Welcome, once again, to the ASB arena everyone! It appears that in one corner, we have a veteran of ASB, Doorknob, and in the other we have a newcomer, and also a fellow scrambler, Axmaster68!
Ax will send out his first Pokémon
Doorknob will send out his first Pokémon and issues his first three actions
Ax issues his first three actions
I ref like a bawse
I'd like to request a Beginner's battle, as a welcome to CAP ASB.
Rules:
-3v3 Singles
-2 Day DQ time
-No Subs
-All Abilities
-No Items
-Please, keep in mind I've never battled before.
I will accept that, Axmaster68.
What shall our competitor's teams be? Will Doorknob be a jerk and completely counter-team Ax?!The derpiest man I know said:Ill take this, PM me your Pokemon fellas!
Switch = KO, for simplicity
Edit: arena. Important. Herpaderp. Asb Arena, only because it's Ax's first battle.
Axmaster68 said:Hey again! Here's my CAP ASB Team, starting with Wotter the Mudkip:
Mudkip [Wotter] (Male)
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Ability 1: Torrent(Innate)
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Ability 2: Damp (DW-Locked)
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 38 (37?) (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks (13):
Tackle(*)
Growl(*)
Mud-Slap(*)
Water Gun(*)
Bide(*)
Foresight(*)
Mud Sport(*)
Curse(*)
Counter(*)
Avanlanche(*)
Waterfall(*)
Rock Slide(*)
Dig(*)
Here's Professor the Rebble:
Rebble [Professor] (Gender)
Nature: Modest
Type: Rock
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Ability 1:Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Ability 2: Technician: (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 multi-hit attacks is increased by two (2).
Ability 3:Mold Breaker (DW-Locked): Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC:0/9
MC:0
DC:0/5
Attacks:
Tackle(*)
Defense Curl(*)
Rollout(*)
Rock Blast(*)
Disable(*)
Acupressure(*)
Mud Shot(*)
Power Gem(*)
Earth Power(*)
Heat Wave(*)
Ominous Wind(*)
Energy Ball(*)
Flamethrower(*)
Volt Switch(*)
Total Attacks:14
And finally, Shocky the Magnimite:
<Magnimite> [Shocky] (Gender)
Nature: Timid(Speed *1.15, +8% Accuracy, Attack -1)
Type: Electric/Steel
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Ability 1:Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Ability 2:Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Ability 3:Analyze (DW-Locked): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 80
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 52(+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC:0/9
MC:0
DC:0/5
Attacks:
Metal Sound(*)
Tackle(*)
Thundershock(*)
Supersonic(*)
Sonicboom(*)
Tunder Wave(*)
Spark(*)
Signal Beam(*)
Rollout(*)
Swift(*)
Thunderbolt(*)
Substitute(*)
Hidden Power(Fire 7)(*)
Total Attacks:13
I await the OP!!
It appears that no, Doorknob is not a jerk! Well, its that time again to give your attention to the Trainers, as we're about to begin!Doorknob said:
Magikarp [Viking] (M)
Nature: Impish (+1 Def, -1 SpA)
Type:
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.
Rattled (DW 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. 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: 80
Atk: Rank 1
Def: Rank 3 (+)
SpA: Rank 0 (-)
SpD: Rank 1
Spe: 80
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 1/6
MC: 2
DC: 1/5
Attacks:
Splash
Tackle
Reversal
Bubble
Bounce
Total: 5
Buneary [Peach] (F)
Nature: Naughty (+1 Atk, -1 SpD)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
Limber (DW Locked): (Innate) This Pokemon’s body is well trained and immune to paralysis.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 85
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 3/6
MC: 0
DC: 1/5
Attacks:
Splash
Pound
Defense Curl
Foresight
Endure
Frustration
Quick Attack
Jump Kick
Bounce
Charm
Encore
Fake Out
Circle Throw
Protect
Dig
Thunder Wave
Total: 14
Drowzee [Phony] (M)
Nature: Quiet (+Sp Atk, -Speed)
Type:
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
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.
Inner Focus (DW Locked): (Innate) 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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 36 (42/1.15=36)
Size Class: 2
Weight Class: 3
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Pound
Hypnosis
Disable
Confusion
Headbutt
Poison Gas
Meditate
Assist
Role Play
Fire Punch
Shadow Ball
Psychic
Thunder Wave
Total: 13
Ax will send out his first Pokémon
Doorknob will send out his first Pokémon and issues his first three actions
Ax issues his first three actions
I ref like a bawse