Elevator Music
63194
Rules:
After finally finding the new arena (really, that whole 'indoor' bit threw me for a curve), I arrive to see that both battlers are waiting for me. That can't be too big of a surprise though, isn't 99% of ASB waiting for a ref to do something? That being so, this is gonna be a big match with two high profile battlers. I make my introductions to the spectators:
"We all know Pwnemon for his incessant raging and general negativity, but everyone will also acknowledge his terrific battling prowess. In the past he's been quite the underdog, however now that he's taken the position of gym leader there aren't that many battlers that he can be considered an underdog against. Despite the fact that his gym team is still somewhat fresh, he has proven before that it's not always move count that decides battles!
Dark-type specialist LouisCyphre is known for both his ability to command the Pokemon that disappear into the darkness, and his fitting behavior of also suddenly disappearing into the dark for unknown periods of time. He has a cunning and calculating battle strategy, and when he sticks around to finish his battles he's a force to be reckoned with. Can he defeat the fresh leader? Here's a look at the teams to see what both trainers are up against:"
Leader Pwnemon's team:
(Pyroak) Ambrose (M)
Nature: Brave (+1 atk, -8 spe, -10% flat evasion)
Types: Grass / Fire
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.
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. Superior senses in volcanic or brushfire areas.
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 120
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 3
Spe: 52 (-) (10% flat evasion drop)
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: FULL
MC: FULL
DC: FULL
Attacks:
Absorb
Amnesia
Bullet Seed
Double-Edge
Ember
Fire Spin
Flame Burst
Flame Wheel
Flare Blitz
Giga Drain
Growth
Heat Crash
Iron Defense
Lava Plume
Leech Seed
Leaf Tornado
Petal Dance
Sweet Scent
Synthesis
Wood Hammer
Zap Cannon
Aromatherapy
Blaze Kick
Counter
Dragonbreath
Earth Power
GrassWhistle
Inferno
Natural Gift
Psybeam
Revenge
Sand Tomb
Water Sport
AncientPower
Block
Headbutt
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Sleep Talk
Snore
Stealth Rock
Worry Seed
Attract
Bulldoze
Double Team
Dragon Tail
Earthquake
Endure
Energy Ball
Facade
Fire Blast
Flame Charge
Flamethrower
Flash
Flash Cannon
Frustration
Giga impact
Grass Knot
Hidden Power (Ice, 7)
Hyper Beam
Incinerate
Light Screen
Low Sweep
Overheat
Protect
Rest
Return
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
SolarBeam
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Toxic
Will-O-Wisp
LIKE JAGGER ([8:13pm] Frosty: well your pyroak has more moves, so you should fuck it first -_-'')
86 moves
(Jumpluff) Dave (M)
Nature: Naive (+17 Spe, +19% accuracy, -1 SpD)
Types:
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: 2
Def: 3
SpA: 2
SpD: 2 (-)
Spe: 127 (+)
SC: 1
WC: 1
BRT: 17
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Acrobatics
Bounce
Bullet Seed
Cotton Spore
Giga Drain
Leech Seed
Mega Drain
Memento
PoisonPowder
Rage Powder
Sleep Powder
Splash
Stun Spore
Synthesis
Tackle
Tail Whip
U-turn
Worry Seed
Amnesia
Aromatherapy
Confusion
Cotton Guard
Encore
Endure
Growl
Helping Hand
Pay Day
Psych Up
Defense Curl
Double-Edge
Headbutt
Mimic
Seed Bomb
Snore
Aerial Ace
Attract
Captivate
Curse
Double Team
Energy Ball
Facade
Flash
Frustration
Giga Impact
Grass Knot
Headbutt
Hidden Power (Fire, 7)
Hyper Beam
Natural Gift
Protect
Psych Up
Reflect
Rest
Return
Round
Secret Power
Silver Wind
Sleep Talk
SolarBeam
Swagger
Sweet Scent
Swords Dance
Substitute
Sunny Day
Toxic
Agility
(Abomasnow) Maylene (F)
Nature: Sassy (+SpD, -8 Spe, -10% evasion)
Types:
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.
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.
