Roleplay ASB Hunger Games: Seeking a mentor

Status
Not open for further replies.
#1
Objective: Create a balanced, manageable multi-player turn based RP mimicing the contest described in The Hunger Games.

Further Explanation:

The game is effectively a large 12-way brawl in a massive arena with rules allowing for the participation of spectators and another group of users with a stake in the games. It is turn based, and works heavily around mechanics designed to limit the players knowledge at any given point.

Map:

The map has seventeen segments, and is similar to:



Each section represents a different arena type (ie predominately water, grass, fire, electric). The "shallow," "deep," and "edge" sections all share this theme, but have slightly different interpretations and are considered different regions. Players can move between regions adjacent to the one they are currently in.

Shallow regions will have fairly neutral effects, and will mostly resemble their type in flavor. However, they will give some buffs to the type they represent. Edge reasons will be relatively neutral, but give more substantial buffs and be more complex than shallow regions. Deep regions will give enormous buffs to Pokemon of that element, and will be dangerous to traverse without that typing in many cases. There are mechanics, to be explained later, to force Pokemon from "camping" in deep areas, though.

Types of Players Overview:

Refs:

Refs, or Game Masters, run the game. They facilitate all player interactions, ref encounters, judge the viability of RP actions, and provide flavor updates. All ref activity will be monitored by Rediamond. Refs will be compensated for the number of rounds reffed as well as for their role in facilitiating other functions of the game.

Tributes:

Tributes are the players of the game inside of the brawl. They control a single one of their Pokemon, and their goal is to be the last player standing at the end of the game. The knowledge they have of other characters will be heavily limited through a use of codes designed to protect the names of the players involved, and prevent any communication beyond what the rules of the game allow for.

Mentors:

Mentors are assigned to a team of two specific tributes. Their goal is to ensure that one of them wins by earning sponsorships (bets of CC cast by spectators) to allow them to purchase items to boost the performance of their players. It will be very difficult to win the game without sufficient sponsorship money, so they hold a very important job in facilitating the victory of their tributes. Mentors will have access to observing the happenings of the game, but not the actual names of the players controlling the Pokemon.

Spectators:

Spectator access will not be universal; indeed, only certain users with sufficient CC will be granted access. This is because spectators and their money will be crucial to ensuring that their favorite wins. Spectators may watch most events of the game unfold, without knowing player names, and cast bets on the winner that will grant money to the mentor, allowing for more items and buffs to be given to that team. If a team they cast a bet on wins, they will earn some portion of the prize money.

Flow of the Game:

Sign-ups:

At the start of the game, Rediamond or another ref will post a thread for tribute sign-ups and a thread for mentor sign-ups. All prospective tributes must prove they have three Pokemon who are either FE with 25+ moves or NFE with 40+ moves. All prospective mentors must list their qualifications through ASB leadership, RP's, Gyms, or Tournaments. At the end of the process, the refs will select X/2 mentors first based upon their qualifications. After this, X tributes will randomly be selected from the pool of qualified players. X/2 more will randomly be selected from the remainder. It will become publicly known that these players are the possible bank for tributes. The twelve will play, the six will be kept as subs and wild cards that make it harder to pinpoint exactly whom a player is, and thus give them information about the game they should not know. For the first game, X=10.

Pregame:

Players will then PM a Pokemon that meets the entry requirements. It need not be one of the examples they gave. Mentors will then be randomly assigned to two players, who will be in the same district (clarified later).

Every player will then be assigned a District Number (the code the audience and mentors know them as) and a Player Code (the number they will know other players and themselves by). The game will then enter a ten day training phase. Mentors and tributes may talk by sending messages to each other passed on by refs to keep anonymity and make sure no information the players and mentors should not know is released.

Players will also find out the species of the other Pokemon in the game, and the player number (and district partner) attached to them. They can message these players to set up alliances and talk strategy through the refs.

At the seven day mark of the period, a showcase will be held. There, each tribute will be assigned a value meant to signify their expected chances to win. The five factors that determine their score are:

1) The relative strength value (movepool size x Total stats) of the Pokemon
2) The average matchup (amount they outdamage/are outdamaged by opponents when spamming strongest attacks)
3) The prior achievements of the player
4) The prior achievements of the mentor
5) An interview with the chief ref about their strategy in the game.

The top third of tributes in a category will earn 2 points, the middle third one point, and the bottom third will earn no points in that category. This gives a minimum possible score of 0 (bottom third all categories) and a maximum score of 10 (highest third all categories). The goal of this submission is to calculate the odds of a player winning throughout the game (a statistical guide for spectators) and give the first indication to spectators and players about the strengths of the players involved. This is critical for early bets (see Economy section).

The First Day:

The players begin the arena phase of the game in Section C. At this point, no further contact between players and mentors OR players in two seperate regions of the map is possible. There are 3X items in the arena (taken from various item classes). In any round (comprised of 3 actions) from the start of the game to the end of the Origin Phase, players have the following action possibilities:

1) Run. Zero priority, 10 energy in the origin phase. Leaves the area the player is currently in and enters an adjacent area. Run voids all further actions in the round, but the player will arrive in an adjacent section at the round's end.
2) Grab an item. The number of actions needed to grab an item is equal to the item's class (see Economy).
3) Attack. Player's Pokemon executes an attack on another player's Pokemon. If that target has fled the section earlier on the same action, the move will be used but miss. If the target has fled the arena on a prior action, the Pokemon will fume and do nothing.

NOTE: If a player is outside Section C during origin phase, only actions 1 or 5 are possible. Both will work as normal, but run will have the reduced energy cost.

The Origin Phase ends when all (non-fainted) Pokemon in Section C are allied, and divide the prizes among them in a stockpile. At this point, the number of dead from this sequence will be made known to all players, and there will be two more phases before the first day ends. At the end of the first day, the Pokemon KO'd on the day will be made known to players by species name and player number.

All Subsequent Days:

All other days last a fixed four rounds. In these four rounds, players can complete either three actions worth of attacks and commands, one hour worth of RP actions (variable EN cost, but usually fairly high), or a move to an adjacent area of the map (12 EN). If a player is elimated in a round, all players will be notified there was a death. At the end of that day, the species name and player number will be revaled. This cycle of days will proceed until eleven players are elimated, and one wins.

Other Relevant Arena Phase Mechanics:

Items:

A player can only carry 3 items with them at a time, bar an item allowing them to do so. In order to gain a fourth item, they must leave one behind in the area. The next traveler to enter will find it, and be given the option of picking it up. An exception is the stockpile, which is a large pile of items stored by the winners of the Origin Phase (the last player(s) in Section C). They can store an unlimited amount of supplies there, but can't move it all at once. It can also be stolen from, but only if the thief is a member of the winning team, or defeats all members of the winning team present in Section C.

The move Thief can rob any exposed (not in a backpack or pouch item) item the player has on them, and all exposed items will be made known to other players.

Run, RP, and Attacks:

Obviously, the different mechanics of moving, RP flavor, and attacks make direct translations inadvisable. As such, the following rules hold...

If a Pokemon running is attacked: The Pokemon running will now expend 35 energy. However, they will dodge (as in, the command. Just no extra energy attached) all attacks aimed at them (uncapped), and take only *0.67 of the damage that would have been inflicted on them. If the Pokemon attacking uses Pursuit, the move is blocked entirely, and the running Pokemon is left completely open to all attacks launched at them.

If a Pokemon that is using RP actions is attacked: No RP actions will be conducted, and they will expend 15 energy to dodge (command, uncapped) all attacks launched at them. The total damage taken will be equal to 0.67 times the damage they would have taken if the attacks had hit in a combat round.

