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Roleplay ASB Hunger Games: Seeking a mentor

Discussion in 'ASB' started by Rediamond, Jan 4, 2013.

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  1. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    3,168
    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:

    [​IMG]

    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.

    Hunger Games Items (open)

    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. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    3,168
    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. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator
    Moderator

    Joined:
    Aug 20, 2010
    Messages:
    2,368
    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.
  4. Dogfish44

    Dogfish44 Banned from 22 Casinos
    is a Forum Moderator
    Moderator

    Joined:
    Jan 1, 2009
    Messages:
    1,000
    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:

    [​IMG]

    "OK then, let's get going!"

    [a]Emolga[/a]
    Emolga (F) (*) (open)
    [​IMG]
    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 (F) (open)
    [​IMG]
    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 (N/A) (open)
    [​IMG]
    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. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    Signing up!
    Mons will get here soon.
    Zap! The PorygonZ (40 moves) (open)
    [​IMG]
    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)

    Zzz! The Snorlax (46 moves) (open)
    [​IMG]
    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

    Yum! The Lickilicky (51 moves) (open)
    [​IMG]
    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. TIO

    TIO

    Joined:
    Jul 30, 2012
    Messages:
    742
    In!
    Dexter the Cinccino (open)

    [​IMG]
    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

    Jill the Jellicent (open)
    [​IMG]
    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

    Arthur the Scrafty (open)

    [​IMG]
    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. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,623
    [​IMG]
    "Signing up as a player. May the odds be ever in my favor...this time at least."

    Drake the Farfetch’d(*) (open)
    [​IMG]
    <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(*)

    Huggable the Voodoom (open)
    [​IMG]
    <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

    Charos the Dragonite (open)
    [​IMG]
    <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. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    In.

    Nidhogg (open)

    [​IMG](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)


    Thrym (open)

    [​IMG]
    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


    Fenris (open)

    [​IMG]
    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

  9. Pwnemon

    Pwnemon judges silently
    is a Forum Moderatoris a Community Contributoris a Smogon Media Contributoris a Tiering Contributoris a Contributor to Smogon
    Doubles Co-Lead

    Joined:
    Aug 26, 2010
    Messages:
    3,582
    imma play whores

    Gallade (open)

    [​IMG]
    (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 (open)

    [​IMG]
    (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 (open)

    [​IMG]

    (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. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    3,168
    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. King Serperior

    King Serperior

    Joined:
    Sep 15, 2011
    Messages:
    3,029
    [​IMG]
    "I will enter. I will do the best for my people!"

    Timezone: GMT -6
    King the Nidoking (open)

    [​IMG]
    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

    Firestorm the Pyroak (open)

    [​IMG]
    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

    Elizabeth Swann the Milotic (open)

    [​IMG]
    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
  12. Woodchuck

    Woodchuck i am woodchuck
    is a Battle Server Administratoris a Smogon IRC AOPis a Forum Moderator
    Moderator

    Joined:
    May 25, 2010
    Messages:
    2,148
    Given Rediamond's most recent post, I'll be signing up.
    timezone: PST (GMT -8)
    Becquerel the Lucario (open)

    [​IMG]
    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. Madotsuki

    Madotsuki

    Joined:
    Apr 5, 2011
    Messages:
    228
    This totally isn't my actual entry; I'll change it later. But I'm entering.

    Caliborn the Shuckle (open)


    [​IMG]



    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. Ragnarokalex

    Ragnarokalex

    Joined:
    Jan 7, 2011
    Messages:
    3,996
    Mentlegen, for your consideration:

    For the position of battler:
    Ragnarok the Gallade (open)

    [​IMG]
    *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

    Daezara the Cyclohm (open)

    [​IMG]
    *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

    Azavel the Togekiss (open)

    [​IMG]
    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:
    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. Frosty

    Frosty ._.
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    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.
  16. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    3,168
    We're close to optimal capacity. Leaving signups open for approximately 36 more hours to allow for any last applicants.
  17. AOPSUser

    AOPSUser

    Joined:
    Dec 3, 2011
    Messages:
    1,557
    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 (OT Galladiator) (open)
    [​IMG]

    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 (open)
    [​IMG]

    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 (open)
    [​IMG]

    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. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,527
    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:
    Houdin the Alakzam (open)


    [​IMG]
    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

    Derpy Hooves the Slowbro (open)


    [​IMG]
    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

    Phoenix the Lucario (open)


    [​IMG]
    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. Matezoide

    Matezoide

    Joined:
    Jul 4, 2012
    Messages:
    512
    In as a battler.


    Alice (open)


    [​IMG]
    <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


    Twilight (open)



    [​IMG]
    <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


    Steve (open)


    [​IMG]
    <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. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    3,168
    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.
  21. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    There are 9 players and 5 mentors. How does that work?
  22. Ragnarokalex

    Ragnarokalex

    Joined:
    Jan 7, 2011
    Messages:
    3,996
    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.
  23. Madotsuki

    Madotsuki

    Joined:
    Apr 5, 2011
    Messages:
    228
    Nah, I think there aren't enough players for reserve. Each mentor should get 2 players, if I understand correctly, with one getting only one.
  24. akela

    akela

    Joined:
    Mar 22, 2012
    Messages:
    4,306
    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.
  25. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    3,168
    http://www.smogon.com/forums/group.php?groupid=2185

    The sponsors group is now open. All sponsors should apply to join. Users with more than 16 CC who aren't playing are also permitted. This will be the base where information will be made "public" and, for mentors, the easiest way to convince people to bet on your cause.
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