Welcome to this battle deep within the bowels of Middle-Earth, where somebody is going to get rocked! Go go fight!
Team Counter-teaming Hipster (Matezoide)
<Throh> [Ernie] (Male)
Nature: Adamant (+ Attack, - Sp.Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
About: While meditating, Throh was approached by the team and instantly felt Steve's strength. During their battle, Ernie showed a lot of inteligence and cunning, used Steve's own strength against him and got an early lead, but Steve managed to recover and quickly turn the tables around. After being burned by his Fire Punch, Ernie activated his Guts ability and had little trouble beating down Steve, until his Anger Point activated and a single Close Combat was enough to fall the Judo Pokemon.
He decided to join the team and train harder than ever, due to his old age, he also feels responsable to the others and greatly enjoys Tara's company, due to her maturity.
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.
Inner Focus (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.
Mold Breaker (DW LOCKED, Innate):
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.)
HP: 120
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: None
MC: 0
DC: 4/5
Attacks
Bind (*)
Leer (*)
Bide (*)
Focus Energy (*)
Seismic Toss (*)
Vital Throw (*)
Revenge (*)
Storm Throw (*)
Bulk-Up
Superpower
Body Slam
Endure
Wide Guard
Reversal
Earthquake (*)
Rest (*)
Facade (*)
Payback
Rock-Slide
Sleep-Talk (*)
Ice Punch (*)
Thunder Punch (*)
Fire Punch
<Voodoll> [Aloysius] (Male)
Nature: Naive (+15% accuracy, -Sp.Defense)
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
About: A childhood friend of Chuck, Aloysius refused to follow the team when they met in the haunted house. Several weeks later, however, the house was destroyed to be replaced by a mall. Having no place to go, Aloysius wandered the forest before being found by the team, this time accepting to go with them.
Despite his innitial lack of trust, Aloysius came to respect the others and showed to be more sociable than Chuck. He shares Rob's love for comic books.
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.
Normalize (Can be Disabled): This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon's Normal-type attacks have four (4) more Base Attack Power.
Cursed Body (DW LOCKED,Innate): When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 81 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 14
EC: 4/6
MC: 1
DC: 3/5
Attacks
Astonish (*)
Copycat (*)
Mimic (*)
Pain Split (*)
Spite (*)
Grudge (*)
Charge (*)
Follow Me (*)
Pin Missile (*)
Substitute
Psychic (*)
Return (*)
Thunder-Wave (*)
Dark Pulse
Rock Slide
Ice Punch
Torment
Endure
Shock-Wave
Vaccumm Wave
Snatch
Dual Chop
Foul Play
Magic Coat
Pain Split
Toxic
Taunt
Double-Team
Hidden Power 7 (Fire)
Perish Song (*)
Counter (*)
Mach Punch (*)
Focus Punch
Imprison
PEMDAS:
1. Akela sends out and attaches items
2. Matezoide sends out and orders
3. Akela fights back against the forces ofSauron fighting-types
4. Something else happens, I forgot what though???
cool guy who uses rock-types said:Open Challenge #1:
2 v 2 Doubles
All Abilities
All Items
2 Chills/2 Recovers
1 Sub
1 Day DQ
Nestled deep beneath a mountain, these mines are a haven for Rock-types. Regions within the mines are known to amplify sounds and carry them everywhere. Due to the shifting of the earth above, either from mining or seismic activity, sand and rocks constantly fall down. The mines are not spacious. It is very cramped under the mountain. Because this a mine under a mountain, there is no grass source. Not enough sunlight down here to nurture and type of plant. There is also no clean water source. All the water brought into the mine comes from the outside, and only enough to hydrate the miners. The little water naturally found down here is dirty with oil and sand. It is fairly dark in the mine. Only a few lanterns can be found.
-Sandstorm is treated as being active, minus the damaging effect. (This means Sand Veil, Sand Force, and Sand Rush are all triggered, and Special Attacks are reduced by 2 BAP against Rock-Types).
-Rock-Type moves gain 10% accuracy, due to the tight quarters.
-Nature Power is treated as Rock Slide
-There is a 15% chance the user will flinch if they use Avalanche, Bulldoze, Dig, Earthquake, or Magnitude. These moves have the potential to cause a cave-in and doom everyone.
-Drill moves gain a 30% chance to flinch, due to the rocks from above falling down.
-Rock Wrecker's BAP is lowered by 2 and EN is raised by 1, but the user does not become sluggish. This is due to the user taking care not to cause a cave-in and doom them all.
-SolarBeam's BAP is halved, unless its user expends 16 EN.
-Grass and Water-Type moves are decreased by 2 BAP, excluding SolarBeam, due to the lack of water and grass in the mine.
-Pokemon with the ability "Magnet Pull" have permanent Levitation, due to the metalic ores in the mine.
-Leech Seed, Ingrain, and Aqua Ring heal/Leech once every round instead of every action, due to the lack of clean water and sunlight in the mine.
-Snow Warning, Hail, Drizzle, Rain Dance, Drought, and Sunny Day have no effect, due to the mine being underground.
