"OMG, my lifelong idel!" Both battlers scream. I wonder how I got myself into this and I really am not enjoying it. now I just need to hope that Dorothy the Dinosaur comes on board, she's just scarey. "So you'll be arrrrr battle-arrrrrrs today mateys. And you my friend who looks to be more arrrrrrrrr-some then the battlers must be our ref." I nod, then reflect how the ship seems more lethal then I imaged a pirate for a kids show to own, feathsword seems to read my mind and says... "While do you expect me to own the ship that I use on the Wiggles, no no, the producarrrrrrrs wouldn't let me. So I had to buy this thing. Sadly, those carrrrrrnnons do a bit more damage then my ones on the show did, very painful when we were playing cannonball tag like we do on set, it cost a lot of money for the funarrrrral's but otherwise, the ship is shipshape!" I doubted that last statement, and I was proved correct when I got the arena description. piate ship arena (Move your mouse to reveal the content) piate ship arena (open) piate ship arena (close) field type :flying,ghost,dark complexity:moderate format :singles restictions: no swimming its a ship in the middle of the ocean with no wepons on board except for one cannon that does 25 damage it requires one action to load and one action to shoot with a 50% hit rate you cannot use earthquake or dig the floor is very old and has plenty of splinters that do 5 damage at the end of every round it is dark and cloudy and after 1 round it starts to rain its also sharpedo infested water so you cant exactlly dive in the door to the lower levels are locked if you knock your opponent in there is a fifty% that a sharpedo will do 50 instant damage no matter your defense "Now, your teams gentlemen," I say. Korski gives me a much larger list than Agentzer0, but I understand, Agentzer0 probably didn't know that for every match that has 3 pokemon or less on each team, you can bring three pokemon to the battle. Team Agent Zer0 magickarp the embirch (Move your mouse to reveal the content) magickarp the embirch (open) magickarp the embirch (close) (*) embirch [magikarp] (m) Nature: Brave (+1 Atk, -15% Speed, -10% Evasion Type: Fire/Grass 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, 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: 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. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. HP: 90 Atk: Rank 3 (+) Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 43 (-) EC: 0/9 DC: 0/5 MC Pound (*) Sweet Scent (*) Growth (*) Ember (*) Leech Seed (*) Bullet Seed (*) Flame Wheel (*) Giga Drain (*) Earth power (*) Counter (*) Endure (*) Over heat (*) Reflect (*) Light screen (* Team Korski Big Brass the Murkow (Move your mouse to reveal the content) Big Brass the Murkow (open) Big Brass the Murkow (close) Murkrow Big Brass (M) Type: Dark/Flying 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. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Abilities: Insomnia, Super Luck, Prankster Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Super Luck: This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time. Prankster (DW): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Nature: Brave (+1 Atk, -15% Spe, -10% Evasion) Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 79 (-) EC: 1/6 MC: 0 DC: 5/5 Attacks: Peck Astonish Pursuit Haze Wing Attack Night Shade Assurance Tailwind Sucker Punch Perish Song Roost Sky Attack Endure Heat Wave Taunt Protect Payback Thunder Wave Substitute Fly Mosquixote the Sylcar (Move your mouse to reveal the content) Mosquixote the Sylcar (open) Mosquixote the Sylcar (close) Syclar Mosquixote (M) Type: Ice/Bug 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. Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Abilities: Compoundeyes, Mountaineer Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round. Technician (LOCKED): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2). Nature: Hasty (+15% Speed, +26% Accuracy, -1 Def) Stats: HP: 90 Atk: Rank 3 Def: Rank 1 (-) SpA: Rank 3 SpD: Rank 2 Spe: 105 (+) EC: 2/6 MC: 4 DC: 2/5 Attacks: Leer Leech Life Scratch Focus Energy Ice Shard Slash Icy Wind Bug Bite Icicle Spear Earth Power Superpower Counter Blizzard Protect Substitute Rebonita the Zorua (Move your mouse to reveal the content) Rebonita the Zorua (open) Rebonita the Zorua (close) Zorua Rebonita (F) Type: Dark 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: Illusion Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] Nature: Timid (+15% Spe, +19% Accuracy, -1 Atk) Stats: HP: 90 Atk: Rank 2 (-) Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 75 (+) EC: 3/6 MC:: 0 Attacks: Scratch Leer Pursuit Fake Tears Fury Swipes Faint Attack Scary Face Taunt Night Daze Counter Snatch Sucker Punch Protect Torment Dig Grass Knot Before the battle starts I look at Korski and mouth "Why?" He just grins back and I deceide to go with it, but I don't even get a chance to give orders to the battlers when Agent Zer0 shouts go "Magickarp!" However, I see no magickarp I see an Embirch. But now, atleast, I can tell battlers how this battle will go! "Because Agent Zer0 only has one pokemon he sends it out pre-battle to save time so Korski will go first with pokemon+actions, then agent zer0 will post actions then I ref. Next it will be agent zer0 first then korski and of course I ref. And next Korski goes first again, and thev cycle keeps going until we have a winner." Now, as the old Pokemon Trainer Saying goes. Lets GO GO GO! I repeat, lets GO GO GO!!!