Now, how EXACTLY did you guys convince Pixar to let you on board here? Questions best not asked, I suppose...I see they left the dogs...I see myself treating bite wounds later...everyone is up-to-date on shots? Ummm, no time, battle needs to start...
Jolteon (M) (Full Name: Follow the Wind, Nickname: Fellow)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced by *)
Type: Electric
Electric: 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.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 150 (130x1.15)
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Volt Absorb (Innate): This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Quick Feet (DW Unlocked) (Innate): This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Thunder
Discharge
Thunder Wave
Pin Missile
Agility
Yawn(*)
Detect(*)
Wish(*)
Shadow Ball(*)
Hidden Power Fire Power 6(*)
Substitute(*)
Signal Beam
Sigilyph (F) (Aviatrix)
Nature: Bold (Adds One Rank to Defense, Subtracts One Rank from Attack)
Type: Psychic/Flying
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Flying: 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.
Stats:
HP: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 97
EC: 6/6
MC: 4
DC: 2/5
Abilities:
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.
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.
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
Ancientpower
Roost
Stored Power
Calm Mind
Charge Beam
Shadow Ball
Claydol (*) (N) (Itzamna)
Nature: Bold (Defense increased by (*), Attack Decreased by (*)
Type: Ground/Psychic
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: Rank 2(-*)
Def: Rank 5(+*)
SpA: Rank 3
SpD: Rank 4
Spe: 75
EC: 6/6
MC: 5
DC: 4/5
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.
Attacks:
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud-Slap (*)
Psybeam (*)
Teleport
Rock Tomb (*)
Selfdestruct (*)
AncientPower (*)
Cosmic Power (*)
Earth Power (*)
Extrasensory (*)
Grass Knot (*)
Psycho Shock (*)
Dig (*)
Rhydon(*) Crumbles (M)
Type: Ground/Rock
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Lightningrod, Rock Head
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
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.
Reckless (LOCKED): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
EC: 4/9
MC: 0
DC: 3/5
Attacks:
Horn Attack(*)
Stomp(*)
Tail Whip(*)
Fury Attack(*)
Scary Face(*)
Rock Blast(*)
Earthquake
Megahorn
Counter(*)
Crush Claw(*)
Swords Dance(*)
Toxic(*)
Protect
Dig(*)
Sandstorm
Rock Polish(*)
Magikarp(*) Topsy (M)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Swift Swim
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rattled (LOCKED): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Stats:
HP: 80
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 1
Spe: 80
EC: 2/6
MC: 4
DC: 2/5
Attacks:
Splash(*)
Tackle(*)
Bubble(*)
Reversal(*)
Bounce(*)
Zweilous(*) Turvy (F)
Type: Dark/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Hustle
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.
Nature: Hasty (A 15% increase in Base Speed [Rounded Up] and a +5.28% increase in Accuracy on this Pokemon's attacks; Defense reduced by *)
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 67 (58x1.15^) (+)
EC: 4/9
MC: 2
Attacks:
Tackle(*)
Dragon Rage(*)
Focus Energy(*)
Bite(*)
Headbutt(*)
Dragonbreath(*)
Roar(*)
Crunch(*)
Dragon Pulse
Outrage
Dark Pulse(*)
Earth Power(*)
Screech(*)
Taunt(*)
Thunder Wave(*)
Work Up(*)
Substitute
And the turn order:
Solstice sends out
Korski sends out and issues orders
Solstice issues orders
I calculate how much we owe Pixar for the blimp damage, and calculate damage, too
Solstice orders
Korski orders
Repeat until firmly in debt, and the battle is over
Begin!
Jolteon (M) (Full Name: Follow the Wind, Nickname: Fellow)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced by *)
Type: Electric
Electric: 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.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 150 (130x1.15)
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Volt Absorb (Innate): This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Quick Feet (DW Unlocked) (Innate): This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Thunder
Discharge
Thunder Wave
Pin Missile
Agility
Yawn(*)
Detect(*)
Wish(*)
Shadow Ball(*)
Hidden Power Fire Power 6(*)
Substitute(*)
Signal Beam
Sigilyph (F) (Aviatrix)
Nature: Bold (Adds One Rank to Defense, Subtracts One Rank from Attack)
Type: Psychic/Flying
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Flying: 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.