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:
HP: 100
Atk: 3
Def: 3
SpA: 3
SpD: 4 (+)
Spe: 52 (-)
SC: 4
WC: 5
BRT: 17
EC: 6/6
MC: 1
DC: 5/5
attacks:
Blizzard
GrassWhistle
Ice Punch
Ice Shard
Icy Wind
Ingrain
Leer
Mist
Powder Snow
Razor Leaf
Sheer Cold
Swagger
Wood Hammer
Avalanche
Bullet Seed
Double-Edge
Growth
Leech Seed
Magical Leaf
Natural Gift
Seed Bomb
Skull Bash
Stomp
Block
Giga Drain
Headbutt
Iron Tail
Mud-Slap
Outrage
Role Play
Sleep Talk
Snore
Synthesis
Worry Seed
Attract
Brick Break
Bulldoze
Captivate
Double Team
Earthquake
Endure
Energy Ball
Facade
Flash
Fling
Focus Blast
Focus Punch
Frost Breath
Frustration
Giga Impact
Grass Knot
Hail
Hidden Power (Fire, 7)
Hyper Beam
Ice Beam
Light Screen
Protect
Rain Dance
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
SolarBeam
Strength
Substitute
Swords Dance
Toxic
Water Pulse
(Cradily) Pete (M)
Nature: Quiet (+SpA, -6 Spe, -10% Evasion)
Types:
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.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
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. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: 3
Def: 4
SpA: 4 (+)
SpD: 4
Spe: 37 (-)
SC: 3
WC: 4
BRT: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Acid
Amnesia
AncientPower
Astonish
Confuse Ray
Constrict
Energy Ball
Gastro Acid
Ingrain
Spit Up
Stockpile
Swallow
Wring Out
Barrier
Curse
Endure
Mega Drain
Mirror Coat
Recover
Tickle
Bind
Block
Body Slam
Double-Edge
Earth Power
Giga Drain
Headbutt
Mimic
Mud-Slap
Pain Split
Psych Up
Seed Bomb
Sleep Talk
Snore
Stealth Rock
String Shot
Synthesis
Worry Seed
Attract
Bulldoze
Bullet Seed
Captivate
Double Team
Earthquake
Facade
Flash
Frustration
Giga Impact
Grass Knot
Hidden Power [FIRE, 7]
Hyper Beam
Natural Gift
Protect
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Secret Power
Sludge Bomb
Sludge Wave
Smack Down
SolarBeam
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Toxic
(Necturna) Penny (F)
Nature: Quiet (+SpA, -Spe, -10% eva)
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.
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.
Abilities:
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
HP: 100
Atk: 5
Def: 4
SpA: 4 (+)
SpD: 5
Spe: 70 (-)
SC: 3
WC: 4
BRT: 23
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Thunder Fang
Poison Fang
Super Fang
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Horn Leech
Pain Split
Shadow Ball
Power Whip
Soak
Gravity
Leaf Storm
Leaf Blade
Giga Drain
Nightmare
Bind
Worry Seed
Super Fang
Skill Swap
Knock Off
Snatch
Sleep Talk
Shadow Claw
Psychic
Hidden Power (Fire, 7)
Toxic
Hyper Beam
Stone Edge
Will-O-Wisp
Torment
Double Team
Payback
Grass Knot
Rest
SolarBeam
Protect
Substitute
(Ludicolo) Emma (F)
Nature: Quiet (+SpA, -Spe, -10% Evasion)
Types:
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Stats:
HP: 100
Atk: 3
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 60 (-)
SC: 3
WC: 4
BRT: 19
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Astonish
Growl
Absorb
Fury Swipes
Mist
Fake Out
Water Sport
Nature Power
Natural Gift
Mega Drain
BubbleBeam
Rain Dance
Energy Ball
Zen Headbutt
Thief
Hydro Pump
Uproar
Counter
Leech Seed
Flail
Teeter Dance
Water Gun
Razor Leaf
Drain Punch
Fire Punch
Icy Wind
ThunderPunch
Sleep Talk
Ice Beam
Blizzard
Hyper Beam
Hidden Power (Elec, 7)
Brick Break
Protect
Substitute
Double Team
SolarBeam
Scald
Whirlpool
Grass Knot
Rest
Toxic
Surf
Endure
Dive
Focus Punch
(Cacturne) Alec (M)
Nature: Quirky (none)
Types:
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.
