yes I get to host a battle with Deck Knight woot!
"Welcome, one and all, to the latest CAP ASB coverage-and boy is it hot over here! CAP ASB founder Deck Knight issued a challenge from the battle tower, and the arena he chose is barrages by a continuous sun!"
Monohm(*) [Hi Jack!] (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: 1/6
MC: 0
DC: 1/5
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(*)
Slack Off
Gale
Hydro Pump(*)
Heal Bell(*)
Magnet Rise(*)
Thunderbolt(*)
Flamethrower(*)
Dragon Pulse(*)
Tepig(*) [Ifrit] (M)
Nature: Brave. Adds * to Atk; 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: Fire
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: ****(+)
Def: **
SpA: **
SpD: **
Spe: 39(-)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Attacks:
Tackle(*)
Tail Whip(*)
Ember(*)
Odor Sleuth(*)
Defense Curl(*)
Nitro Charge(*)
Smog(*)
Rollout(*)
Take Down(*)
Superpower(*)
Curse(*)
Yawn(*)
Wild Charge(*)
Solarbeam(*)
Flamethrower(*)
Shellos(*) [AquaVelva] (F)
Nature: Quiet. Adds * to SpA; 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: Water
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).
Stats:
HP: 100
Atk: **
Def: **
SpA: ****(+)
SpD: ***
Spe: 29(-)
EC: 1/4
MC: 0
DC: 1/5
Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Strength (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Mud-Slap(*)
Mud Sport(*)
Harden(*)
Water Pulse(*)
Mud Bomb(*)
Hidden Power (Fire 7)(*)
Rain Dance(*)
Recover
Stockpile(*)
Clear Smog(*)
Yawn(*)
Ice Beam(*)
Boil Over(*)
Rest(*)
Hippopotas(*) Stortamus (M)
Nature: Impish
Type:
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).
Stats:
HP: 100
Atk: ***
Def: **** (+)
SpA: * (-)
SpD: **
Spe: 32
EC: 0/4
MC: 0
DC: 0/5
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. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush Abilities.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Tackle*
Sand-Attack*
Bite*
Yawn*
Take Down*
Dig*
Sand Tomb*
Slack Off*
Curse*
Body Slam*
Roar*
Earthquake*
Rock Slide*
Gligar(*) Capers (M)
Nature: Impish
Type:
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).
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).
Stats:
HP: 100
Atk: ***
Def: ***** (+)
SpA: * (-)
SpD: ***
Spe: 85
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.
Immunity (DW): (Innate)This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Night Slash*
Agility*
Baton Pass*
Earthquake*
Rock Slide*
Swords Dance*
"Each side will send out their first Pokemon and select its ability for the match-Deck Knight first, Its_A_Random second. Its_A_Random will then send his Pokemon's actions-followed by Deck Knight's actions. I'll post what happens after that. After that, this order occurs:
So what are we waiting for?
LET THE BATTLE BEGIN!"
"Welcome, one and all, to the latest CAP ASB coverage-and boy is it hot over here! CAP ASB founder Deck Knight issued a challenge from the battle tower, and the arena he chose is barrages by a continuous sun!"
"And here comes our challenger by helicopter- Its_A_Random has just come out, ready to respond to the challenge!"Deck Knight said:Open Battle:
2vs2 Singles
DQ Time: 3 Days
Restricted Moves: 2 Rest/Recovery moves and 5 chills.
Arena: Crimson Plateau
The sun is always shining down on the Crimson Plateau. The wide expanse of elevated rock never sees rain, and indeed cannot, as a curse has been placed upon it. A battle was waged here long ago, and the blood spilled caused the riverbed to dry up in despair. All that remains is a shallow trench about 8 feet wide surrounded by rocks shaped like minature ramps on both sides. The place has a timeless quality to it, as if all time has stopped.
Summary: Sunny Day is in constant effect and Rain Dance or Hail cannot be summoned to the field. There is a shallow trench where the river was that is sourrounded on both sides by ramp-like structures.
"Looks interesting-but what is the battle without Pokemon?" Here is each team:Its_A_Random said:Deck Knight, I'll take you on.
Switch=KO
One Ability
No Items
Monohm(*) [Hi Jack!] (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: 1/6
MC: 0
DC: 1/5
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(*)
Slack Off
Gale
Hydro Pump(*)
Heal Bell(*)
Magnet Rise(*)
Thunderbolt(*)
Flamethrower(*)
Dragon Pulse(*)
Tepig(*) [Ifrit] (M)
Nature: Brave. Adds * to Atk; 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: Fire
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: ****(+)
Def: **
SpA: **
SpD: **
Spe: 39(-)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Attacks:
Tackle(*)
Tail Whip(*)
Ember(*)
Odor Sleuth(*)
Defense Curl(*)
Nitro Charge(*)
Smog(*)
Rollout(*)
Take Down(*)
Superpower(*)
Curse(*)
Yawn(*)
Wild Charge(*)
Solarbeam(*)
Flamethrower(*)
Shellos(*) [AquaVelva] (F)
Nature: Quiet. Adds * to SpA; 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: Water
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).
Stats:
HP: 100
Atk: **
Def: **
SpA: ****(+)
SpD: ***
Spe: 29(-)
EC: 1/4
MC: 0
DC: 1/5
Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Strength (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Mud-Slap(*)
Mud Sport(*)
Harden(*)
Water Pulse(*)
Mud Bomb(*)
Hidden Power (Fire 7)(*)
Rain Dance(*)
Recover
Stockpile(*)
Clear Smog(*)
Yawn(*)
Ice Beam(*)
Boil Over(*)
Rest(*)
Hippopotas(*) Stortamus (M)
Nature: Impish
Type:
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).
Stats:
HP: 100
Atk: ***
Def: **** (+)
SpA: * (-)
SpD: **
Spe: 32
EC: 0/4
MC: 0
DC: 0/5
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. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush Abilities.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Tackle*
Sand-Attack*
Bite*
Yawn*
Take Down*
Dig*
Sand Tomb*
Slack Off*
Curse*
Body Slam*
Roar*
Earthquake*
Rock Slide*
Gligar(*) Capers (M)
Nature: Impish
Type:
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).
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).
Stats:
HP: 100
Atk: ***
Def: ***** (+)
SpA: * (-)
SpD: ***
Spe: 85
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.
Immunity (DW): (Innate)This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Night Slash*
Agility*
Baton Pass*
Earthquake*
Rock Slide*
Swords Dance*
"Each side will send out their first Pokemon and select its ability for the match-Deck Knight first, Its_A_Random second. Its_A_Random will then send his Pokemon's actions-followed by Deck Knight's actions. I'll post what happens after that. After that, this order occurs:
If a switch occurs at any time during the match, the Pokemon's ability must also be introduced with it.da turn order said:1. Deck Knight moves.
2. Its_A_Random counterattacks.
3. I post.
4. Its_A_Random attacks.
5. Deck Knight counterattacks.
6. I post again.
7. Repeat steps 1-6 until the battle ends.
So what are we waiting for?
LET THE BATTLE BEGIN!"