Stats:
HP: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 97
EC: 6/6
MC: 4
DC: 2/5
Abilities:
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.
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.
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
Ancientpower
Roost
Stored Power
Calm Mind
Charge Beam
Shadow Ball
Claydol (*) (N) (Itzamna)
Nature: Bold (Defense increased by (*), Attack Decreased by (*)
Type: Ground/Psychic
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: Rank 2(-*)
Def: Rank 5(+*)
SpA: Rank 3
SpD: Rank 4
Spe: 75
EC: 6/6
MC: 5
DC: 4/5
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.
Attacks:
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud-Slap (*)
Psybeam (*)
Teleport
Rock Tomb (*)
Selfdestruct (*)
AncientPower (*)
Cosmic Power (*)
Earth Power (*)
Extrasensory (*)
Grass Knot (*)
Psycho Shock (*)
Dig (*)
Rhydon(*) Crumbles (M)
Type: Ground/Rock
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Lightningrod, Rock Head
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
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.
Reckless (LOCKED): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
EC: 4/9
MC: 0
DC: 3/5
Attacks:
Horn Attack(*)
Stomp(*)
Tail Whip(*)
Fury Attack(*)
Scary Face(*)
Rock Blast(*)
Earthquake
Megahorn
Counter(*)
Crush Claw(*)
Swords Dance(*)
Toxic(*)
Protect
Dig(*)
Sandstorm
Rock Polish(*)
Magikarp(*) Topsy (M)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Swift Swim
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rattled (LOCKED): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Stats:
HP: 80
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 1
Spe: 80
EC: 2/6
MC: 4
DC: 2/5
Attacks:
Splash(*)
Tackle(*)
Bubble(*)
Reversal(*)
Bounce(*)
Zweilous(*) Turvy (F)
Type: Dark/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Hustle
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.
Nature: Hasty (A 15% increase in Base Speed [Rounded Up] and a +5.28% increase in Accuracy on this Pokemon's attacks; Defense reduced by *)
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 67 (58x1.15^) (+)
EC: 4/9
MC: 2
Attacks:
Tackle(*)
Dragon Rage(*)
Focus Energy(*)
Bite(*)
Headbutt(*)
Dragonbreath(*)
Roar(*)
Crunch(*)
Dragon Pulse
Outrage
Dark Pulse(*)
Earth Power(*)
Screech(*)
Taunt(*)
Thunder Wave(*)
Work Up(*)
Substitute
Type: 3v3
Style: Singles
Recovers: 2 Recovers/5 Chills
DQ: 2 Day Player/3 Day Ref
Arena: The Spirit of Adventure
This time we're battling aboard the scenic Spirit of Adventure blimp from the classic Pixar movie Up. Principally in the main area with all of the skeletons, but the back of the blimp and outside in the air is available as well. Now a Pokemon battle is pretty rowdy, we don't want to anger any of the dogs running around on board as well! There's a 15% chance that a player will be attacked by a dog (Neutral Nature Poochyena using Bite). The floor isn't very stable, no Earthquake, Magnitude, or Dig.
All Abilities
No Items
Switch KO
Style: Singles
Recovers: 2 Recovers/5 Chills
DQ: 2 Day Player/3 Day Ref
Arena: The Spirit of Adventure
This time we're battling aboard the scenic Spirit of Adventure blimp from the classic Pixar movie Up. Principally in the main area with all of the skeletons, but the back of the blimp and outside in the air is available as well. Now a Pokemon battle is pretty rowdy, we don't want to anger any of the dogs running around on board as well! There's a 15% chance that a player will be attacked by a dog (Neutral Nature Poochyena using Bite). The floor isn't very stable, no Earthquake, Magnitude, or Dig.
All Abilities
No Items
Switch KO
And the turn order:
Solstice sends out
Korski sends out and issues orders
Solstice issues orders
I calculate how much we owe Pixar for the blimp damage, and calculate damage, too
Solstice orders
Korski orders
Repeat until firmly in debt, and the battle is over
Begin!