Entering and exiting an area:

A Pokemon leaves the area at the very start of the round if it is not attacked. It arrives in the next at the end of the round. It is technically out of the game for the period in between. Two Pokemon can swap areas and not encounter each other.

Communication:

Players can only talk to players in the same area (through refs). No contact with other players or their mentor is allowed.

Nerfs to Camping:

If four rounds go without a player being eliminated, some event will happen in one area to force players together. The event will be harmful to any players in it, and thus avoided. The event will also occur in the area of the player who has not experienced combat in the longest time.

Area effects, Stealth Rocks, Screens, etc.

Area effects last until broken, changed, or the day ends. Screens last until the end of the day for that Pokemon as long as they stay in that area. Hazards only trigger if the Pokemon is attacked in that area, but do not expire.

District Teams:

Two Pokemon from the same district cannot win the game simultaneously. They do not even have to be allied. But, the stockpile of donations from both of them goes to the mentor, who can distribute prizes as he sees fit. To dissuade outright hostility towards a district partner, if a Pokemon scores the final blow on their district partner, all items will have x1.5 the cost for the rest of the game. If a Pokemon avenges (kills the killer of) their district partner, all items cost x0.75 for the rest of the game.

Economy: The Role of Spectators and Mentors

The primary goal of mentors is to ensure their tribute wins the game. They can accomplish this primarily through granting them items that can be purchased through money granted by spectators. This is done through a gambling system.

Spectators and Mentors join a "public" but still moderated group. In order for spectators to join, they must have over 16+ CC at a given moment to prove that they could make a contribution to one player or another. Any donated CC goes to the mentor in a tribute fund, that can be used to purchase items for their player. The item will then be sent to them at the end of the round. However, items will become more expensive as time goes on.

To encourage spectators, the total amount of money raised throughout the game will be put into a single pot at the end of it. This money will then be split between the mentor, tribute (automatic 15% percent share each- their reward for winning) and the players, adjusted for the effective value of their contribution (how much it could have bought when they bought it). Spent 10 CC in the pregame stage on a canidate who no one else was foolish enough to bet money on that ends up winning? You will likely make a ton of cash. Spent a lot of money on the last day on the winning canidate who was favored throughout the game? You might not make as much.

A clarification:

Players and reserves cannot bet. Mentors can bet on their canidate, but not on opponents.

Items:

These are divided into six classes, to be clarified in a later appendix. These are roughly:

Class One: Berries and consumable items
Class Two: 6 CC items
Class Three: 10 CC items
Class Four: 20 CC items and Sig items
Class Five: Weaker, Hunger Games Specific Items
Class Six: Moderately powerful, Hunger Games Specific Items
Class Seven: Potentially gamebreaking Hunger Games Specific Items

The formula for the cost to purchase an item is

(2^C)(D+1), where D is the day number and C is the class of the item. Thus, on day zero (pregame) a Class one item would cost (2^1)(0+1) = 2 CC. On Day Five, a Class Seven Item would cost (2^7)(5+1) = 384 CC.

Rank One items will be all berries and herbs.
Rank Two items will be all three and six CC items, bar training items.
Rank Three will be all 10 CC items.
Rank Four will be all 20 CC items and signature moves.

Ranks 5/6/7 are made of Hunger Games specific items, which are merely more powerful versions of preceding bases. They are as follows:

Backpack:
Rank Five: Allows for up to five (5) items, not including the backpack itself, to be carried at time. These cannot be stolen or swapped.
Rank Six: Allows for up to ten (10) items, not including the backpack itself, to be carried a time. These cannot be stolen or swapped.
Rank Seven: Allows for unlimited items to be held at any time. These cannot be stolen or swapped.

Message:
Rank Five: The Mentor may send one message to one of his tributes at any given time after the item is purchased, but only once. After this, the player may send back one reply at any given time.
Rank Six: The Mentor and 1 Tribute may talk freely the day after the item is purchased.
Rank Seven: The Mentor and 1 Tribute may talk freely for the rest of the game.

Armor:
Rank Five: All attacks aimed at the Pokemon have three less Base Attack Power. This is not affected by critical hits.
Rank Six: All attacks aimed at the Pokemon have either five less Base Attack Power or half the total Base Attack Power, whichever is larger. This is not affected by critical hits.
Rank Seven: The total damage of all incoming attacks is halved. This is not affected by crits.

Sword:
Rank Five: All attacks used by this Pokemon automatically score a critical hit
Rank Six: All attacks used by this Pokemon automatically score a critical hit. The critical hit bonus is not three, but rather it is equal to either three or half the base attack power of the move.
Rank Seven: The Pokemon's moves score a critical hit, with a critical hit modifier equal to the move's Base Attack Power.

Medicine Kit:
Rank Five: All abnormal major and minor status effects are cured at the end of every round, unless the tribute specifically requests otherwise.
Rank Six: All abnormal major and minor status effects are cured at the end of every round, unless the tribute specifically requests otherwise. Additionally, the Pokemon will restore ten (10) energy.
Rank Seven: All abnormal major and minor status effects are cured at the end of every round, unless the tribute specifically requests otherwise. Additionally, the Pokemon will restore ten (10) energy and HP.

Scope: (All scopes will failed when used against a Pokemon with an equal or higher level cloak)
Rank Five: The most damaging move the holder launches at a fleeing or RP'ing Pokemon will automatically hit and do full damage.
Rank Six: This Pokemon will override the damage reduction and auto-dodge of fleeing or RP'ing Pokemon.
Rank Seven: This Pokemon will automatically hit and do full damage to fleeing or RP'ing Pokemon. Their attacks will do 1.33x the amount normally done.

Cloak: (Cloaks will be cancelled out by a scope of equal or higher power)
Rank Five: The chances of dodging an attack launched at this Pokemon while it is fleeing or RP'ing will be doubled.
Rank Six: Immune to all damaging moves launched at the Pokemon while it is fleeing or RP'ing. Will have a double dodge rate on non-damaging moves.
Rank Seven: All attacks used on this Pokemon while it is fleeing or RP'ing will fail, but still cost the full energy from the user, and the holder will proceed to RP or move with no added energy costs and no hinderance to their actions.

Shades:
R5: The holder will not be picked in case of a tie for the recipient of an anti-camping intervention
R6: The holder will be displaced with no energy or HP penalty in case of an anti-camping intervention, and will not be selected in case of a tie.
R7: The holder will not be selected as the target in an anti-camping intervention.

Reviver:
R5: If the Holder is KO'd, they will be revived in a random area at the start of the next day with 10 HP and 10 Energy.
R6: If the Holder is KO'd, they will be revived in a random area at the start of the next day with 30 HP and 30 Energy.
R7: If the Holder is KO'd, they will be revived in a random area at the start of the next day with 50 HP and 50 Energy.

GameMaker Notes:
R5: The holder will be informed of the Arena Mechanics of the area they are currently in, as well as the total number of Pokemon in it. The information updates at the end of every round.
R6: The holder will be informed of the Arena Mechanics of every area in the section they are currently in, as well as the total number of Pokemon in them. The information updates at the end of every round.
R7: The holder will be informed of the Arena Mechanics of every area in the map, as well as the total number of Pokemon in each. The information updates at the end of every round.


A further note:

The player may start the game with up to 3 items bought by the Mentor during the pregame phase.

An even further note:

CC can be turned into a KOC (EC, DC, or MC only) for the tribute Pokemon. The exchange rate will be one KOC for D+1 CC, where D is the day number.

