OK, I've only ever reffed two battles at once in my ASB reffing history, so hopefully this won't be too much. Anyway here comes the formalities.
Team Arcanite
Sgraggy (M) Zidane Tribal
Musical Theme: Zidane's Theme
Nature:
Adamant: +1 Atk, -1 SpA
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Zen Headbutt
Dragon Dance
Drain Punch
Dig
Taunt
Dragon Tail
Tirtouga (M) Cagnazzo
Musical Theme: Battle with the Four Fiends
Nature:
Quiet: Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 19 (22/1.15, Rounded down)
Size Class: 1
Weight Class: 2
Original Base Rank Total: 14
EC: 4/6
MC: 0
DC: 4/5
Attacks:
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
Ancient Power
Crunch
Wide Guard
Shell Smash
Aqua Tail
Body Slam
Iron Defence
Whirlpool
Substitute
Earthquake
Ice Beam
Machoke (M) Gilgamesh
Musical Theme: Clash on the Big Bridge
Nature:
Brave: Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Machoke
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 39 (45/1.15, Truncated)
-10% Evasion
Size Class: 3
Weight Class: 4
Original Base Rank Total: 16
EC: 6/9
MC: 1
DC: 5/5
Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foreseight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch
Encore
Bullet Punch
Ice Punch
ThunderPunch
Fire Punch
Light Screen
Rock Slide
Substitute
Earthquake
Team Temperantia
Starly- Balthier (M)
Nature: Adamant (+Atk, -SpA)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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:
Keen Eye: (Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Keen Eye (DW): (Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stats:
Hp: 90
Atk(+): 3
Def: 2
SpA(-): 1
SpD: 2
Spe: 60
SC: 1
WC: 1
BRT: 12
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Tackle
Growl
Quick Attack
Wing Attack
Double Team
Endeavor
Whirlwind
Aerial Ace
Agility
Brave Bird
Double-Edge
Roost
Foresight
U-Turn
Fly
Toxic
Total Moves: 14
Hoppip- Iris (F)
Nature: Jolly (Decrease SpA by 1, Increase Spe by 15%) [Acc modifier: 58^2/290=12%]
Type: Grass/Flying
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 gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Stats:
Hp: 90
Atk: 2
Def: 2
SpA(-): 1
SpD: 2
Spe: 58 (50x1.15=57.5; rounded up to 58)
SC: 1
WC: 1
BRT: 12
EC: 3/9
MC: 0
DC: 2/5
Attacks:
Splash
Synthesis
Tail Whip
Tackle
Poisonpowder
Stun Spore
Sleep Powder
Bullet Seed
Leech Seed
Mega Drain
Worry Seed
Bounce
Aromatherapy
Encore
Seed Bomb
Acrobatics
Reflect
Sunny Day
Substitute
Total Moves: 19
OK, Temperanita sends out first, as per Arcanites challenge, then Arcanite sends out and issues actions, finally Temperantia issues actions.
All clear, lets go.
Accepting one of your challenges.
Switch=fail
No Items
All abilities
Arena:
Tar Fields
Black tar covers the ground as far as anyone can see. This muck catches all Pokemon who can not fly or levitate over it, causing them to panic as they sink into the gooey mass. The ground is almost gelatinous here, making digging and creating earthquakes impossible.
Effects:
-Pokemon without the Levitate trait or ability and are not Flying type have all moves' priority decreased by one and are unable to Dodge.
-Earthquake and other seismic moves can not be used, nor can Dig.
OK, in Temperantia's acceptance she/he/it/drunk monkey put the arena in hide tags so I can go straight onto the teams.Metal Bagon said:I want to ref arcanites 2v2 doubles match, I need more doubles experience.
Team Arcanite
Sgraggy (M) Zidane Tribal
Musical Theme: Zidane's Theme
Nature:
Adamant: +1 Atk, -1 SpA
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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:
- Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
- Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
- Intimidate (DW): (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 their 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. (Not yet Active)
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Zen Headbutt
Dragon Dance
Drain Punch
Dig
Taunt
Dragon Tail
Tirtouga (M) Cagnazzo
Musical Theme: Battle with the Four Fiends
Nature:
Quiet: Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
- Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
- Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
- Swift Swim: (DW) (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain. (Not yet Active)
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 19 (22/1.15, Rounded down)
Size Class: 1
Weight Class: 2
Original Base Rank Total: 14
EC: 4/6
MC: 0
DC: 4/5
Attacks:
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
Ancient Power
Crunch
Wide Guard
Shell Smash
Aqua Tail
Body Slam
Iron Defence
Whirlpool
Substitute
Earthquake
Ice Beam
Machoke (M) Gilgamesh
Musical Theme: Clash on the Big Bridge
Nature:
Brave: Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
- No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
- Steadfast: (DW) (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Machoke
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 39 (45/1.15, Truncated)
-10% Evasion
Size Class: 3
Weight Class: 4
Original Base Rank Total: 16
EC: 6/9
MC: 1
DC: 5/5
Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foreseight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch
Encore
Bullet Punch
Ice Punch
ThunderPunch
Fire Punch
Light Screen
Rock Slide
Substitute
Earthquake
Team Temperantia
Starly- Balthier (M)
Nature: Adamant (+Atk, -SpA)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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:
Keen Eye: (Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Keen Eye (DW): (Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stats:
Hp: 90
Atk(+): 3
Def: 2
SpA(-): 1
SpD: 2
Spe: 60
SC: 1
WC: 1
BRT: 12
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Tackle
Growl
Quick Attack
Wing Attack
Double Team
Endeavor
Whirlwind
Aerial Ace
Agility
Brave Bird
Double-Edge
Roost
Foresight
U-Turn
Fly
Toxic
Total Moves: 14
Hoppip- Iris (F)
Nature: Jolly (Decrease SpA by 1, Increase Spe by 15%) [Acc modifier: 58^2/290=12%]
Type: Grass/Flying
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 gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Stats:
Hp: 90
Atk: 2
Def: 2
SpA(-): 1
SpD: 2
Spe: 58 (50x1.15=57.5; rounded up to 58)
SC: 1
WC: 1
BRT: 12
EC: 3/9
MC: 0
DC: 2/5
Attacks:
Splash
Synthesis
Tail Whip
Tackle
Poisonpowder
Stun Spore
Sleep Powder
Bullet Seed
Leech Seed
Mega Drain
Worry Seed
Bounce
Aromatherapy
Encore
Seed Bomb
Acrobatics
Reflect
Sunny Day
Substitute
Total Moves: 19
OK, Temperanita sends out first, as per Arcanites challenge, then Arcanite sends out and issues actions, finally Temperantia issues actions.
All clear, lets go.