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
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.
Water Absorb (DW): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only receives 25% of the damage that attack would do to itself.
EC: FULL
MC: 0
DC: FULL
Stats:
HP: 100
Atk: 4
Def: 2
SpA: 4
SpD: 2
Spe: 55
SC: 3
WC: 4
BRT: 17
Attacks:
Revenge
Cotton Spore
Needle Arm
Poison Sting
Spikes
Destiny Bond
Sucker Punch
Leer
Absorb
Growth
Leech Seed
Sand-Attack
Pin Missile
Ingrain
Disable
GrassWhistle
Switcheroo
Counter
Magical Leaf
Teeter Dance
Role Play
Block
Low Kick
Worry Seed
Dark Pulse
ThunderPunch
Drain Punch
Seed Bomb
Payback
Endure
Substitute
Double Team
Rest
Sleep Talk
Spite
Focus Punch
Toxic
Hyper Beam
SolarBeam
Energy Ball
Focus Blast
Embargo
Grass Knot
Hidden Power (Rock, 7)
Protect
Poison Jab
Brick Break
Encore
Looking at the Pokemon each trainer brought, both trainer's strategies immediately become clear. LouisCyphre brought a team of 4 Pokemon that aren't threatened by many Grass-types but can all easily deal good damage against them, and can also perform well in a variety of weather conditions. His strategy appears to be: try to beat down Pwnemon before he can build up his team.
On the other hand, Pwnemon's Pokemon also work well in weather conditions, so he can try to predict his opponent's switches and use the weather to overcome the obvious matchup disadvantage. But I would say his overall strategy appears to be: just stall until Lou inevitably goes inactive and then DQ him.
RNG Roll (Arena) [1 (Rain)|2 (Sand)|3 (Sun)]: 2 (Sand)
Both battlers reach their sides of the arena, and all at once a sandstorm is whipped up! Most of LouisCyphre's Pokemon aren't terribly suited to this weather, though Pwnemon has a number of somewhat safe options to choose from. It'll be interesting to see what they both choose to lead with!
Arena:B7P4v4 Singles
2 Subs per Pokemon
3 Day DQ (it's long, but this means i am actually going to be strict about it. Johns suck)
Items ON
5 Chills / 2 recovers
All Abilities
Blind simultaneous Switch after every round and before the first; PM the ref; you can switch both Pokemon
challenger orders first round 1
Welcome to Pwnemon's Nature Emporium!
...What, are you surprised that I'm leading you indoors? You say a Nature Emporium should be out in nature? You know I'm always in pursuit of the best: Nature wasn't natural enough for me, so I made an arena that was supernatural! No, wait, that word's been taken... HYPERNATURAL! Pwnemon's Hypernatural Emporium. I like it.
Anyway, what do we do in here? We stimulate the senses of grass-type Pokemon by rapidly cycling between all the common natural types of weather—sun, rain, and sandstorms (no, you're not the first person to point out that sandstorms aren't common, shut up and battle me). Such stimulation drives these Pokemon into overdrive, unleashing their full natural talent. Unfortunately, it also causes them to produce bucketloads of sap—even the ones not based on trees shut up—which is a bug that will be fixed at a later date but until then grants them all the ability Sticky Hold! So yeah, aside from the endangered animal pet store in the back of questionable legality, that's basically all we do here. Now let's battle!
Summary: (if youre really too lazy to read my minimal flavor smh)
...What, are you surprised that I'm leading you indoors? You say a Nature Emporium should be out in nature? You know I'm always in pursuit of the best: Nature wasn't natural enough for me, so I made an arena that was supernatural! No, wait, that word's been taken... HYPERNATURAL! Pwnemon's Hypernatural Emporium. I like it.
Anyway, what do we do in here? We stimulate the senses of grass-type Pokemon by rapidly cycling between all the common natural types of weather—sun, rain, and sandstorms (no, you're not the first person to point out that sandstorms aren't common, shut up and battle me). Such stimulation drives these Pokemon into overdrive, unleashing their full natural talent. Unfortunately, it also causes them to produce bucketloads of sap—even the ones not based on trees shut up—which is a bug that will be fixed at a later date but until then grants them all the ability Sticky Hold! So yeah, aside from the endangered animal pet store in the back of questionable legality, that's basically all we do here. Now let's battle!