Rewards:

Refs: For every message forwarded, refs will be paid 0.1 UC. This is to encourage speedy reffing and to compensate for the effort of scanning through a message to find any potentially illegal informtaion being transmitted. For every Pokemon they ref, they will recieve 0.5 UC. In the case of the origin phase, if a Pokemon runs out of Section C mid-round, the ref who manges the Section C brawl and the ref who manages the section the Pokemon runs into will both get 0.3 UC. While the rewards may seem slightly high, this is partially to counterbalance the unpaid parts of the job, such as required timeliness, a large time commitment, and arena development, as well as end of day updates and miscellaneous aspects of preserving fog of war.​

Mentors: Mentors will be paid based on the number of rounds actively completed, with 1 UC per round being rewarded. This rather small payment is balanced by the possibility of hitting the jackpot if their player wins.​

Players: Can not be directly rewarded until the game ends to keep anonymity. However, they will be given 0.375 UC and 0.75 CC for every round successfully completed when the game ends, provided they were never subbed out. They also have a chance to hit the jackpot if they win. Their Pokemon will recieve 1 KOC for every battle entered, and 2 for every KO of the game.​

-Midgame: Players will be able to claim 1 EC/1 DC/1 MC (or 2 MC) for every battle they enter that doesn't result in a KO. They will be able to claim the full prizes if a KO is scored during the course of combat. The counters can be cashed in at night. These prizes will only affect the ingame version of their Pokemon.​

Spectators: Will be paid in CC, according to the effective value they put in towards the tribute. Will recieve nothing in return if the tribute(s) they invested in lose.​

Subbing out:

Refs: Subbed out at my discretion.​

Tributes: Fail to get orders in within three days once, idle and recieve a warning. Twice, and take a 30 HP and Energy penalty. Three times and subbed out with no notice to anyone involved but the refs, the player being subbed out, and the player being subbed in.​

Mentors: Fail to get orders in (or confirm there are no orders) three times, and eliminated and replaced with another mentor.​

VIOLATIONS OF THE RULES:

IF A PLAYER IS CAUGHT REVEALING INFORMATION, OR KNOWINGLY AND VOLUNTARILY RECIEVING INFORMATION, PERTAINING TO THE GAME THEY WILL BE IMMEDIATELY DISQUALIFIED AND ALL PRIZES THEY MAY HAVE EARNED WILL BE VOIDED.​
 
#2
TO SIGNUP

As a Mentor: List qualifications in battling and RP's that make you qualified to be a mentor. IRC access and time zone, as well as general amount of time avaiable, would also be helpful.

As a Player: List time zone and present three Pokemon who are either a) FE with 25+ moves or b) NFE with 40+ moves.

You can sign up for both, but mentors will be selected first. After that, 15 players will be RNG'd, ten as players and five as subs. Happy Hunger Games and may the odds be ever in your favor.

Signups are open for approximately one week from this post.
 
#3
Mentor signup:

Qualifications:

  • 2nd in first ASB Tourney
  • As yet unended Subway streak of 4
  • Victorious in multiple Raids, beating Ho-oh/Lugia and Entei and reaching Raikou twice
  • Positive w/l having been in the game almost two years with 63 complete matches
  • Successful (imo) stint in ASM
  • Various minor victories in Hall and Castle
  • Selected as ref for Hall, Subway, TLR and Castle
  • Destroyed SDS thoroughly in a bitter, year-long war of attrition (TLR)
IRC Access: 11ish am-1ish am [GMT] on weekends, 5pm-11pm weekdays
Available for most of that time.
 

Dogfish44

^_^
is a Forum Moderator
Moderator
#4
I suppose I can sign up as a dual Mentor-Player

[box]Mentor:

Qualifications:

  • Most challenged Gym Leader with high win ratio
  • Team Tourney Finalist
  • Well known RP ref
  • Multiple long hall streaks
  • Active Council Member
  • Multiple Raid Victories
  • HLM Ref, Gym Ref
[/box]

[box]Player:



"OK then, let's get going!"

[a]Emolga[/a]

Emolga [Boltair] (Female) (*)
Nature: Mild (+1 Sp.Atk ; -1 Def)

Type:
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Static (Innate): This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Motor Drive (DW) (Innate): This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Stats:

Emolga
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: N/A
MC: 0
DC: 5/5

Attacks:

Acrobatics (*)
Aerial Ace
Agility
Air Slash (*)
Astonish
Attract
Baton Pass
Charge (*)
Charge Beam
Charm
Covet
Cut
Discharge
Double Team (*)
Electro Ball
Encore
Facade
Flash
Fling
Frustration
Helping Hand
Hidden Power (Grass,7)
Iron Tail (*)
Knock Off
Last Resort
Light Screen
Protect
Pursuit (*)
Quick Attack (*)
Rain Dance
Rest
Return
Roost (*)
Round
Shock Wave (*)
Signal Beam
Sleep Talk
Snore
Spark (*)
Substitute
Swagger
Tail Whip (*)
Tailwind
Taunt
Thunder
ThunderShock
Thunder Wave
Thunderbolt
Tickle
Toxic
U-Turn
Volt Switch
Wild Charge

Total Moves: 53 - Movepool Complete


[a]Hydreigon[/a]

Hydreigon [Teresa] (F)
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)
Type: Dark/Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. 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:
Levitate (Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

Hydreigon
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: N/A

Attacks:
Bite
Body Slam
Crunch
Double Hit
Dragon Pulse
Dragon Rage
Dragon Rush
Dragonbreath
Focus Energy
Headbutt
Hyper Voice
Outrage
Roar
Scary Face
Slam
Tackle
Tri Attack
Work Up

Dark Pulse
Earth Power
Fire Fang
Ice Fang
Head Smash
Screech
Thunder Fang

Acrobatics
Charge Beam
Double Team
Earthquake
Fire Blast
Flash Cannon
Fly
Focus Blast
Hidden Power (Grass, 7)
Protect
Reflect
Stone Edge
Substitute
Surf
Taunt
Thunder Wave
Torment
Toxic
U-Turn

Draco Meteor
Roost
SuperPower

Total moves: 47


[a]Porygon-Z[/a]

Porygon-Z [Data] (N/A)
Nature: Modest (+1 Sp.Atk ; -1 Atk)
Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Adaptability (Innate):The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download (Innate): At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW) (Innate): If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

Porygon-Z
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Agility
Conversion
Conversion 2
Defense Curl
Discharge
Embargo
Lock-On
Magic Coat
Magnet Rise
Nasty Plot
Psybeam
Recover
Recycle
Sharpen
Signal Beam
Tackle
Tri Attack
Trick Room
Zap Cannon

Charge Beam
Double Team
Hidden Power (Fire, 7)
Hyper Beam
Ice Beam
Protect
Psyshock
Shadow Ball
SolarBeam
Substitute
Sunny Day
Thunder
Thunder Wave
Toxic

Bide
Dark Pulse
Endure
Foul Play
Icy Wind
Pain Split

Total moves: 39
[/box]
 
#5
Signing up!
Mons will get here soon.

