As C$FP (the ref) enters the stadium/junkyard, things didn't look particularly delightful. However, it appears like an interesting environment for a battle. "It looks like Pokemon might get hurt on the sharp scraps of metal," C$FP thought. "They better be careful." And then, the trainers arrived. XVIcaliber with his Pokemon and Rewindman with his. Since they were both here now, C$FP went over the rules of this match with the two trainers. "2v2 Singles DQ = 3 days 2 Recovers, 5 Chills Arena: Junkyard -With nothing but piles of scrap for miles around, this Junkyard looks like a perfect place for a battle...maybe. It looks awfully sharp, and might be dangerous to those who aren't careful. Also, Pokemon with Magnet Pull are in inherent danger, due to all the stuff they pick up holding them in place.- One Ability Switch = KO No Items And this is how the order will go: 1. XVIcaliber sends out a Pokemon with its selected ability. 2. Rewindman sends out his Pokemon with its selected ability. 3. Rewindman gives his orders. 4. XVIcaliber gives his orders. 5. I ref. 6. XVIcaliber gives his orders. 7. Rewindman gives his orders. 8. I ref. 9. Repeat steps 3-8." The trainers were just about ready for the battle. C$FP looked at the two teams: XVIcaliber's Team (Move your mouse to reveal the content) XVIcaliber's Team (open) XVIcaliber's Team (close) Sneasel(*) - Slashe (M) Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack) Type: Dark/Ice Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1). Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. Stats: HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 3 Spe: 132 (115 x1.15)(+) EC: 1/6 MC: 1 DC: 1/5 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. Keen Eye (Innate): This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion. Pickpocket (Innate) (DW): This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and the opposing Pokemon strikes it with a contact attack, their item is stolen and becomes the held item of this Pokemon. Moves: Scratch(*) Leer(*) Taunt(*) Quick Attack(*) Screech(*) Faint Attack(*) Fury Swipes(*) Agility(*) ---------------- Ice Punch(Egg) Fake Out(Egg) Pursuit(Egg) ---------------- Aerial Ace(TM) Brick Break(TM) Double Team(TM) Baltoy - Doomsday (N/A) Nature: Modest (Adds * to Special Attack; Subtracts * From Attack) Type: Ground/Psychic Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1). 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). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 3 Spe: 55 EC: 1/6 MC: 1 DC: 1/5 Abilities: Levitate (Innate): 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. Moves: Confusion(*) Harden(*) Rapid Spin(*) Mud-Slap(*) Psybeam(*) Rock Tomb(*) Selfdestruct(*) -------------------- Ice Beam(*) Telekinesis(*) Toxic(*) -------------------- Cosmic Power(*) Extrasensory(*) Earth Power(*) Rewindman's Team (Move your mouse to reveal the content) Rewindman's Team (open) Rewindman's Team (close) Snivy (Tangle)(F) Nature: Modest (Adds * to Special Attack; Subtracts * From Attack) Type: Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have Energy Cost reduced by one (1). Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 3(+) SpD: Rank 2 Spe: 63 EC:2/9 MC:0 DC:1 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) Contrary (DW)(Can be enabled) This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0. Attacks: Level moves : Tackle Leer Vine Whip Wrap Growth Grass Mixer Leech Seed Mega Drain Slam Giga Drain Glare Twister Mirror Coat Hidden Power (Fire 7) Taunt Reflect Beldum [Hyperion] (N/A) Nature: Adamant Type: [Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. [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). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Stats: HP: 90 Atk: Rank 3 (+) Def: Rank 3 SpA: Rank 1(-) SpD: Rank 2 Spe: 30 EC: 0/9 MC: 0 DC: 0/5 Abilities: Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback. Attacks: Take Down Headbutt Iron Defense Iron Head Zen Headbutt Volcarona(*) (Helios)(M) Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense) Type: Bug/Fire Bug:Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1). 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. Solarbeam has Energy Cost reduced by one (1). Stats: HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 6 (+) SpD: Rank 3 (-) Spe: 100 EC: 6/6 MC: 1 DC: 4/5 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, Scissor Cross from 8 to 10) Attacks: Gust Ember (*) String Shot (*) Leech Life (*) Take Down (*) Bug Buzz Quiver Dance Fiery Dance Hurricane Morning Sun (*) Zen Headbutt (*) Magnet Rise (*) Will-o-Wisp(*) Fire Blast (*) Wild Charge (*) "It looks like Rewindman may have an advantage, since XVIcaliber has to send out his Pokemon first," C$FP thought to himself. "Also, Rewindman can respond to either of XVIcaliber's Pokemon with his own Pokemon that has a type advantage. Nevertheless, it could go either way, we will just have to find out! Here we go! XVIcaliber, send out your first Pokemon with its selected ability!"