Summary: (if youre really too lazy to read my minimal flavor smh)
- Cycles between Rain, Sand, and Sun every round
- Grass-types all have Sticky Hold
After finally finding the new arena (really, that whole 'indoor' bit threw me for a curve), I arrive to see that both battlers are waiting for me. That can't be too big of a surprise though, isn't 99% of ASB waiting for a ref to do something? That being so, this is gonna be a big match with two high profile battlers. I make my introductions to the spectators:
"We all know Pwnemon for his incessant raging and general negativity, but everyone will also acknowledge his terrific battling prowess. In the past he's been quite the underdog, however now that he's taken the position of gym leader there aren't that many battlers that he can be considered an underdog against. Despite the fact that his gym team is still somewhat fresh, he has proven before that it's not always move count that decides battles!
Dark-type specialist LouisCyphre is known for both his ability to command the Pokemon that disappear into the darkness, and his fitting behavior of also suddenly disappearing into the dark for unknown periods of time. He has a cunning and calculating battle strategy, and when he sticks around to finish his battles he's a force to be reckoned with. Can he defeat the fresh leader? Here's a look at the teams to see what both trainers are up against:"
Leader Pwnemon's team:
(Pyroak) Ambrose (M)
Nature: Brave (+1 atk, -8 spe, -10% flat evasion)
Types: Grass / Fire
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.
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. Superior senses in volcanic or brushfire areas.
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 120
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 3
Spe: 52 (-) (10% flat evasion drop)
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: FULL
MC: FULL
DC: FULL
Attacks:
Absorb
Amnesia
Bullet Seed
Double-Edge
Ember
Fire Spin
Flame Burst
Flame Wheel
Flare Blitz
Giga Drain
Growth
Heat Crash
Iron Defense
Lava Plume
Leech Seed
Leaf Tornado
Petal Dance
Sweet Scent
Synthesis
Wood Hammer
Zap Cannon
Aromatherapy
Blaze Kick
Counter
Dragonbreath
Earth Power
GrassWhistle
Inferno
Natural Gift
Psybeam
Revenge
Sand Tomb
Water Sport
AncientPower
Block
Headbutt
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Sleep Talk
Snore
Stealth Rock
Worry Seed
Attract
Bulldoze
Double Team
Dragon Tail
Earthquake
Endure
Energy Ball
Facade
Fire Blast
Flame Charge
Flamethrower
Flash
Flash Cannon
Frustration
Giga impact
Grass Knot
Hidden Power (Ice, 7)
Hyper Beam
Incinerate
Light Screen
Low Sweep
Overheat
Protect
Rest
Return
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
SolarBeam
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Toxic
Will-O-Wisp
LIKE JAGGER ([8:13pm] Frosty: well your pyroak has more moves, so you should fuck it first -_-'')
86 moves
(Jumpluff) Dave (M)
Nature: Naive (+17 Spe, +19% accuracy, -1 SpD)
Types:
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: 2
Def: 3
SpA: 2
SpD: 2 (-)
Spe: 127 (+)
SC: 1
WC: 1
BRT: 17
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Acrobatics
Bounce
Bullet Seed
Cotton Spore
Giga Drain
Leech Seed
Mega Drain
Memento
PoisonPowder
Rage Powder
Sleep Powder
Splash
Stun Spore
Synthesis
Tackle
Tail Whip
U-turn
Worry Seed
Amnesia
Aromatherapy
Confusion
Cotton Guard
Encore
Endure
Growl
Helping Hand
Pay Day
Psych Up
Defense Curl
Double-Edge
Headbutt
Mimic
Seed Bomb
Snore
Aerial Ace
Attract
Captivate
Curse
Double Team
Energy Ball
Facade
Flash
Frustration
Giga Impact
Grass Knot
Headbutt
Hidden Power (Fire, 7)
Hyper Beam
Natural Gift
Protect
Psych Up
Reflect
Rest
Return
Round
Secret Power
Silver Wind
Sleep Talk
SolarBeam
Swagger
Sweet Scent
Swords Dance
Substitute
Sunny Day
Toxic
Agility
(Abomasnow) Maylene (F)
Nature: Sassy (+SpD, -8 Spe, -10% evasion)
Types:
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.