PorygonZ [Zap!] (Genderless)
Nature: Modest (+1 SpA, -Atk)
Types: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities :
Adaptability: Type: Innate The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download: Type: Innate At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic: Type: Innate If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 8
DC: 5/5

Moves:
Trick Room
Nasty Plop
Conversion
Conversion 2
Tackle
Sharpen
Agility
Psybeam
Recover
Magnet Rise
Zap Cannon
Defense Curl
Discharge
Lock On
Magic Coat
Tri Attack
Hyper Beam
Embargo

Endure
Ice Beam
Thunderbolt
Signal Beam
Pain Split
Trick
Wonder Room
Gravity
Dark Pulse
Mimic
Electroweb
Shock Wave
Sleep Talk

Toxic
Psychic
Protect
Reflect
Solar Beam
Double team
Thunder Wave
Substitute
Hidden Power (Fire, 7)


Snorlax [Zzz!] (M)
Nature: Impish (+1 Def, -1 Spa)

Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Immunity: Type: Innate This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

Thick Fat: Type: Innate This Pokemon has a great deal of extra fat or muscle that increases
its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire-and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Gluttony: Type: Innate This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:
HP: 125
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 30
Size Class: 4
Weight Class: 9
Base Rank Total: 22

EC: 6/6
MC: 18
DC: 5/5

Moves:
Metronome
Odor Sleuth
Tackle
Belly Drum
Yawn
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Body Slam
Snatch
Swallow
Crunch
Giga Impact
Double-Edge
Rollout
Headbutt

Counter
Substitute
Zen Headbutt
Thunder Punch
Ice Punch
Fire Punch
Whirlwind
Seed Bomb
Gunk Shot
Superpower
Sleep Talk
Last Resort
Self-Destruct

Earthquake
Focus Punch
Rock Slide
Facade
Protect
Double Team
Endure
Brick Break
Smack Down
Bide
Reflect
Wild Charge
Skull Bash


Lickilicky(*) Yum! (M)
Nature: Quiet (Special Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on an opponent's attacks.)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Cloud Nine: (Can Be Activated) This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 43

Total Ranks: 15
Size Class: 3
Weight Class: 5
EC: 6/6
MC: 3
DC: 5/5

51 Attacks Attacks:
Lick(*)
Wrap(*)
Supersonic(*)
Defense Curl(*)
Knockoff(*)
Stomp(*)
Disable(*)
Me First
Refresh
Wring Out
Power Whip

Bodyslam(*)
Zen Headbutt(*)
Muddy Water(*)
Counter
Bind
Endure
Bide
Mud Slap
Sleep Talk
Icy Wind
Block
Mimic

Flamethrower(*)
Ice Beam(*)
Thunder Bolt (*)
Rock Slide
Bulldoze
Earthquake
Fire Blast
Sandstorm
Substitute
Dig
Protect
Surf
Shadow Ball
Incinerate
Focus Punch
Solar Beam
Dragon Tail
Focus Blast
Toxic
Rest
Hyper Beam
Attract
Rain Dance
Thunder
Hidden Power (7, Ground)
Work Up
Explosion
Skull Bash
 
#6
In!

Cinccino [Dexter](M)
Nature: Adamant (+Att, -SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Cute Charm: Type: Innate. This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.

Technician: Type: Innate. This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

Skill Link (DW unlocked): Type: Innate. This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 2(-)
SpD: Rank 2
Spe: 115
Size Class: 1
Weight Class: 1
Base Rank Total: 17

EC: 6/6
MC: 1
DC: 5/5

Attacks:
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Wake-up Slap
After You
Hyper Voice
Rock Blast
Bullet Seed

Endure
Knock Off
Flail
Mud-Slap

Covet

Safeguard
Dig
Double Team
Retailiate


Jellicent[Jill](F)*
Nature: Bold (+Def, -Att)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Water Absorb: Type: 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.

Cursed Body: Type: 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.

Damp (DW unlocked): Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 110
Atk: Rank 1(-)
Def: Rank 4(+)
SpA: Rank 3
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Bubble*
Water Sport*
Absorb*
Night Shade*
BubbleBeam*
Recover*
Water Pulse*
Ominous Wind
Rain Dance
Hex
Wring Out
Water Spout
Brine

Confuse Ray*
Mist*
Acid Armor*
Pain Split

Giga Drain
Icy Wind
Magic Coat

Ice Beam*
Shadow Ball*
Scald*
Toxic
Protect
Will-o-Wisp
Surf
Double Team


Scrafty [Arthur] (M)
Nature: Adamant (+Att, -SpA)
Type:
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.
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.

Abilities:
Shed Skin: Type: 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: Type: 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): Type: 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. Command: (Ability: Intimidate)

Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 1(-)
SpD: Rank 4
Spe: 58
Size Class: 1
Weight Class: 2
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
High Jump Kick
Crunch
Focus Punch
Head Smash

Detect
Drain Punch
Fake Out
Counter

ThunderPunch
Ice Punch
Fire Punch
Zen Headbutt

Dig
Stone Edge
Retaliate
Rock Slide
 
#7

"Signing up as a player. May the odds be ever in my favor...this time at least."


<Farfetch’d> [Drake] (Male)
Nature: Adamant (+Attack, -Sp. Att.)
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 (Type: 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.

Inner Focus (Type: 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.

Defiant (Type: Innate) [DW, Unlocked]
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14
Total Moves: 21

EC: N/A
MC: 3
DC: 5/5

Attacks:
Poison Jab(*)
Peck(*)
Sand-Attack(*)
Leer(*)
Fury Cutter(*)
Fury Attack(*)
Knock Off(*)
Aerial Ace(*)
Slash(*)
Air Cutter(*)
Swords Dance(*)
Night Slash
Brave Bird
Agility
Feint
Acrobatics

Leaf Blade(*)
Roost(*)
Steel Wing(*)
Featherdance
Revenge
Mirror Move
Flail
Trump Card
Quick Attack

Endure

Protect(*)
Double Team(*)
Substitute(*)


<Voodoom> [Huggable] (Female)
Nature: Naive (+Speed, -Sp. Def.)
Type: Fighting/Dark
Fighting: 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:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.

Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Motor Drive: (Innate) [DW, Unlocked] This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 127 (+, 19% accuracy boost)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Revenge
Night Slash
Wrap
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Frustration
Dark Pulse
Acupressure
Faint Attack
Close Combat
Aura Sphere
Beat Up

Screech
Psycho Cut
Mach Punch
Counter
Pursuit
Perish Song

Substitute
Work Up
Thunder Wave
Psychic
Taunt

Ice Punch
Magic Coat
Dual Chop
Drill Run


<Dragonite> [Charos] (Male)
Nature: Relaxed (+Def. -Speed)
Type: Dragon/Flying
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash 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:

Inner Focus: (Type: 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.

Multiscale: (Type: Innate) [DW, Unlocked]
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.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 69 (-, 10% decrease in evasion)
Size Class: 4
Weight Class: 6
Base Rank Total: 22


EC: 9/9
MC: 0
DC: 5/5

Attacks:

Fire Punch
Thunderpunch
Roost
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Dragon Rush
Outrage
Hyper Beam
Hurricane
Aqua Tail

Dragon Dance
Aqua Jet
Dragon Pulse

Sunny Day
Flamethrower
Safeguard
Substitute
Protect
Ice Beam
Dragon Tail
Light Screen

Iron Head
Reflect

Dispel
 
#8
In.

(M)
Nature: Serious
Type:
Grass:Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Abilities:
Overgrow: (Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary: (Can Be Enabled)This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.


Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 113
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC 9/9
MC 0
DC 5/5

Tackle (*)
Leer(*)
Vine Whip(*)
Wrap(*)
Growth(*)
Leaf Tornado(*)
Leech Seed(*)
Mega Drain (*)
Slam(*)
Leaf Blade
Leaf Storm
Wring Out
Giga Drain
Gastro Acid

Glare(*)
Iron Tail(*)
Mirror Coat(*)

Aerial Ace(*)
Taunt (*)
Swords Dance(*)
Protect
Toxic
Hyper Beam
Reflect
Light Screen
Safeguard
Double Team
Hidden Power Fire (7)



Tyranitar Thrym (M)
Nature:Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type:
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).
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.

