What was once a mediocre day for the attendants at Professor Oak's lab in Pallet Town suddenly became much more chaotic when what seemed to be a film crew and a referee's stand were forcibly inserted into their routine. Frantically trying to move furniture and expensive equipment away, the Professor's aides make way for the two trainers and their referee, who takes a seat at the stand, and begins his broadcast.
"Ladies and gentlemen, there comes a day in every man's life when he just thirsts for a Pokemon battle. For our friend Bug, today was his day:
Desperate for a battle, he had no choice but to succumb to the whims of whoever picked up his match. In our case, our other combatant, PinkCaptainFalcon, responded:
From the looks of it, this historic site is going to be the place of a great two-on-two battle. Just...er...don't damage it too much, the station has to pay for property damage, you know. Anyway! Here are our contenders!
Sigilyph(*) Herald (F)
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Type: Psychic/Flying
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have 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: 100
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)
MC: 1
DC: 1/5
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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Tinted Lens: (DW) (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Attacks:
Gust(*)
Miracle Eye(*)
Hypnosis(*)
Psywave(*)
Tailwind(*)
Whirlwind(*)
Psybeam(*)
Air Cutter(*)
Light Screen(*)
Psycho Shift(*)
Ancientpower(*)
Roost(*)
Psycho Shock(*)
Toxic(*)
Thunder Wave(*)
Rebble Tourmaline (Genderless)
Nature: Quirky (No Effect on Stats)
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: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
EC: 2/9
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.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker: (DW)(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.)
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Shadow Ball
Energy Ball
Stone Edge
Paleo Wave
Metal Sound
Earth Power
Haunter* SAM (Female)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Ghost/Poison
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 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).
Abilities:
Levitate: Type: 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.
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 95
EC: 8/9
MC: 2
Attacks:
Hypnosis*
Lick*
Spite*
Mean Look *
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Shadow Punch
Destiny Bond
Disable*
Haze*
Will-o-wisp*
Telekinesis*
Toxic*
Venoshock*
Protect
Mime Jr. Kiko (Female)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: 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.
Abilities:
Soundproof: Type: 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: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.
Filter: Type: Innate
This Pokemon has a special energy barrier that reduces the damage on any opponent’s super-effective by three (3) damage.
DW Technician: Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Stats:
HP: 80
Atk: (-)
Def: **
SpA: **** (+)
SpD: ***
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
DoubleSlap
Mimic
Light Screen
Reflect
Psybeam
Future Sight
Icy Wind
Nasty Plot
Psyshock
Shadow Ball
Charge Beam
Staryu* Soryu
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Abilities:
Illuminate: Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Command: (Ability: Illuminate [does not take up one of your three actions per round])
Natural Cure: Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
DW Analyze: Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85
EC: 1/6
MC: 0
DC: 1
Attacks:
Tackle*
Harden*
Water Gun*
Rapid Spin *
Recover*
Camouflage*
Swift*
Power Gem
Hydro Pump
Aurora Beam*
Barrier*
Supersonic*
Rain Dance*
Scald*
Thunder Wave*
Now, without further ado, the turn order! Since PinkCaptainFalcon took the initiative to offer commands second, things get switched up a bit:
-PinkCaptainFalcon sends out his Pokemon.
-IceBug sends out his Pokemon and issues first commands.
-PinkCaptainFalcon issues second commands.
-Reffing begins.
-PinkCaptainFalcon goes first for round 2.
-IceBug goes after that.
-And so on, until a victor is declared!
Alright, the preparations are set! Here's looking forward to a great battle!"
"Ladies and gentlemen, there comes a day in every man's life when he just thirsts for a Pokemon battle. For our friend Bug, today was his day:
2v2 Doubles
3 Day DQ
2 Recover/5 Chill
Arena: Dealer's Choice
3 Day DQ
2 Recover/5 Chill
Arena: Dealer's Choice
Desperate for a battle, he had no choice but to succumb to the whims of whoever picked up his match. In our case, our other combatant, PinkCaptainFalcon, responded:
I accept this.
Arena is Professor Oaks Lab
pic
there are no starter pokeballs, and you can knock over the book cases and break stuff to make hazards at the ref discretion. I will also take actions second for choosing arena
Switch KO
1 Ability
no items
Arena is Professor Oaks Lab
pic
there are no starter pokeballs, and you can knock over the book cases and break stuff to make hazards at the ref discretion. I will also take actions second for choosing arena
Switch KO
1 Ability
no items
From the looks of it, this historic site is going to be the place of a great two-on-two battle. Just...er...don't damage it too much, the station has to pay for property damage, you know. Anyway! Here are our contenders!
Sigilyph(*) Herald (F)
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Type: Psychic/Flying
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have 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: 100
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)
MC: 1
DC: 1/5
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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Tinted Lens: (DW) (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Attacks:
Gust(*)
Miracle Eye(*)
Hypnosis(*)
Psywave(*)
Tailwind(*)
Whirlwind(*)
Psybeam(*)
Air Cutter(*)
Light Screen(*)
Psycho Shift(*)
Ancientpower(*)
Roost(*)
Psycho Shock(*)
Toxic(*)
Thunder Wave(*)
Rebble Tourmaline (Genderless)
Nature: Quirky (No Effect on Stats)
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: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
EC: 2/9
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.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker: (DW)(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.)
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Shadow Ball
Energy Ball
Stone Edge
Paleo Wave
Metal Sound
Earth Power
Haunter* SAM (Female)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Ghost/Poison
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 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).
Abilities:
Levitate: Type: 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.
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 95
EC: 8/9
MC: 2
Attacks:
Hypnosis*
Lick*
Spite*
Mean Look *
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Shadow Punch
Destiny Bond
Disable*
Haze*
Will-o-wisp*
Telekinesis*
Toxic*
Venoshock*
Protect
Mime Jr. Kiko (Female)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: 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.
Abilities:
Soundproof: Type: 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: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.
Filter: Type: Innate
This Pokemon has a special energy barrier that reduces the damage on any opponent’s super-effective by three (3) damage.
DW Technician: Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Stats:
HP: 80
Atk: (-)
Def: **
SpA: **** (+)
SpD: ***
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
DoubleSlap
Mimic
Light Screen
Reflect
Psybeam
Future Sight
Icy Wind
Nasty Plot
Psyshock
Shadow Ball
Charge Beam
Staryu* Soryu
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Abilities:
Illuminate: Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Command: (Ability: Illuminate [does not take up one of your three actions per round])
Natural Cure: Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
DW Analyze: Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85
EC: 1/6
MC: 0
DC: 1
Attacks:
Tackle*
Harden*
Water Gun*
Rapid Spin *
Recover*
Camouflage*
Swift*
Power Gem
Hydro Pump
Aurora Beam*
Barrier*
Supersonic*
Rain Dance*
Scald*
Thunder Wave*
Now, without further ado, the turn order! Since PinkCaptainFalcon took the initiative to offer commands second, things get switched up a bit:
-PinkCaptainFalcon sends out his Pokemon.
-IceBug sends out his Pokemon and issues first commands.
-PinkCaptainFalcon issues second commands.
-Reffing begins.
-PinkCaptainFalcon goes first for round 2.
-IceBug goes after that.
-And so on, until a victor is declared!
Alright, the preparations are set! Here's looking forward to a great battle!"