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.
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:
HP: 100
Atk: 3
Def: 3
SpA: 3
SpD: 4 (+)
Spe: 52 (-)
SC: 4
WC: 5
BRT: 17
EC: 6/6
MC: 1
DC: 5/5
attacks:
Blizzard
GrassWhistle
Ice Punch
Ice Shard
Icy Wind
Ingrain
Leer
Mist
Powder Snow
Razor Leaf
Sheer Cold
Swagger
Wood Hammer
Avalanche
Bullet Seed
Double-Edge
Growth
Leech Seed
Magical Leaf
Natural Gift
Seed Bomb
Skull Bash
Stomp
Block
Giga Drain
Headbutt
Iron Tail
Mud-Slap
Outrage
Role Play
Sleep Talk
Snore
Synthesis
Worry Seed
Attract
Brick Break
Bulldoze
Captivate
Double Team
Earthquake
Endure
Energy Ball
Facade
Flash
Fling
Focus Blast
Focus Punch
Frost Breath
Frustration
Giga Impact
Grass Knot
Hail
Hidden Power (Fire, 7)
Hyper Beam
Ice Beam
Light Screen
Protect
Rain Dance
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
SolarBeam
Strength
Substitute
Swords Dance
Toxic
Water Pulse
(Cradily) Pete (M)
Nature: Quiet (+SpA, -6 Spe, -10% Evasion)
Types:
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.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
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. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: 3
Def: 4
SpA: 4 (+)
SpD: 4
Spe: 37 (-)
SC: 3
WC: 4
BRT: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Acid
Amnesia
AncientPower
Astonish
Confuse Ray
Constrict
Energy Ball
Gastro Acid
Ingrain
Spit Up
Stockpile
Swallow
Wring Out
Barrier
Curse
Endure
Mega Drain
Mirror Coat
Recover
Tickle
Bind
Block
Body Slam
Double-Edge
Earth Power
Giga Drain
Headbutt
Mimic
Mud-Slap
Pain Split
Psych Up
Seed Bomb
Sleep Talk
Snore
Stealth Rock
String Shot
Synthesis
Worry Seed
Attract
Bulldoze
Bullet Seed
Captivate
Double Team
Earthquake
Facade
Flash
Frustration
Giga Impact
Grass Knot
Hidden Power [FIRE, 7]
Hyper Beam
Natural Gift
Protect
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Secret Power
Sludge Bomb
Sludge Wave
Smack Down
SolarBeam
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Toxic
(Necturna) Penny (F)
Nature: Quiet (+SpA, -Spe, -10% eva)
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.
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.
Abilities:
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
HP: 100
Atk: 5
Def: 4
SpA: 4 (+)
SpD: 5
Spe: 70 (-)
SC: 3
WC: 4
BRT: 23
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Thunder Fang
Poison Fang
Super Fang
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Horn Leech
Pain Split
Shadow Ball
Power Whip
Soak
Gravity
Leaf Storm
Leaf Blade
Giga Drain
Nightmare
Bind
Worry Seed
Super Fang
Skill Swap
Knock Off
Snatch
Sleep Talk
Shadow Claw
Psychic
Hidden Power (Fire, 7)
Toxic
Hyper Beam
Stone Edge
Will-O-Wisp
Torment
Double Team
Payback
Grass Knot
Rest
SolarBeam
Protect
Substitute
(Ludicolo) Emma (F)
Nature: Quiet (+SpA, -Spe, -10% Evasion)
Types:
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Stats:
HP: 100
Atk: 3
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 60 (-)
SC: 3
WC: 4
BRT: 19
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Astonish
Growl
Absorb
Fury Swipes
Mist
Fake Out
Water Sport
Nature Power
Natural Gift
Mega Drain
BubbleBeam
Rain Dance
Energy Ball
Zen Headbutt
Thief
Hydro Pump
Uproar
Counter
Leech Seed
Flail
Teeter Dance
Water Gun
Razor Leaf
Drain Punch
Fire Punch
Icy Wind
ThunderPunch
Sleep Talk
Ice Beam
Blizzard
Hyper Beam
Hidden Power (Elec, 7)
Brick Break
Protect
Substitute
Double Team
SolarBeam
Scald
Whirlpool
Grass Knot
Rest
Toxic
Surf
Endure
Dive
Focus Punch
(Cacturne) Alec (M)
Nature: Quirky (none)
Types:
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.