-Rock Polish can be used as a +1 Priority evasive attack. Rock Polish will evade any slower single target attack (other than perfect accuracy attacks and No Guard attacks). If used evasively, the Pokemon does not gain any speed boost. Evasive Rock Polish also fails if used after or before Protect, Detect, Evasive Teleport, Evasive Agility, or the Dodge Command or if used successively. If Evasive Rock Polish is combined with a suitable damaging move, the evasive properties granted by Evasive Agility are nullified.
cool guy who uses hipster-types said:You are on!
1 FE and 1 LC.
(Or two NFEs)
Team Rock (Akela)cool guy who uses hipster-types and rock-types said:akela and Matezoide are mine mine mine mine
Carracosta [Oo] [F] ♪
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion)
Type: Water/Rock
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Egg Group: Water 1/Water 3
Abilities:
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).
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.
Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 28 [27.826] (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Physical
Aqua Jet
Aqua Tail
Bite
Body Slam
Crunch
Rollout
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Smack Down
Waterfall
Special
AncientPower
Brine
Hydro Pump
Water Gun
Water Pulse
Other
Bide
Iron Defense
Protect
Rain Dance
Rock Polish
Shell Smash
Wide Guard
Withdraw
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion)
Type: Water/Rock
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Egg Group: Water 1/Water 3
Abilities:
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).
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.
Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 28 [27.826] (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Physical
Aqua Jet
Aqua Tail
Bite
Body Slam
Crunch
Rollout
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Smack Down
Waterfall
Special
AncientPower
Brine
Hydro Pump
Water Gun
Water Pulse
Other
Bide
Iron Defense
Protect
Rain Dance
Rock Polish
Shell Smash
Wide Guard
Withdraw
Nosepass [Olmec] [M] ♪
Sassy Nature(+1 SpD, -15% Speed, -10% Evasion)
Type: Rock
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Egg Group: Mineral
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.
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. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (Innate) (Locked): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 5
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 26 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 16
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Physical
Double-Edge
Rock Blast
Rock Throw
Spark
Tackle
Special
Thunderbolt
Other
Block
Endure
Harden
Rest
Rock Polish
Stealth Rock
Thunder Wave
Toxic
Sassy Nature(+1 SpD, -15% Speed, -10% Evasion)
Type: Rock
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Egg Group: Mineral
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.
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. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (Innate) (Locked): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 5
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 26 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 16
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Physical
Double-Edge
Rock Blast
Rock Throw
Spark
Tackle
Special
Thunderbolt
Other
Block
Endure
Harden
Rest
Rock Polish
Stealth Rock
Thunder Wave
Toxic
Team Counter-teaming Hipster (Matezoide)
<Throh> [Ernie] (Male)
Nature: Adamant (+ Attack, - Sp.Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
About: While meditating, Throh was approached by the team and instantly felt Steve's strength. During their battle, Ernie showed a lot of inteligence and cunning, used Steve's own strength against him and got an early lead, but Steve managed to recover and quickly turn the tables around. After being burned by his Fire Punch, Ernie activated his Guts ability and had little trouble beating down Steve, until his Anger Point activated and a single Close Combat was enough to fall the Judo Pokemon.
He decided to join the team and train harder than ever, due to his old age, he also feels responsable to the others and greatly enjoys Tara's company, due to her maturity.
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.
Inner Focus (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.
Mold Breaker (DW LOCKED, Innate):
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.)
HP: 120
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: None
MC: 0
DC: 4/5
Attacks
Bind (*)
Leer (*)
Bide (*)
Focus Energy (*)
Seismic Toss (*)
Vital Throw (*)
Revenge (*)
Storm Throw (*)
Bulk-Up
Superpower
Body Slam
Endure
Wide Guard
Reversal
Earthquake (*)
Rest (*)
Facade (*)
Payback
Rock-Slide
Sleep-Talk (*)
Ice Punch (*)
Thunder Punch (*)
Fire Punch
<Voodoll> [Aloysius] (Male)
Nature: Naive (+15% accuracy, -Sp.Defense)
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
About: A childhood friend of Chuck, Aloysius refused to follow the team when they met in the haunted house. Several weeks later, however, the house was destroyed to be replaced by a mall. Having no place to go, Aloysius wandered the forest before being found by the team, this time accepting to go with them.
Despite his innitial lack of trust, Aloysius came to respect the others and showed to be more sociable than Chuck. He shares Rob's love for comic books.
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.
Normalize (Can be Disabled): This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon's Normal-type attacks have four (4) more Base Attack Power.
Cursed Body (DW LOCKED,Innate): When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 81 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 14
EC: 4/6
MC: 1
DC: 3/5
Attacks
Astonish (*)
Copycat (*)
Mimic (*)
Pain Split (*)
Spite (*)
Grudge (*)
Charge (*)
Follow Me (*)
Pin Missile (*)
Substitute
Psychic (*)
Return (*)
Thunder-Wave (*)
Dark Pulse
Rock Slide
Ice Punch
Torment
Endure
Shock-Wave
Vaccumm Wave
Snatch
Dual Chop
Foul Play
Magic Coat
Pain Split
Toxic
Taunt
Double-Team
Hidden Power 7 (Fire)
Perish Song (*)
Counter (*)
Mach Punch (*)
Focus Punch
Imprison
PEMDAS:
1. Akela sends out and attaches items
2. Matezoide sends out and orders
3. Akela fights back against the forces of
4. Something else happens, I forgot what though???