DC: 1/5
Abilities:
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks:
Hypnosis *
Lick *
Spite *
Mean Look *
Curse *
Confuse Ray *
Night Shade *
Sucker Punch *
Payback *
Fire Punch *
Haze *
Will-O-Wisp *
Shadow Ball *
Sludge Bomb *
Thunderbolt *
Substitute
Yuniran/Solosis [Deblob] (Female)
Nature: Quiet (+1 to Special Attack, x20/23 to Speed)
Type: Psychic
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***** (+1)
SpD: **
Spe: 18 (20*20/23 rounded up)
(+1 to Special Attack, x20/23 to Speed)
EC: 0/4
MC: 0
DC: 0/5
Abilities
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.
Regeneration Innate When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Dustproof (DW, not activated) Innate This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Attacks
Psywave *
Reflect *
Rollout *
Snatch *
Hidden Power Fire (7 power, 5 energy cost) *
Light Screen *
Charm *
Recover *
Psycho Shock *
Acid Armor *
Confuse Ray *
Imprison *
Trick Room *
Shadow Ball *
Calm Mind *
Cranidos [Tim] (M)
Nature: Naive (x1.15 to Speed, -1 to Special Defense)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Stats
HP: 100
Atk: ****
Def: **
SpA: **
SpD: * (-1)
Spe: 67 (58*1.15 rounded up)
(x1.15, -1 to Special Defense)
EC: 1/4
MC: 0
DC: 2/5
Abilities
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
Sheer Force (DW, not activated): (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.
Attacks
Headbutt *
Leer *
Focus Energy *
Pursuit *
Take Down *
Scary Face *
Assurance *
Zen Headbutt
Hammer Arm *
Iron Head *
Leer *
Earthquake *
Stone Edge *
Ice Beam *
Monohm(*) [Cloudy] (M)
Nature: Sassy. Adds * to SpD; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats: 48 / 50 / 68 / 62 / 40 / 60
HP: 90
Atk: **
Def: ***
SpA: ***
SpD: ***(+)
Spe: 52(-)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
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.
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.
Attacks:
Tackle(*)
Growl(*)
Dragon Rage(*)
Charge(*)
Thundershock(*)
Rain Dance(*)
Sonicboom(*)
Twister(*)
Spark(*)
Hydro Pump(*)
Heal Bell(*)
Magnet Rise(*)
Thunderbolt(*)
Flamethrower(*)
Dragon Pulse(*)
Timburr
Timburr [Bob] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ****(+)
Def: **
SpA: (-)
SpD: **
Spe: 35
EC: 0 / 6
MC: 0
DC: 0 / 5
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.
Sheer Force: (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.
Iron Fist (DW): (Innate) This 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)
Attacks:
Pound (*)
Leer (*)
Focus Energy (*)
Bide (*)
Low Kick (*)
Rock Throw (*)
Wake-Up Slap (*)
Little By Little (*)
Drain Punch (*)
Mach Punch (*)
Detect (*)
Bulk Up (*)
Rock Slide (*)
Payback (*)
Frillish (Bubble Buddy)
Nature: Bold (Adds * to Defense, subtracts * from Attack)
Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
HP: 90
Atk: * (-)
Def: *** (+)
SpA: ***
SpD: ***
Spe: 40
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Water Absorb:
Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Cursed Body:
Type: Innate
When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp:
Type: Dream World
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
Bubble(*)
Water Sport(*)
Absorb(*)
Night Shade(*)
Bubblebeam(*)
Recover(*)
Water Pulse(*)
Acid Armor(*)
Confuse Ray(*)
Pain Split(*)
Ice Beam(*)
Shadow Ball(*)
Scald(*)
Nature: Sassy. Adds * to SpD; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats: 48 / 50 / 68 / 62 / 40 / 60
HP: 90
Atk: **
Def: ***
SpA: ***
SpD: ***(+)
Spe: 52(-)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
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.
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.
Attacks:
Tackle(*)
Growl(*)
Dragon Rage(*)
Charge(*)
Thundershock(*)
Rain Dance(*)
Sonicboom(*)
Twister(*)
Spark(*)
Hydro Pump(*)
Heal Bell(*)
Magnet Rise(*)
Thunderbolt(*)
Flamethrower(*)
Dragon Pulse(*)
Timburr
Timburr [Bob] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ****(+)
Def: **
SpA: (-)
SpD: **
Spe: 35
EC: 0 / 6
MC: 0
DC: 0 / 5
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.
Sheer Force: (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.
Iron Fist (DW): (Innate) This 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)
Attacks:
Pound (*)
Leer (*)
Focus Energy (*)
Bide (*)
Low Kick (*)
Rock Throw (*)
Wake-Up Slap (*)
Little By Little (*)
Drain Punch (*)
Mach Punch (*)
Detect (*)
Bulk Up (*)
Rock Slide (*)
Payback (*)
Frillish (Bubble Buddy)
Nature: Bold (Adds * to Defense, subtracts * from Attack)
Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
HP: 90
Atk: * (-)
Def: *** (+)
SpA: ***
SpD: ***
Spe: 40
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Water Absorb:
Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Cursed Body:
Type: Innate
When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp:
Type: Dream World
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
Bubble(*)
Water Sport(*)
Absorb(*)
Night Shade(*)
Bubblebeam(*)
Recover(*)
Water Pulse(*)
Acid Armor(*)
Confuse Ray(*)
Pain Split(*)
Ice Beam(*)
Shadow Ball(*)
Scald(*)
Rules:
2 vs 2
Singles
3 Day DQ
2 Rest/Recover, 5 Chills
One Ability
No Items
Switch - OK
Arena:[box]An enormous underground stone maze, with only minimal light given off by large glowing crystals. A thin veil of mist obscures most of the maze, limiting the sight of combatants. While the battle will begin in a very large, circular room, combatants may move to any of the three paths. Each is dark and pretty narrow, but with high ceilings. The surface is pretty damn far away, so no weather reaches the battlefield. Each usage of Earthquake damages the maze, so be careful. [/box]
Darkamber, post your first Pokemon. BlocksRcool, send out your Pokemon and declare your actions.