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
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.
Water Absorb (DW): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only receives 25% of the damage that attack would do to itself.
EC: FULL
MC: 0
DC: FULL
Stats:
HP: 100
Atk: 4
Def: 2
SpA: 4
SpD: 2
Spe: 55
SC: 3
WC: 4
BRT: 17
Attacks:
Revenge
Cotton Spore
Needle Arm
Poison Sting
Spikes
Destiny Bond
Sucker Punch
Leer
Absorb
Growth
Leech Seed
Sand-Attack
Pin Missile
Ingrain
Disable
GrassWhistle
Switcheroo
Counter
Magical Leaf
Teeter Dance
Role Play
Block
Low Kick
Worry Seed
Dark Pulse
ThunderPunch
Drain Punch
Seed Bomb
Payback
Endure
Substitute
Double Team
Rest
Sleep Talk
Spite
Focus Punch
Toxic
Hyper Beam
SolarBeam
Energy Ball
Focus Blast
Embargo
Grass Knot
Hidden Power (Rock, 7)
Protect
Poison Jab
Brick Break
Encore
Challenger LouisCyphre's team:
Tomohawk - Pumyra
Nature: Modest (SpA: +1, Atk: -1)
Type: Flying / Fighting
Flying Type - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Intimidate - (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Prankster - (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
(DW) Justified - (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Height Class: 2
Weight Class: 3
BRT: 19
EC: 6 / 6
MC: 0
DC: 5 / 5
40 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Aerial Ace, Fury Swipes, Fly, Rapid Spin, Rock Smash, Sky Drop, Superpower
Special Moves - Air Slash, Aura Sphere, Earth Power, Focus Blast, Grass Knot, Heat Wave, Hidden Power [Ice, 7], Hurricane, Hyper Voice, SolarBeam
Status Moves - Baton Pass, Confuse Ray, Double Team, Focus Energy, Harden, Healing Wish, Morning Sun, Memento, Nature Power, Protect, Quash, Rain Dance, Rest, Roar, Roost, Safeguard, Stealth Rock, Substitute, Sunny Day, Taunt, Toxic, Whirlwind, Yawn
Finding reprieve in the necessities, Pumyra prefers to live simply and honestly. The falliables of others are of little weight on her mind; one day leads into the next eventually, but not right now. In battle, Pumyra takes her time and etches her advantages to last - no point in anything that doesn't last longer than it takes to create.
Volcarona - Empress
Nature: Bold (Def: +1, Atk: -1)
Type: Bug / Fire
Bug Type - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fire Type - 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. Superior senses in volcanic or brushfire areas.
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.
(DW) Swarm - (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, X-Scissor from 8 to 10)
(Additiona Trait) Levitate - (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 100
Height Class: 3
Weight Class: 3
BRT: 21
EC: 6 / 6
MC: 0
DC: 5 / 5
29 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Flare Blitz, Fly, Leech Life, Take Down
Special Moves - Bug Buzz, Ember, Fiery Dance, Fire Blast, Flamethrower, Giga Drain, Gust, Heat Wave, Hurricane, Psychic, SolarBeam
Status Moves - Double Team, Endure, Harden, Light Screen, Magnet Rise, Morning Sun, Protect, Quiver Dance, Rage Powder, Roost, String Shot, Substitute, Sunny Day, Will-O-Wisp
A rigid follower and enforcer of rules, Volcarona believes in discretion over valor, and vitality over violence. She has little regard for wastefulness or recklessness, and calculates all of her moves before executing them without fear.
