Here we go! A training battle between two newer players is about to begin here in the ASB arena, but the fickle spring weather is looking to interfere! How will the rapidly-changing weather affect the trainers and their strategies? Let's find out! Here are the rules for the battle!
2 v 2 NFE Singles
2 Recovers/5 Chills
DQ: 48 Hours
Abilities: All
Switch: KO
Items: On
Substitutions: 1 per turn
We're here at the ASB arena as usual, but the weather is a bit wonky today! At the beginning of each round, a random weather effect will come into play. With each weather, there is a 25% chance that a Castform will appear, knowing only Weather Ball. It will attack each trainer once per round, and whoever KOs it gets an additional KO counter. The Castform has a Hardy nature and no item.
And of course, we have to know what Pokemon will be squaring off today!
Complications:
Gastly (Frenzy) (M)
Nature: Timid (-Atk, +Spe, +29% ACC)
Type:
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.
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.
Abilities:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
Size Class: 3
Weight Class: 1
Base Rank Total: 15
EC: 1/9
MC: 0
Attacks:
Hypnosis (*)
Lick (*)
Spite (*)
Mean Look (*)
Curse (*)
Night Shade (*)
Confuse Ray (*)
Sucker Punch (*)
Shadow Ball
Destiny Bond
Perish Song (*)
Disable (*)
Clear Smog (*)
Dream Eater (*)
Will-O-Wisp (*)
Sludge Bomb (*)
Staryu (Soundwave) (Genderless)
Nature: Timid (-Atk, +Spe, +22% ACC)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Illuminate:
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
Command: (Ability: Illuminate)
Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic: (DW) (Locked)
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Surf (*)
Ice Beam (*)
Thunderbolt (*)
Aurora Beam (*)
Barrier (*)
Supersonic (*)
VS.
Pwnemon:
Embirch(*) Hot Potato (M)
Nature: Rash (+ SpA, - SpD)
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:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: 2
Def: 2
SpA: 4 (+)
SpD: 1 (-)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Sweet Scent (*)
Growth (*)
Absorb (*)
Ember (*)
Leech Seed (*)
Bullet Seed (*)
Flame Wheel (*)
Giga Drain (*)
Fire Spin(*)
Earth Power(*)
Counter(*)
Dragonbreath(*)
Sunny Day (*)
SolarBeam (*)
Fire Blast (*)
Gligar(*) Aerotoxin (F)
Nature: Impish (+ Def, -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.
Immunity (DW): (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 getting more severe.
Stats:
HP: 100
Atk: 3
Def: 5 (+)
SpA: 1 (-)
SpD: 3
Spe: 85
Size Class: 2
Weight Class: 4
Base Rank Total: 18
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Poison Sting(*)
Sand Attack(*)
Harden(*)
Knock Off(*)
Quick Attack(*)
Fury Cutter(*)
Faint Attack(*)
Counter(*)
Cross Poison(*)
Night Slash(*)
Toxic(*)
Earthquake(*)
Taunt(*)
Here's how things will go! Complications will send out his first Pokemon, then Pwnemon will send out a Pokemon of his own and give his orders! Then Complications will give his orders, and I'll ref the round! Then Complications will order, Pwnemon will order, I will ref, and we'll keep going like that! Now then, without further ado, let's get going!
Complications, you're up!
2 v 2 NFE Singles
2 Recovers/5 Chills
DQ: 48 Hours
Abilities: All
Switch: KO
Items: On
Substitutions: 1 per turn
We're here at the ASB arena as usual, but the weather is a bit wonky today! At the beginning of each round, a random weather effect will come into play. With each weather, there is a 25% chance that a Castform will appear, knowing only Weather Ball. It will attack each trainer once per round, and whoever KOs it gets an additional KO counter. The Castform has a Hardy nature and no item.
And of course, we have to know what Pokemon will be squaring off today!
Complications:
Gastly (Frenzy) (M)
Nature: Timid (-Atk, +Spe, +29% ACC)
Type:
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.
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.
Abilities:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
Size Class: 3
Weight Class: 1
Base Rank Total: 15
EC: 1/9
MC: 0
Attacks:
Hypnosis (*)
Lick (*)
Spite (*)
Mean Look (*)
Curse (*)
Night Shade (*)
Confuse Ray (*)
Sucker Punch (*)
Shadow Ball
Destiny Bond
Perish Song (*)
Disable (*)
Clear Smog (*)
Dream Eater (*)
Will-O-Wisp (*)
Sludge Bomb (*)
Staryu (Soundwave) (Genderless)
Nature: Timid (-Atk, +Spe, +22% ACC)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Illuminate:
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
Command: (Ability: Illuminate)
Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic: (DW) (Locked)
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Surf (*)
Ice Beam (*)
Thunderbolt (*)
Aurora Beam (*)
Barrier (*)
Supersonic (*)
VS.
Pwnemon:
Embirch(*) Hot Potato (M)
Nature: Rash (+ SpA, - SpD)
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:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: 2
Def: 2
SpA: 4 (+)
SpD: 1 (-)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Sweet Scent (*)
Growth (*)
Absorb (*)
Ember (*)
Leech Seed (*)
Bullet Seed (*)
Flame Wheel (*)
Giga Drain (*)
Fire Spin(*)
Earth Power(*)
Counter(*)
Dragonbreath(*)
Sunny Day (*)
SolarBeam (*)
Fire Blast (*)
Gligar(*) Aerotoxin (F)
Nature: Impish (+ Def, -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.
Immunity (DW): (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 getting more severe.
Stats:
HP: 100
Atk: 3
Def: 5 (+)
SpA: 1 (-)
SpD: 3
Spe: 85
Size Class: 2
Weight Class: 4
Base Rank Total: 18
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Poison Sting(*)
Sand Attack(*)
Harden(*)
Knock Off(*)
Quick Attack(*)
Fury Cutter(*)
Faint Attack(*)
Counter(*)
Cross Poison(*)
Night Slash(*)
Toxic(*)
Earthquake(*)
Taunt(*)
Here's how things will go! Complications will send out his first Pokemon, then Pwnemon will send out a Pokemon of his own and give his orders! Then Complications will give his orders, and I'll ref the round! Then Complications will order, Pwnemon will order, I will ref, and we'll keep going like that! Now then, without further ado, let's get going!
1) Complications sends out Pokemon
2) Pwnemon sends out Pokemon and orders
3) Complications orders
4) I ref
5) Complications orders
6) Pwnemon orders
7) I ref
8) 5-7 repeat with the order of 5 and 6 switching each time
2) Pwnemon sends out Pokemon and orders
3) Complications orders
4) I ref
5) Complications orders
6) Pwnemon orders
7) I ref
8) 5-7 repeat with the order of 5 and 6 switching each time
Complications, you're up!