Glyph of Crunch: Raises the base power of Crunch by 1

Stats:
HP: 110
Atk: Rank 6 +
Def: Rank 4
SpA: Rank 3
SpD: Rank 3 -
Spe: 61

EC 9/9
MC 0
DC 4/5

Abilities:
Sand Stream (Innate):When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Unnerve (DW Locked): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.


Attacks:
Thunder Fang
Fire Fang
Ice Fang
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Crunch
Dark Pulse

Dragon Dance
Ancient Power
Iron Head
Aqua Tail
Assurance

Snarl
Stone Edge
Earthquake
Thunderbolt
Hone Claws
Ice Beam
Flamethrower
Aerial Ace

Superpower



Houndoom(*) [Fenris] (M)
Nature: Rash
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
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).

Abilities:
Flash fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Early bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.



Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 5 +
SpD: Rank 2 -
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Leer(*)
Ember(*)
Howl (*)
Smog(*)
Roar(*)
Bite(*)
Odor Sleuth(*)
Beat Up(*)
Nasty Plot
Flamethrower
Crunch
Thunder Fang
Inferno
Foul Play
Fire Fang


Will-O-Wisp(*)
Fire Spin(*)
Sucker Punch(*)
Counter

Shadow Ball(*)
Sludge Bomb(*)
Flame Charge(*)
Dark Pulse
Taunt
Solarbeam
Sunny Day

Swift
 

Stratos

Banned deucer.
#9
imma play whores


(Gallade) Rodney (M)

Types:
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.
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.

EC: FULL
MC: 1
DC: FULL

Nature: Impish (+Def, -SpA)

Stats:
HP: 100
ATK: 5
DEF: 4 (+)
SPA: 2 (-)
SPD: 4
SPE: 80
SIZE: 3
WEIGHT: 4
BRT: 21

Abilities:

Steadfast: (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.
Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Moves:
Calm Mind
Charm
Close Combat
Confusion
Double Team
Dream Eater
Feint
Fury Cutter
Future Sight
Growl
Heal Pulse
Helping Hand
Hypnosis
Imprison
Leaf Blade
Lucky Chant
Magical Leaf
Night Slash
Protect
Psycho Cut
Psychic
Slash
Stored Power
Swords Dance
Teleport

Confuse Ray
Destiny Bond
Disable
Encore
Grudge
Mean Look
Memento
Shadow Sneak
Synchronoise
Will-O-Wisp

Body Slam
Defense Curl
Double-Edge
Drain Punch
Dual Chop
Endure
Fire Punch
Fury Cutter
Headbutt
Helping Hand
Hyper Voice
Ice Punch
Icy Wind
Knock Off
Low Kick
Magic Coat
Magic Room
Mimic
Mud-Slap
Nightmare
Pain Split
Recycle
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Swift
ThunderPunch
Trick
Vacuum Wave
Wonder Room
Zen Headbutt

Aerial Ace
Ally Switch
Attract
Brick Break
Bulk Up
Bulldoze
Captivate
Charge Beam
Cut
Dream Eater
Earthquake
Echoed Voice
Facade
False Swipe
Flash
Fling
Focus Blast
Focus Punch
Frustration
Giga Impact
Grass Knot
Hidden Power
Hyper Beam
Light Screen
Low Sweep
Natural Gift
Poison Jab
Psych Up
Psyshock
Rain Dance
Reflect
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shock Wave
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Taunt
Telekenesis
Thief
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Work Up
X-Scissor


Sing
Wish

64 moves

(Pyroak) Ambrose (M)
Nature: Brave (+1 atk, -8 spe, -10% flat evasion)
Types: Grass / Fire
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, 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. Superior senses in volcanic or brushfire areas.

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 120
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 3
Spe: 52 (-) (10% flat evasion drop)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: FULL
MC: 1
DC: FULL

Attacks:
Absorb
Amnesia
Bullet Seed
Ember
Fire Spin
Flame Burst
Flame Wheel
Flare Blitz
Giga Drain
Growth
Heat Crash
Iron Defense
Lava Plume
Leech Seed
Leaf Tornado
Petal Dance
Sweet Scent
Synthesis
Wood Hammer
Zap Cannon

Aromatherapy
Blaze Kick
Counter
Dragonbreath
Earth Power
GrassWhistle
Inferno
Natural Gift
Psybeam
Revenge
Sand Tomb
Water Sport

AncientPower
Block
Headbutt
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Sleep Talk
Snore
Stealth Rock
Worry Seed

Attract
Bulldoze
Double Team
Dragon Tail
Earthquake
Endure
Energy Ball
Facade
Fire Blast
Flame Charge
Flamethrower
Flash
Flash Cannon
Frustration
Giga impact
Grass Knot
Hidden Power (Ice, 7)
Hyper Beam
Incinerate
Light Screen
Low Sweep
Overheat
Protect
Rest
Return
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
SolarBeam
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Toxic
Will-O-Wisp

62 moves


(Gliscor) Melanie (F)

Nature: Jolly (+15% spe, +14 acc boost, -1 SpA)
Types: Ground / Flying
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
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.
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Stats:
HP: 100
Atk: 3
Def: 5
SpA: 1 (-)
SpD: 3
Spe: 110 +
+14 ACC
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: FULL
MC: 2 (1 tourney)
DC: FULL

Attacks:
Acrobatics
Faint Attack
Fire Fang
Fury Cutter
Guillotine
Harden
Ice Fang
Knock Off
Night Slash
Poison Jab
Poison Sting
Quick Attack
Sand Attack
Screech
Slash
Sky Uppercut
Swords Dance
Thunder Fang
U-turn
X-Scissor

Agility
Baton Pass
Counter
Cross Poison
Double-Edge
Feint
Metal Claw
Poison Tail
Power Trick
Razor Wind
Rock Climb
Sand Tomb
Wing Attack

Aqua Tail
Bug Bite
Dark Pulse
Dream Eater
Earth Power

Endure
Headbutt
Iron Tail

Mimic
Mud-Slap

Sky Attack
Sleep Talk
Snore
Swift

Tailwind

Aerial Ace
Attract
Brick Break
Bulldoze
Captivate
Curse
Cut
Defog
Detect
Dig
Earthquake
Facade
False Swipe
Fling
Frustration
Giga Impact
Hidden Power
Hone Claws
Hyper Beam
Natural Gift
Payback
Protect
Rain Dance
Return
Rest
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Sandstorm
Secret Power
Sludge Bomb
Stealth Rock
Steel Wing
Strength
Struggle Bug
Stone Edge
Substitute
Sunny Day
Swagger

Taunt
Thief
Torment
Toxic
Venoshock

55 moves
 
#10
Change in the rules:

If you have a Pokemon capable of entry (25+ move FE or 45+ move NFE) you can apply. Priority will be given to players with more eligible Pokemon (up to 3), but I highly doubt this becomes relevent.
 
#11

"I will enter. I will do the best for my people!"

