Brandon entered the dojo, bowing to the master and taking off his shoes as requested. This time it was Seedstrike who followed him into the dojo, as Brandon had decided it was time for someone else to get a turn. Flamestrike had gotten to watch the past battles with him, so he let Seedstrike enjoy a match for a change. Before long, the two opponents entered, both ASB veterans. On one side was DarkSlay, and Brandon couldn’t help but chuckle as Seedstrike growled at the trainer who had commanded his swift demise in Brandon’s first battle. Clearly he hadn’t forgotten it. On the other side was Seven Deadly Sins, who Brandon recognized from the last battle he reffed. As the trainers made their preparations, Brandon went over the rules of the battle. He also took the time to look around the dojo, noting that using Dig and Earthquake would be impossible. Finally, Brandon decided to check whether DarkSlay would be using the same Pokemon he had used against him. While he was at it, he decided there was no real reason not to check SDS’s Pokemon as well. DarkSlay: Salmon the Slowking (Move your mouse to reveal the content) Salmon the Slowking (open) Salmon the Slowking (close) Slowking [Salmon] (F) Nature: Relaxed (Adds * to Defense. Subtracts 15% from Speed.) Type: Psychic / Water 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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1). Stats: HP: 100 Atk: *** Def: ****(+) SpA: **** SpD: **** Spe: 26 (-) EC: 6 / 6 MC: 0 DC: 5 / 5 Abilities: Oblivious: (Innate)This Pokemon is incapable of being effected by Attract or Cute Charm. Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method. Regeneration (UNLOCKED): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored. Attacks: Curse (*) Yawn (*) Tackle (*) Growl (*) Water Gun (*) Confusion (*) Disable (*) Headbutt (*) Psychic Slack Off Future Sight (*) Block (*) Mud Sport (*) Calm Mind (*) Surf (*) Ice Beam (*) Thunder Wave Trick Room Hidden Power (Grass, 7) Scald Allergy the Haunter (Move your mouse to reveal the content) Allergy the Haunter (open) Allergy the Haunter (close) Haunter [Allergy] (F) Nature: Mild (Adds * to Special Attack. Subtracts * from Defense.) Type: Ghost / Poison Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.) Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Garbodor, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1). Stats: HP: 90 Atk: ** Def: *(-) SpA: *****(+) SpD: ** Spe: 95 EC: 8 / 9 MC: 1 DC: 0 / 0 (no DW ability) Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit. Attacks: Hypnosis (*) Lick (*) Spite (*) Mean Look (*) Curse (*) Confuse Ray (*) Night Shade (*) Sucker Punch (*) Shadow Ball Disable (*) Perish Song (*) Fire Punch (*) Sludge Bomb (*) Thunderbolt (*) Hidden Power (Fighting, 7) (*) Eclipse the Zweilous (Move your mouse to reveal the content) Eclipse the Zweilous (open) Eclipse the Zweilous (close) Zweilous [Eclipse] (F) Nature: Quiet (Adds * to Special Attack. Subtracts 15% from Speed.) Type: Dark / Dragon 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). Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.). Stats: HP: 100 Atk: *** Def: *** SpA: ****(+) SpD: *** Spe: 50 (-) EC: 4 / 9 MC: 1 DC: 0 / 0 (No DW Ability) Abilities: Hustle: (Can Be Activated)This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal. Attacks: Tackle (*) Dragon Rage (*) Focus Energy (*) Bite (*) Headbutt (*) Dragonbreath (*) Roar (*) Crunch (*) Dark Pulse (*) Earth Power (*) ThunderFang (*) Taunt (*) Work Up (*) Protect (*) VS. Seven Deadly Sins: Indestructible the Shuckle (Move your mouse to reveal the content) Indestructible the Shuckle (open) Indestructible the Shuckle (close) Indestructible - Shuckle (M) Nature: Relaxed (Defense increased by *, Speed reduced by 15%) Type: Rock / Bug 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). Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1). Stats: HP: 80 Atk: Rank 1 Def: Rank 10(+) SpA: Rank 1 SpD: Rank 9 Spe: 4 (-) EC: 0/0 MC: 0 DC: 0/5 Abilities: Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Contrary (Dream World): (Can Be Activated) 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. Attacks: Withdraw Constrict Bide Struggle Bug Encore Wrap Safeguard Rest Rollout Rock Blast Knock Off Helping Hand Toxic Gyro Ball Defense Curl Paradiso the Archeops (Move your mouse to reveal the content) Paradiso the Archeops (open) Paradiso the Archeops (close) Paradiso - Archeops (F) Nature: Lonely (Attack increased by *, Defense reduced by *) Type: Rock / Flying 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). Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1). Stats: HP: 100 Atk: Rank 6(+) Def: Rank 2(-) SpA: Rank 4 SpD: Rank 3 Spe: 112 EC: 6/6 MC: 1 DC: 0/0 Abilities: Defeatist: (Innate) The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear. Attacks: Quick Attack Leer Wing Attack Rock Throw Double Team Scary Face Pluck AncientPower Agility Quick Guard Acrobatics Crunch Head Smash Earth Power Defog Claw Sharpen Taunt Stone Edge Bosshroom the Breloom (Move your mouse to reveal the content) Bosshroom the Breloom (open) Bosshroom the Breloom (close) Breloom (*) Bosshroom (M) Nature: Adamant (Attack increased by *, Special Attack reduced by *) Type: Grass / Fighting 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). Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). Stats: HP: 90 Atk: *****(+1) (+) Def: *** SpA: * (-) SpD: ** Spe: 70 EC: 6/6 MC: 1 DC: 4/5 Abilities: 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. Their Toxic counter will still go up should their ability be disabled. Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate. Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Attacks: Absorb(*) Tackle(*) Stun Spore(*) Leech Seed(*) Mega Drain(*) Headbutt(*) Poisonpowder(*) Spore Mach Punch Counter Force Palm Bullet Seed(*) Drain Punch(*) Seed Bomb(*) Swords Dance(*) Facade(*) Double Team(*) Seedstrike nudged Brandon, and he looked up to see the trainers waiting for him. “Oh, you guys are ready! Well you guys are vets so I’m sure you know how this works. DarkSlay will send out his Pokemon, SDS sends his out and tells them what to do, DarkSlay gives his orders then I figure out what happened and update you guys, then we’ll go from there. Good luck guys!” After finishing, he noticed Seedstrike glaring at DarkSlay. “I guess you’re cheering for SDS, huh? We’ll see how things go…” Order of Operations (Move your mouse to reveal the content) Order of Operations (open) Order of Operations (close) 1. DarkSlay sends out Pokemon 2. SDS sends out Pokemon and issues actions 3. DarkSlay issues actions 4. I ref 5. DarkSlay issues actions 6. SDS issues actions 7. I ref 8. 5-7 repeat with the order of 5 and 6 swapped each round DarkSlay, you’re up!