Togekiss - Camille
Nature: Bold (Def: +1, Atk: -1)
Type: Normal / Flying
Normal Type - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying Type - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Hustle - (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace - (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
(DW) Super Luck - (Innate) This Pokemon’s natural skill increases its critical hit rate stage by 1 permanently, to a maximum of 5. Critical hit stages are 1/16, 1/8, 1/4, 1/3, and 1/2.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Height Class: 3
Weight Class: 3
BRT: 20
EC: 9 / 9
MC: 0
DC: 5 / 5
46 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Counter, Drain Punch, Extremespeed, Fly, Last Resort, Sky Attack
Special Moves - Air Slash, AncientPower, Aura Sphere, Extrasensory, Heat Wave, Fire Blast, Flamethrower, Future Sight, Magical Leaf, Psyshock, SolarBeam, Stored Power, Zap Cannon
Status Moves - After You, Baton Pass, Bestow, Charm, Double Team, Encore, Endure, Follow Me, Growl, Heal Bell, Light Screen, Magic Coat, Metronome, Mirror Move, Morning Sun, Protect, Psycho Shift, Rain Dance, Reflect, Roost, Safeguard, Sunny Day, Sweet Kiss, Tailwind, Telekinesis, Thunder Wave,
Easygoing and carefree, Camille makes very little effort in any particular pursuit. She is content to wait for what she wants, and has enough patience for such waiting for often than not. One of Lou's most oft-called upon team members, Camille strikes deftly and decisively, concerned about efficiency.
Cyclohm - Bellistar (Belle)
Nature: Modest (SpA: +1, Atk: -1)
Type: Electric / Dragon
Electric Type - Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon Type - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.
(DW) Overcoat - (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Height Class: 4
Weight Class: 4
BRT: 20
EC: 9 / 9
MC: 0
DC: 5 / 5
38 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Bide, Double Hit, Dragon Tail, Tackle
Special Moves - Blizzard, Discharge, Draco Meteor, Dragon Rage, Dragon Pulse, Fire Blast, Flamethrower, Hurricane, Hydro Pump, Ice Beam, Power Gem, Signal Beam, Sonicboom, Surf, Thunder, Thunderbolt, Thundershock, Tri-Attack, Twister, Weather Ball, Zap Cannon
Status Moves - Charge, Endure, Growl, Heal Bell, Magnet Rise, Protect, Rain Dance, Slack Off, Sleep Talk, Substitute, Thunder Wave, Trick Room, Whirlwind
Bellistar was a sort of privileged birth—specially selected from a clutch for use by a battling trainer. Compensating for her standing is often difficult, and she finds herself leaving things unmentioned out of fear of being perceived as uppity or snobbish.
Tomohawk - Pumyra
Nature: Modest (SpA: +1, Atk: -1)
Type: Flying / Fighting
Flying Type - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Intimidate - (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Prankster - (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
(DW) Justified - (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Height Class: 2
Weight Class: 3
BRT: 19
EC: 6 / 6
MC: 0
DC: 5 / 5
40 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Aerial Ace, Fury Swipes, Fly, Rapid Spin, Rock Smash, Sky Drop, Superpower
Special Moves - Air Slash, Aura Sphere, Earth Power, Focus Blast, Grass Knot, Heat Wave, Hidden Power [Ice, 7], Hurricane, Hyper Voice, SolarBeam
Status Moves - Baton Pass, Confuse Ray, Double Team, Focus Energy, Harden, Healing Wish, Morning Sun, Memento, Nature Power, Protect, Quash, Rain Dance, Rest, Roar, Roost, Safeguard, Stealth Rock, Substitute, Sunny Day, Taunt, Toxic, Whirlwind, Yawn
Finding reprieve in the necessities, Pumyra prefers to live simply and honestly. The falliables of others are of little weight on her mind; one day leads into the next eventually, but not right now. In battle, Pumyra takes her time and etches her advantages to last - no point in anything that doesn't last longer than it takes to create.
Volcarona - Empress
Nature: Bold (Def: +1, Atk: -1)
Type: Bug / Fire
Bug Type - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fire Type - 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. Superior senses in volcanic or brushfire areas.
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.