Timezone: GMT -6

Nidoking [King] (Male)
Mild: (+1 Sp.Atk, -1 Def)
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Poison Point: (Can be disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry: (Innate)This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Sheer Force: (Can be Enabled)This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

HP: 100
Atk: Rank 3
Def: Rank 2 (-1)
SpA: Rank 4 (+1)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 18

EC: Maxed
MC: 0
DC: Maxed
KOC: 0

Attacks:
1). Leer(*)
2). Peck(*)
3). Focus Energy(*)
4). Tackle(*)
5). Horn Attack(*)
6). Double Kick(*)
7). Poison Sting(*)
8). Focus Energy(*)
9). Fury Attack(*)
10). Helping Hand(*)
11). Poison Jab
12). Fire Blast
13). Sludge Wave
14). Sucker Punch(*)
15). Head Smash(*)
16). Confusion(*)
17). Sludge Bomb(*)
18). Thunderbolt(*)
19). Ice Beam(*)
20). Protect
21). Water Pulse
22). Dig
23). Double Team
24). Hone Claws
25). Chip Away
26). Thrash
27). Earth Power
28). Megahorn
29). Blizzard
30). Flamethrower
31). Thunder
32). Brick Break
33). Fire Punch
34). Thunderpunch
35). Ice Punch
36). Focus Blast
37). Surf
38). Hidden Power (Grass) [7 BAP]
39). Rock Slide
40). Earthquake
41). Stone Edge


Pyroak [Firestorm] (Male)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
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. Superior senses in volcanic or brushfire areas.
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.

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
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.

Stats:
HP: 120
Atk: Rank 4(+1)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-15% Speed)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: Maxed
MC: 0
DC: Maxed
KOC: 0

Attacks:
1). Bullet Seed(*)
2). Sweet Scent(*)
3). Absorb(*)
4). Growth(*)
5). Ember(*)
6). Leech Seed(*)
7). Flame Wheel(*)
8). Giga Drain(*)
9). Fire Spin(*)
10). Synthisis
11). Lava Plume
12). Petal Dance
13). Fire Spin
14). Flare Blitz
15). Wood Hammer
16). Heat Crash
17). Zap Cannon
18). Substitute
19). Toxic
20). Solarbeam
21). Seed Bomb(*)
22). Earth Power(*)
23). Dragonbreath(*)
24). Inferno
25). Flamethrower(*)
26). Energy Ball(*)
27). Overheat(*)
28). Low Kick
29). Flash Cannon
30). Sunny Day
31). Grasswhistle
32). Counter
33). Block
34). Iron Defense


Milotic [Elizabeth Swann] (Female)
Nature: Bold (-Atk, +Def)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Marvel Scale: (Innate)
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Cute Charm: (Unlocked) (Innate)
This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 5
Spe: 81
Size Class: 5
Weight Class: 5
Base Rank Total: 20

EC: 6/6
MC: 2
DC: 5/5
KOC: 0

Moves:
1). Splash
2). Tackle
3). Flail
4). Dragon Pulse
5). Mirror Coat
6). Hypnosis
7). Ice Beam
8). Scald
9). Hidden Power (Grass - 7)
10). Water Gun
11). Wrap
12). Water Sport
13). Refresh
14). Water Pulse
15). Twister
16). Recover
17). Safeguard
18). Dive
19). Toxic
20). Dragon Tail
21). Whirlpool
22). Rest
23). Sleep Talk
24). Hydro Pump
25). Captivate
26). Rain Dance
27). Aqua Ring
 

Woodchuck

actual cannibal
is a Battle Server Admin Alumnusis a Forum Moderator Alumnus
#12
Given Rediamond's most recent post, I'll be signing up.
timezone: PST (GMT -8)

Lucario (*) [Becquerel] (Male)
Nature: Naive (Decreases SpD by one rank and increases Speed by 1.15x as well as effectively increasing its accuracy by a flat 12)
Type:
Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
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.

Steadfast: 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.

Justified(DW): Innate. This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. 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: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+)

EC: 6/6
MC: 16
DC: 5/5

Attacks:
Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Copycat (*)

Crunch (*)
Hi Jump Kick (*)
Detect (*)

Swords Dance (*)
Substitute (*)
Rock Slide (*)

Blaze Kick
Dark Pulse
Metal Claw
Bone Rush
Metal Sound
Ice Punch
Extremespeed
Aura Sphere
Nasty Plot
Vacuum Wave

waiting on a prize claim to add some moves for the actual competition but Lucario is already eligible.
 
#13
This totally isn't my actual entry; I'll change it later. But I'm entering.





Shuckle [Caliborn] (M)
Nature: Relaxed (+1 Def., speed \ 1.15, -10 evasion)
Type:
Bug/Rock

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power 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.

Gluttony: (Innate) - This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

UNLOCKED!: Contrary (DW): (Can be Enabled) - This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Stats:

HP: 80
Attack: Rank 1
Defense: Rank 10 (+1)
Special Attack: Rank 1
Special Defense: Rank 9
Speed: 4 (divided by 1.15)
Size Class: 1
Weight Class: 2
Base rank total: 22

MC: 0
DC: 5/5

Attacks:
Withdraw
Constrict
Bide
Rollout
Struggle Bug
Encore
Wrap
Safeguard
Rest
Rock Throw
Power Trick
Power Split
Shell Smash
Bug Bite
Guard Split
Gastro Acid

Accupressure
Sand Tomb
Rock Blast

Toxic
Sandstorm
Dig
Sleep Talk
Earthquake
Gyro Ball
Substitute
 
#14
Mentlegen, for your consideration:

For the position of battler:

*Gallade (Ragnarok) Male*
Nature:
Serious
Type:
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Fighting: STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Steadfast:
Type: 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.
Justified (DW):
Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. 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: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
DC: 5/5
MC: 0


Attacks: 86 Total
Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Close Combat
Confuse Ray
Confusion
Cut
Destiny Bond
Disable
Double Team
Drain Punch
Dual Chop
Earthquake
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Flash
Focus Punch
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Heal Pulse
Helping Hand
Hidden Power (Water7)
Hyper Beam
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf blade
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Night Slash
Pain Split
Protect
Psychic
Psycho Cut
Psych Up
Rain Dance
Reflect
Rest
Retaliate
Return
Rock Slide
Safeguard
Shadow Ball
Shadow Sneak
Skill Swap
Slash
Sleep Talk
Snatch
Stone Edge
Strength
Substitute
Sunny Day
Swords Dance
Taunt
Telekinesis
Teleport
Thief
Thunder Bolt
Thunder Punch
Thunder Wave
Torment
Toxic
Will o wisp
Wish
X-Scissor
Zen Headbutt


*Cyclohm (Daezara) Female*
Nature:
Modest
Type:
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.
Dragon: STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust:
Type: Innate
This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static:
Type: Innate
This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW):
Type: Innate
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
DC: 5/5
MC: 0


Attacks: 46 Total
Blizzard
Charge
Discharge
Double Hit
Double Team
Draco Metour
Dragonbreath
Dragon Pulse
Dragon Rage
Dragon Tail
Endure
Fire Blast
Flamethrower
Growl
Hail
Heal Bell
Hidden Power (Fighting)
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Leer
Light Screen
Magnet Rise
Power Gem
Protect
Rain Dance
Signal Beam
Slack Off
Sonicboom
Spark
Substitute
Sunny Day
Surf
Swift
Tackle
Thunder
Thundershock
Thunderbolt
Thunder Wave
Torment
Toxic
Twister
Volt Switch
Weather Ball
Whirlwind


Togetic (Azavel) Male
Nature:
Timid
Type:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Hustle:
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace:
Type: Innate
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW):
Type: Innate
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.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 92 (+) (+10% Accuracy & Evasion)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 9/9
DC: 5/5
MC: 0


Attacks: 48 Total
After You
Air Cutter
Air Slash
Ancient Power
Aura Sphere
Baton Pass
Bestow
Charm
Counter
Growl
Encore
Endure
Extrasensory
Extreme Speed
Fire Blast
Flamethrower
Fly
Follow Me
Grass Knot
Heal Bell
Heat Wave
Helping Hand
Light Screen
Magic Coat
Magical Leaf
Metrenome
Mirror Move
Morning Sun
Nasty Plot
Protect
Psychic
Psyshock
Rain Dance
Reflect
Roost
Safeguard
Shadow Ball
Sky Attack
Solar Beam
Substitute
Sunny Day
Sweet Kiss
Swift
Tailwind
Toxic
Tri Attack
Yawn
Wish





For the Position of mentor:
- In Charge of the Battle Arcade
- 32/11 Win/Loss Ratio that doesn't include flashies or otherwise one-sided matches
- Roughly Year and a half spent frequenting this forum
- Approved ref for Arcade/Hall/TLR
- Have a good understanding of the rules, so long as its not 3 in the morning
Time Zone: Central Standard Time (GMT -6)
IRC Access: Available most of the time I'm not at work, which is in the afternoons on weekdays and Friday mornings.
 
