Welcome, ladies and gentlemen, children of all ages, to YET ANOTHER battle in the ASB Tournament Arena (oh how original; can't you guys find ANYWHERE ELSE to fight!?). Now to introduce today's battlers: In the left corner, we have a young, up-and-coming trainer, here to add another win to his impressive win count, with only 1 loss, it isssssss... ISS!! I apologize if I screwed up your genders. And in the right corner, we have a big, bad veteran of ASB here to win this rematch after an unfortunate loss to iss. Here she is, the Amber of Darkness... DARKAMBER8828!! Before we start, we'd better establish the rules of this battle, and those are as follows: -2v2 Doubles -2 day DQ; 3 for Ref -1 Recovery/3 Chills -No FE's -Switch=this -No Items -All Abilities Here are the Pokemon the Trainers have submitted for battle. iss's Team: Joel the Eevee (Move your mouse to reveal the content) Joel the Eevee (open) Joel the Eevee (close) Eevee: Joel (M) Nature: Modest (+1 SpA, -1 Atk) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 3 Spe: 55 EC: 4/6 MC: 0 DC: 0/5 Attacks: Tackle(*) Tail Whip(*) Helping Hand(*) Sand Attack(*) Growl(*) Quick Attack(*) Wish(*) Yawn(*) Stored Power(*) Shadow Ball(*) Substitute(*) Hidden Power (Fighting, 7)(*) Shrug the Snover (Move your mouse to reveal the content) Shrug the Snover (open) Shrug the Snover (close) Snover(*) Shrug (F) Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion) Type: Ice / Grass Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. 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. Abilities: Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle 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. Soundproof (DW): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.) Stats: LOL FAIL STATS. this is sic'd from his PM. HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 1 (-) Spe: 37 (40 / 1.15) (-) (10% decrease in evasion) EC: 2/6 MC: 0 DC: 1/5 Attacks: Powder Snow(*) Leer(*) Razor Leaf(*) Icy Wind(*) GrassWhistle(*) Swagger(*) Mist(*) Ice Shard Wood Hammer Leech Seed(*) Bullet Seed(*) Avalanche(*) Blizzard(*) Frost Breath(*) Substitute(*) Air the Gastly (Move your mouse to reveal the content) Air the Gastly (open) Air the Gastly (close) Gastly(*) Air (F) Nature: Hasty (+15% Speed, +24% Accuracy, -1 Def) Type: Ghost / Poison 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. 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: Levitate: (Innate) 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. Stats: HP: 90 Atk: Rank 2 Def: Rank 1 (-) SpA: Rank 4 SpD: Rank 2 Spe: 92 (80 * 1.15) (+) (24% accuracy boost) EC: 2/9 MC: 0 Attacks: Hypnosis(*) Lick(*) Spite(*) Mean Look(*) Curse(*) Confuse Ray(*) Night Shade(*) Sucker Punch(*) Hex Will-O-Wisp(*) Disable(*) Explosion(*) Shadow Ball(*) Sludge Bomb(*) Thunderbolt(*) Toxic And Darkamber's Pokeposse: Leeps the Paras (Move your mouse to reveal the content) Leeps the Paras (open) Leeps the Paras (close) Paras [Leeps] Female Nature: Adamant (Adds * to Attack, Subtracts * from Special Attack) Type: Grass/Bug Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1). Bug Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1) Stats: Paras HP: 90 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 25 +1 to Attack, -1 to Special Attack EC: 4/6 MC: 0 DC: 2/5 Abilities: Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead. Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate. Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Attacks: Scratch Stun Spore Poisonpowder Leech Life Fury Cutter Spore Aromatherepy X-Scissor Bug Bite Leech Seed Spore Protect Bullet Seed Toxic Crackers the Machop (Move your mouse to reveal the content) Crackers the Machop (open) Crackers the Machop (close) Crackers (Machop) (M) Nature: Brave: Adds One (1) Rank to 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: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. 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. No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly 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 benefitted by No Guard, they will have their normal accuracy. Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 31 (35/1.15, rounded up) EC: 3/9 MC: 1 DC: 1/5 Attacks: Low Kick Leer Focus Energy Karate Chop Foreseight Low Sweep Seismic Toss Revenge Dynamicpunch Encore Close Combat Ice Punch Dig Rock Slide Substitute Hydra the Monohm (Move your mouse to reveal the content) Hydra the Monohm (open) Hydra the Monohm (close) Monohm - Hydra (F) Nature: Modest (+1 to Special Attack; -1 to from Attack) 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.) 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. HP: 90 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 2 Spe: 60 EC: 3/9 MC: 0 DC: 0/5 Attacks: Tackle Growl Leer Dragon Rage Charge Thundershock Rain Dance Twister Spark Sonicboom Heal Bell Hydro Pump Magnet Rise Thunderbolt Dragon Pulse Flamethrower Which of these Pokemon are going to battle to the faint?!? LET'S FIND OUT!! This is my first reffing, so bear with me. I'm probably going to make mistakes; if you see any, just point them out. iss sends out his Pokemons. Darkamber8828 issues 'mons and actions. iss issues actions. I is be ref. EDIT: Thanks Flora!