(DW) Swarm - (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, X-Scissor from 8 to 10)
(Additiona Trait) Levitate - (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 100
Height Class: 3
Weight Class: 3
BRT: 21
EC: 6 / 6
MC: 0
DC: 5 / 5
29 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Flare Blitz, Fly, Leech Life, Take Down
Special Moves - Bug Buzz, Ember, Fiery Dance, Fire Blast, Flamethrower, Giga Drain, Gust, Heat Wave, Hurricane, Psychic, SolarBeam
Status Moves - Double Team, Endure, Harden, Light Screen, Magnet Rise, Morning Sun, Protect, Quiver Dance, Rage Powder, Roost, String Shot, Substitute, Sunny Day, Will-O-Wisp
A rigid follower and enforcer of rules, Volcarona believes in discretion over valor, and vitality over violence. She has little regard for wastefulness or recklessness, and calculates all of her moves before executing them without fear.
Togekiss - Camille
Nature: Bold (Def: +1, Atk: -1)
Type: Normal / Flying
Normal Type - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying Type - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Hustle - (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace - (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
(DW) Super Luck - (Innate) This Pokemon’s natural skill increases its critical hit rate stage by 1 permanently, to a maximum of 5. Critical hit stages are 1/16, 1/8, 1/4, 1/3, and 1/2.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Height Class: 3
Weight Class: 3
BRT: 20
EC: 9 / 9
MC: 0
DC: 5 / 5
46 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Counter, Drain Punch, Extremespeed, Fly, Last Resort, Sky Attack
Special Moves - Air Slash, AncientPower, Aura Sphere, Extrasensory, Heat Wave, Fire Blast, Flamethrower, Future Sight, Magical Leaf, Psyshock, SolarBeam, Stored Power, Zap Cannon
Status Moves - After You, Baton Pass, Bestow, Charm, Double Team, Encore, Endure, Follow Me, Growl, Heal Bell, Light Screen, Magic Coat, Metronome, Mirror Move, Morning Sun, Protect, Psycho Shift, Rain Dance, Reflect, Roost, Safeguard, Sunny Day, Sweet Kiss, Tailwind, Telekinesis, Thunder Wave,
Easygoing and carefree, Camille makes very little effort in any particular pursuit. She is content to wait for what she wants, and has enough patience for such waiting for often than not. One of Lou's most oft-called upon team members, Camille strikes deftly and decisively, concerned about efficiency.
Cyclohm - Bellistar (Belle)
Nature: Modest (SpA: +1, Atk: -1)
Type: Electric / Dragon
Electric Type - Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon Type - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.
(DW) Overcoat - (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Height Class: 4
Weight Class: 4
BRT: 20
EC: 9 / 9
MC: 0
DC: 5 / 5
38 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Bide, Double Hit, Dragon Tail, Tackle
Special Moves - Blizzard, Discharge, Draco Meteor, Dragon Rage, Dragon Pulse, Fire Blast, Flamethrower, Hurricane, Hydro Pump, Ice Beam, Power Gem, Signal Beam, Sonicboom, Surf, Thunder, Thunderbolt, Thundershock, Tri-Attack, Twister, Weather Ball, Zap Cannon
Status Moves - Charge, Endure, Growl, Heal Bell, Magnet Rise, Protect, Rain Dance, Slack Off, Sleep Talk, Substitute, Thunder Wave, Trick Room, Whirlwind
Bellistar was a sort of privileged birth—specially selected from a clutch for use by a battling trainer. Compensating for her standing is often difficult, and she finds herself leaving things unmentioned out of fear of being perceived as uppity or snobbish.
Looking at the Pokemon each trainer brought, both trainer's strategies immediately become clear. LouisCyphre brought a team of 4 Pokemon that aren't threatened by many Grass-types but can all easily deal good damage against them, and can also perform well in a variety of weather conditions. His strategy appears to be: try to beat down Pwnemon before he can build up his team.
On the other hand, Pwnemon's Pokemon also work well in weather conditions, so he can try to predict his opponent's switches and use the weather to overcome the obvious matchup disadvantage. But I would say his overall strategy appears to be: just stall until Lou inevitably goes inactive and then DQ him.
RNG Roll (Arena) [1 (Rain)|2 (Sand)|3 (Sun)]: 2 (Sand)
Both battlers reach their sides of the arena, and all at once a sandstorm is whipped up! Most of LouisCyphre's Pokemon aren't terribly suited to this weather, though Pwnemon has a number of somewhat safe options to choose from. It'll be interesting to see what they both choose to lead with!
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