#15
I am not really fond of brawls, so I won't join as a player for now.

But I will try to get a position as mentor.

Qualifications:
- Pike Ref and Gym Ref.
- Active Ref
- Joined the ASB around 20 months ago (ok, so I was one year away, big whoop <_<)
- I have a goodd understanding of the rules
- My W/L/T ratio is 25/4/3 (with one loss being due to a Eevee vs Hydreigon actually close matchup and other due to Orcinus's bogus switch the pokemon arena) if that means anything.
- I am fairly active on IRC
- I don't really have any real accomplishments other than being awesome, so feel free to choose other people lol.
 
#17
Signing up as a player or a mentor.

Mentor:
-I have been an active member of ASB for 10 months.
-I am a semi-active Pike ref.
-I have reffed Rounds 2, 3, and 4 of the tourney.
-I know the rules (most of them, anyways).
-I am fairly active on IRC.
-Even though I don't keep track of my WLT anymore I know that it's been improving.
-Pwnemon and I somehow pulled an FVHM victory out of our asses.

Player:


Cyclohm [Gandalf] (M)
Nature: Modest (+Special Attack, -Attack)
Type:
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Moves:
Tackle
Growl
Leer
Dragon Rage
Thundershock
Charge
Rain Dance
Twister
Sonicboom
Spark
Dragon Tail
Discharge
Slack Off
Dragon Pulse
Hurricane
Weather Ball
Zap Cannon
Double Hit
Thrash
Whirlwind
Bide
Tri Attack
Outrage

DragonBreath
Hydro Pump
Magnet Rise
Heal Bell
Power Gem
Mud-Slap
Endure
Shock Wave
Dragon Dance
Gust
Water Pulse

Light Screen
Thunder
Thunder Wave
Thunderbolt
Protect
Draco Meteor
Flamethrower
Toxic
Hail
Blizzard
Substitute
Hidden Power (Ground 7)
Fire Blast
Volt Switch
Surf
Sunny Day
Ice Beam
Electroweb
Sleep Talk
Rest
Torment
Hyper Beam
Double Team
Roar
Earthquake
Charge Beam
Signal Beam
Snore
Hone Claws
Flash
Sandstorm
Attract
Round
Incinerate
Bulldoze
Dragon Tail
Trick Room

Total: 71/85


Dragonite "Sam" (M)
Nature: Quiet (+Special Attack, -15% Speed, -10% Evasion)

Type: Dragon/Flying
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash 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:
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.
Multiscale (DW Unlocked): 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 by attacks with BAP during the round will be halved.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 22
-10% Evasion

EC: 9/9
MC: 0
DC: 5/5

Attacks:

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Outrage
Safeguard
Hyper Beam
Dragon Tail
Dragon Rush
Aqua Tail
Dragon Dance
Fire Punch
Thunderpunch
Roost
Wing Attack
Hurricane

Extremespeed
Aqua Jet
Water Pulse
Haze
Mist
Horn Drill
Body Slam
Endure
Focus Punch
Dynamicpunch
Shock Wave
Zap Cannon
Bide

Toxic
Protect
Thunderbolt
Hidden Power (Grass 7)
Draco Meteor
Dragon Pulse
Icy Wind
Flamethrower
Substitute
Ice Beam
Light Screen
Frustration
Return
Rest
Double Team
Dive
Sky Drop
Fly
Heat Wave
Bind
Superpower
Ice Punch
Iron Head
Iron Tail
Fire Blast
Blizzard
Thunder
Brick Break
Rock Slide
Surf
Rain Dance
Hail
Aerial Ace
Earthquake
Stone Edge
Bulldoze
Roar
Tailwind
Swagger

Total: 71/116


Slowking "Hermit" (F)
Nature: Relaxed (+Defense, -15% Speed, -10% Evasion)

Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator: (DW UNLOCKED) (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
-10% Evasion

EC: 6/6
MC: 6
DC: 5/5

Attacks:

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Heal Pulse
Water Pulse
Psychic
Rain Dance
Amnesia
Psych Up
Zen Headbutt
Power Gem
Hidden Power (Electric 7)
Nasty Plot
Swagger
Trump Card

Future Sight
Sleep Talk
Wonder Room
Me First
Mud Sport
Endure
Safeguard
Counter
Water Pulse
Zap Cannon
Brine
Pay Day
Body Slam

Rest
Ice Beam
Scald
Toxic
Recycle
After You
Surf
Psyshock
Protect
Blizzard
Flamethrower
Fire Blast
Shadow Ball
Dig
Focus Blast
Thunder Wave
Dragon Tail
Substitute
Icy Wind
Magic Coat
Signal Beam
Swagger
Trick Room

Total: 58/117
 
#18
Mentor:
-I've been in ASB for a year and have been active for most of it
-One of the most active Arcade and Hall refs
-I can get on/use IRC whenever needed
-All around pretty cool bro

Tribute:

Alakazam* (Houdin) Male
Nature: Timid (-Atk, +Spe, +22% accuracy)
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize:
(Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
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.
Magic Guard (DW ability- UNLOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120x1.15) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: 9/9
MC: Movepool completed!
DC: 5/5

Attacks: (96/ 96 total moves)
Physical:
Bide
Body Slam
Counter
Dig
Double-Edge
Drain Punch
DynamicPunch
Facade
Fire Punch*
Fling
Foul Play
Frustration
Giga Impact
Headbutt
Ice Punch
Iron Tail
Knock Off
Mega Kick
Mega Punch
Psycho Cut
Rage
Return
Seismic Toss
Skull Bash
Slash
Submission
Take Down
Thief
ThunderPunch
Zen Headbutt

Special:
Charge Beam
Confusion
Dream Eater
Energy Ball
Focus Blast
Future Sight
Grass Knot
Hidden Power Fire (7)
Hyper Beam
Psybeam
Psychic*
Psyshock*
Round
Shadow Ball*
Signal Beam
Snore
Tri Attack
Zap Cannon

Status:
Ally Switch
Attract
Barrier
Calm Mind
Disable
Double Team
Encore*
Endure
Embargo
Flash
Foresight
Gravity
Guard Swap*
Guard Split
Hypnosis
Kinesis
Light Screen
Magic Coat
Magic Room
Metronome
Mimic
Miracle Eye
Nightmare
Power Trick
Protect
Psych Up
Rain Dance
Recover
Recycle
Reflect
Rest
Role Play
Safeguard
Skill Swap
Sleep Talk
Snatch
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Teleport*
Thunder Wave
Torment
Toxic
Trick
Trick Room
Wonder Room


