AND HERE WE ARE, in your standard tournament arena. All attacks possible, so it's a down-and-dirty street fight. Let's see what tactics our two challengers will use to overcome each other. But first, the teams: Team GoldenKnight: Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Dragonite* [Latobius] [M] Celtic god of the sky Nature: Quiet Type: Dragon Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.) 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: Rank 5 Def: Rank 3 SpA: Rank 5(+) SpD: Rank 4 Spe: 68(-) Counters: EC:9/9 MC:0 DC:5/5 Abilities: Inner Focus: When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Multiscale (DW): This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved. Attacks: Fire Punch ThunderPunch Roost Wrap(*) Leer(*) Thunder Wave(*) Twister(*) Dragon Rage(*) Slam(*) Agility(*) Dragon Dance(*) Extremespeed(*) Dragon Pulse(*) Waterfall(*) Flamethrower(*) Dragon Tail(*) Outrage Thunderbolt Hurricane Earthquake Togepi [ionno yet] (F) Nature: Modest Type: Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1). Stats: Togepi HP: 90 Atk: Rank 0(-) Def: Rank 3 SpA: Rank 3(+) SpD: Rank 3 Spe: 20 Counters: EC: 0/9 MC: 0 DC: 0/5 Abilities: Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste 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) Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time. Attacks: Growl Charm Metrenome Sweet Kiss Yawn Encore Ancient Power Follow Me Bestow Extrasensory Morning Sun Nasty Plot Flamethrower Thunder Wave Psycho Shock Larvitar- ionno yet (M) Nature: Hardy/Neutral Type: Rock / Ground 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). 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: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 41 EC: 0/9 MC: 0 DC: 0/5 Abilities: Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. 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. Attacks: Bite Leer Sandstorm Screech Chip Away Rock Slide Scary Face Thrash AncientPower Stealth Rock Iron Defense Dig Toxic Protect Team porygon3: Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Poliwhirl(*) Frogger (F) Nature: Modest (Adds * to Special Attack; Subtracts * From Attack) 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: 90 Atk: * (-1) Def: ** SpA: *** (+1) SpD: ** Spe: 90 EC: 6/9 MC: 1 DC: 3/5 Abilities: Water Absorb (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 recieves 25% of the damage that attack would do to itself. Damp (innate): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Swift Swim (DW) (innate): The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain. Attacks: Water Sport (*) Bubble (*) Hypnosis (*) Water Gun (*) Doubleslap (*) Rain Dance (*) Body Slam (*) Bubblebeam (*) Mud Bomb Hydro Pump Haze (*) Water Pulse (*) Splash (*) Ice Beam (*) Psychic (*) Double Team (*) Numel: [Lemun] (M) Nature: Brave (Adds * to Attack; 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/Ground 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). 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). Abilities: Oblivious (Innate): This Pokemon is incapable of being effected by Attract or Cute Charm Simple (Innate): This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages. Own Tempo (Innate) (DW): This Pokemon moves at its own pace and cannot be confused by any method Stats: HP: 90 Atk: *** (+1) Def: ** SpA: *** SpD: ** Spe: 30 (35 / 1.15) EC: 1/6 MC: 0 DC: 1/5 Attacks: Growl Tackle Ember Magnitude Focus Energy Flame Burst Take Down Lava Plume Yawn Ancientpower Howl Earthquake Flamethrower Dig Foongus [AMOONGUSS] (M) Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack) Type: Grass/Poison 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 Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings Stats: Foongus HP: 100 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 2 Spe: 15 EC: 0/6 MC: 0 DC: 1/5 Abilities: Effect Spore (can be disabled): This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate Regenerator (innate) (DW): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored Attacks: Absorb Growth Astonish Bide Mega Drain Ingrain Faint Attack Sweet Scent Gastro Acid Stun Spore Defense Curl Venoshock Flash Hidden Power Ground (7) On first glance, GoldenKnight would seem to have the advantage, but who knows, perhaps porygon3 has a clever trick or two up his sleeve! Before we begin, we need your Pokémon and abilities, so, GoldenKnight, release your two with their abilities. Then porygon3 will, and he will order as well. Then GoldenKnight will order, and I will ref.