Hey guys! Looks like we've got ourselves a battle for training some weaker mons between Blazikenmaster-Zeo (henceforth referred to as BM-Zeo) and shinyskarmory! Let's look at the rules! First to mid level mons. 3 Day DQ 2 recovers/5 chills Switch= Arrow to the knee (interpreting this as Switch=OK because Switch=KO sucks and you weren't clear. If one of you REALLY doesn't want to do Switch=OK then I'll change it (boo on you if you do that though D:)) Items= FUS RO DAH! (no) Abilities= All And what would a Pokemon match be without Pokemon? BM-Zeo: Stars the Staravia (Move your mouse to reveal the content) Stars the Staravia (open) Stars the Staravia (close) Staravia(Stars)(Male) 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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. Nature: Adamant (+1 Attack, -1 SpA) Stats: HP: 90 Atk: Rank 4(+) Def: Rank 2 SpA: Rank 1(-) SpD: Rank 2 Spe: 80 Size Class: 1 Weight Class: 2 Base Rank Total: 14 EC: 8/9 MC:0 DC:2/5 Level Up Moves Tackle Growl Quick Attack Wing Attack Double Team Endeavor Whirlwind Aerial Ace Brave Bird Agility Egg Moves Detect Foresight Roost TM/HM Moves Protect Double Team Steel Wing Fly Total Moves: 16 Abilities Intimidate: 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) Reckless(DW): Type: Innate This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack George the Haunter (Move your mouse to reveal the content) George the Haunter (open) George the Haunter (close) Haunter(George)(Male) Type: Ghost/Poison 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. Nature: Hasty(+15% speed, 21% Acc, -1 Defence) Stats: HP: 90 Atk: Rank 2 Def: Rank 1(-) SpA: Rank 4 SpD: Rank 2 Spe: 110(+) Size Class: 3 Weight Class: 1 Base Rank Total: 15 EC:8/9 MC:0 DC:2/5 Level Up Moves: Hypnosis Lick Spite Mean Look Curse Confuse Ray Night Shade Confuse Ray Shadow Punch Sucker Punch Shadow Ball Hex Egg Moves Disable Psywave Perish Song TM/HM Moves Toxic Taunt Thunderbolt Sludge Bomb Total Moves: 16 Abilities Levitate: Type: Trait This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. 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. Ralph the Houndour (Move your mouse to reveal the content) Ralph the Houndour (open) Ralph the Houndour (close) Houndour(Ralph)(Male) Type: Fire/Dark 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. 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. Nature: Brave (+1 Atk, -15% speed, -10 Evasion) Stats: HP: 90 Atk: Rank 3(+) Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 56(-) Size Class: 1 Weight Class: 1 Base Rank Total: 14 EC:5/6 MC:2 DC:1/5 Level Up Moves: Leer Ember Howl Smog Roar Bite Oder Sleuth Beat Up Egg Moves Counter Sucker Punch Thunder Fang TM/HM Moves Protect Shadow Ball Flame Thrower Total Moves: 14 Abilties Early Bird: Type: Innate This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions. Flash Fire: Type: 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. Unnerve (DW): Type: Innate The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. VS. shinyskarmory: Pontiac the Scratchet (Move your mouse to reveal the content) Pontiac the Scratchet (open) Pontiac the Scratchet (close) Scratchet [Pontiac] (M) Type: Normal/Fighting Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Vital Spirit (DW): (Innate) (Locked) 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. Stats: HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 1 SpD: Rank 3 Spe: 40 Size Class: 1 Weight Class: 2 Base Rank Total: 14 EC: 4/6 MC: 4 DC: 3/5 Moves (15) Level Up Fury Swipes Harden Focus Energy Rock Smash Roar Work Up Submission Hyper Voice Bulk Up Egg Moves Baton Pass Roost Stealth Rock TMs Focus Blast Grass Knot Retaliate Finley the Marshtomp (Move your mouse to reveal the content) Finley the Marshtomp (open) Finley the Marshtomp (close) Marshtomp [Finley] (M) Nature: Adamant (+1 Atk, -1 Sp.A) Types: Water Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Torrent (Innate): When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). Damp (Innate) (DW) (Locked): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 1 (+) SpD: Rank 3 Spe: 50 Size Class: 2 Weight Class: 3 Base Rank Total: 16 EC: 4/9 MC: 0 DC: 2/5 Moves (19) Level Up Tackle Growl Mud Slap Water Gun Bide Mud Shot Foresight Mud Sport Mud Bomb Take Down Protect Hydro Pump (Mudkip) Earthquake Egg Moves Counter Mirror Coat Avalanche TM Moves Waterfall Rock Slide Facade Treewig the Grotle (Move your mouse to reveal the content) Treewig the Grotle (open) Treewig the Grotle (close) Grotle(*) [Treewig] (F) Nature: Gentle (+1 Sp. Def, -1 Def) Type: 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 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) Shell Armor: (Innate) (DW) (Locked) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Stats HP: 100 Atk: Rank 3 Def: Rank 2 (-) SpA: Rank 2 SpD: Rank 4 (+) Spe: 36 Size Class: 2 Weight Class: 4 Base Rank Total: 16 EC: 5/9 MC: 1 DC: 4/5 Moves Level Up Tackle (*) Withdraw (*) Absorb (*) Razor Leaf (*) Curse (*) Bite (*) Mega Drain (*) Synthesis Leech Seed Leaf Storm Crunch Egg Moves Growth (*) Superpower (*) Body Slam (*) Tutor Moves (all gens) Seed Bomb TMs Grass Knot (*) Rock Smash(*) Protect (*) I'm pretty sure you guys have a pretty good idea of how things work by now, but just in case I'll leave the order of operations here. Now then, let's get to the match! Order of Operations (Move your mouse to reveal the content) Order of Operations (open) Order of Operations (close) 1) BM-Zeo sends out Pokemon 2) shinyskarmory sends out Pokemon and issues actions 3) BM-Zeo issues actions 4) I ref 5) BM-Zeo issues actions 6) shinyskarmory issues actions 7) I ref 8) 5-7 repeat with the order of 5 and 6 switching each round BM-Zeo, you're up!