Slowpoke (Derpy Hooves) Female
Nature: Sassy (+SpD, -Spe, -10% evasion)
Type: Water/Psychic
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator (DW ability- UNLOCKED): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4
SpD: Rank 4 (+)
Spe: 26 (30/1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 1
DC: 5/5

Attacks: (40 total)
Physical:
Brick Break
Dig
Drain Punch
Earthquake
Headbutt
Tackle
Zen Headbutt

Special:
Brine
Confusion
Fire Blast
Flamethrower
Focus Blast
Future Sight
Ice Beam
Psychic
Psyshock
Scald
Shadow Ball
Surf
Water Gun

Status:
Curse
Disable
Endure
Growl
Heal Pulse
Light Screen
Magic Coat
Me First
Protect
Rain Dance
Reflect
Rest
Safeguard
Slack Off
Substitute
Telekinesis
Thunder Wave
Toxic
Trick Room
Yawn


Lucario (Phoenix) Male
Nature: Hasty (+Spe, -Def, +12% Acc)
Type: Fighting/ Steel
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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:
Steadfast: (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.
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.
Justified (DW ability- UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90x1.15)
+12% Acc
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 1
DC: 5/5

Attacks: (61 total)
Physical:
Blaze Kick
Bone Rush
Brick Break
Bulldoze
Bullet Punch
Circle Throw
Close Combat
Counter
Cross Chop
Crunch
Dig
Drain Punch
Dual Chop
Earthquake
Extremespeed
Feint
Focus Punch
Force Palm
Frustration
Hi Jump Kick
Ice Punch
Iron Tail
Low Kick
Low Sweep
Metal Claw
Quick Attack
Reversal
Return
Rock Slide
Shadow Claw
Sky Uppercut
Stone Edge
ThunderPunch

Special:
Aura Sphere
Dark Pulse
Dragon Pulse
Final Gambit
Flash Cannon
Focus Blast
Hyper Ball
Psychic
Shadow Ball
Vacuum Wave

Status:
Agility
Calm Mind
Copycat
Detect
Double Team
Endure
Follow Me
Foresight
Heal Pulse
Helping Hand
Me First
Metal Sound
Mind Reader
Nasty Plot
Protect
Screech
Substitute
Swords Dance
Work Up
 
#19
In as a battler.



<Phanpy> [Alice] (F)
Nature: Careful (- Sp.Attack,+ Sp.Def)

Type: Ground

Summary: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

About: An extremely happy and careful Donphan, Alice always prefer to think it carefully before acting, she doesnt have any dreams for the future, prefering to live ''one day at a time''. Her small size when compared to the rest of the species as a Phanpy (Something that quickly caught the team's attention) didnt disapear upon evolution, as such, Alice boasts smaller fangs than the rest of her species.

Abilites:


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.


Sand Veil (DREAM WORLD LOCKED, 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


Donphan
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 19


EC: 6/6
MC: 1
DC: 4/5

Attacks:

Odor Sleuth(*)
Tackle(*)
Growl(*)
Defense Curl(*)
Flail(*)
Take Down(*)
Rollout(*)
Natural Gift(*)
Slam(*)
Endure
Fire Fang
Thunder Fang
Horn Attack
Bulldoze
Rapid Spin
Knock Off
Magnitude
Assurance
Double Edge
Giga Impact

Earthquake(*)
Protect(*)
Toxic(*)
Seed-Bomb
Superpower
Gunk Shot
Double Team
Rock Polish
Sandstorm
Stone Edge
Bounce
Endeavor
Block
Rest
Iron Defense
Sleep-Talk

Counter(*)
Ice-Shard(*)
Body-Slam(*)
Head Smash
Heavy Slam
Focus Energy
Fissure



<Rapidash> [Twilight] (Female)

Nature: Naive (+17% accuracy)
Type: Fire
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.

About: Caught after being found injured by Matt and nursed back to health, Twilight quickly showed it's amazing fighting abilites by defeating a pack of wild Grimer. Despite her naiveness,Twilight is by no means a fool and , despite managing to maintain a serious attitude, she is a sweet heart and quickly becomes timid depending on the situation.

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.

Flash-Fire (Innate):

This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Flame Body (DW UNLOCKED,Innate):

This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.


Rapidash
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5


Attacks:

Growl(*)
Tackle(*)
Tail Whip(*)
Ember(*)
Flame Wheel(*)
Stomp(*)
Flame-Charge(*)
Fire-Spin(*)
Bounce
Agility
Flare-Blitz
Poison Jab
Megahorn
Quick Attack
Inferno

Fire-Blast(*)
Wild-Charge(*)
Sunny-Day(*)
Will-O-Wisp
Solar Beam
Overheat
Double Team
Substitute
Drill Run
Hidden Power (Ice, 7)


Hypnosis(*)
Low-Kick(*)
Charm(*)
Morning Sun
Double-Edge
Endure



<Primeape> [Steve] (Male)
Nature: Jolly (+14% accuracy)

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: He is the very first pokemon Matezoide obtained and quickly became best friends after Matt selfishlessly risked his life against a pack of wild Houndour.
Steve is extremely strong, determined, honored and relatively docile Primeape, only feeling trully alive during a battle with a worth opponent, he cares very much about his trainer and team mates.


Abilities:
Vital Spirit : (Innate)

This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.


Anger Point: (Innate)
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).


Defiant (DW UNLOCKED): (Innate)
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.




Stats:
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110 (95 * 1,15)
Size Class: 2
Weight Class: 3



EC: 6/6
MC: 1
DC: 5/5


Attacks:

Covet(*)
Scratch(*)
Low Kick(*)
Leer(*)
Focus Energy(*)
Fury Swipes(*)
Karate Chop(*)
Seismic Toss(*)
Screech(*)
Assurance(*)
Fling
Cross Chop
Punishment
Final Gambit
Swagger



Close Combat(*)
Reversal(*)
Encore(*)
Counter
Substitute
Return
Earthquake
Smack-Down
Foresight
Bulldoze
Taunt
Dual Chop
U-Turn
Outrage
Helping Hand
Endeavor
Sleep Talk
Rest
Stone Edge
Overheat
Double Team
Protect
Gunk Shot
Sunny Day



Dig(*)
Acrobatics(*)
Rock Slide(*)
Thunder-Punch
Endure
Ice Punch
Seed-Bomb
Fire Punch
Focus-Punch
Bide
Skull Bash
Mimic
Body Slam
Revenge
Dynamic Punch
 
#20
Closing signups. Will edit later with who's doing what and more instructions.

EDIT: MK Ultra, dogfish44, Frosty, AOPSuser, Ragnorakalex in as mentors.

Yarnus of Bethany, TIO, UllarWarlord, LupusAter, Pwnemon, King Serperior, Woodchuck, Madotsuki, waterwarrior, and Matezoide in as players.

Please PM me a Pokemon that meets entry requirements (need not be one you signed up with) by the end of Tuesday.
 
#22
Not all players will actually be in the fight, say like 5 will be inducted into the actual fight while the other 4 are kept in reserve in case of DQ. It's to create a actual fog of war effect if I'm reading it right.
 
#24
Mentors:
  1. MK Ultra
  2. dogfish44
  3. Frosty
  4. AOPSuser
  5. Ragnorakalex

Players:
  1. Yarnus of Bethany
  2. TIO
  3. UllarWarlord
  4. LupusAter
  5. Pwnemon
  6. King Serperior
  7. Woodchuck
  8. Madotsuki
  9. waterwarrior
  10. Matezoide

I understand Yarnus not having the number right, since it was edited after his post, but the rest of you could have counted too.
 
Status
Not open for further replies.