Here in this blessedly quiet arena, Subway and Pwnemon are going to tear up a library and get away scot-free. First, let's go over the rules and where the heck we are.
1FE, 1NFE
Infinite Chills/Recovers
2 Subs
Items = On
Switch = No
1 day DQ
Next, let's see what pokemon they brought to act as wrecking balls:
SubwayJ's Team:
Pwnemon's Team:
Gliscor (Zoe Washburne) (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: 1 (1 tourneyshare)
DC: FULL
Attacks:
Ice Fang
Fire Fang
Thunder Fang
Poison Jab
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Acrobatics
Guillotine
U-turn
Screech
Counter
Cross Poison
Night Slash
Agility
Sand Tomb
Sky Attack
Aqua Tail
Tailwind
Toxic
Earthquake
Taunt
Roost
Substitute
Stealth Rock
Torment
Thief
Dig
Protect
Aerial Ace
Rock Slide
Struggle Bug
Brick Break
False Swipe
Rock Tomb
Fling
Payback
Rock Polish
Porygon2 (N) River Tam
Nature: Modest (+ SpA, - Atk)
Types: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
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 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 (DW): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: 2 (-)
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 60
Size Class: 1
Weight Class: 3
Base Rank Total: 18
EC: 7/9
MC: 0
DC: FULL
Attacks:
Defense Curl
Conversion2
Tackle
Sharpen
Conversion
Psybeam
Agility
Recover
Magnet Rise
Magic Coat
Tri Attack
Zap Cannon
Endure
Ice Beam
Swift
Nightmare
SolarBeam
Thunder Bolt
Hyper Beam
Psyshock
Hidden Power (Fire, 7)
Substitute
Reflect
Okay, now let's see the turn order and we can start tearing this place down!
Subway sends out and equips items.
Pwnemon sends out, equips items.
I see the abilities.
Pwnemon orders.
Subway orders.
I ref.
Subway orders.
Pwnemon orders.
I ref.
Repeat.
1FE, 1NFE
Infinite Chills/Recovers
2 Subs
Items = On
Switch = No
1 day DQ
Field Type- Neutral
Complexity- Moderate
Format- Singles/Doubles/Triples
Restrictions- Artificial arena, low ceiling, no seismic acitivity, always all abilities
Library of Abilites: Somewhere deep in the empirical city (no not the famous one, the lesser known empirical city), lies a forgotten place of magical literature, The Etheral Libraries. This majestic palace of a place is getting older due to no one taking care of it, but it still holds a pwerful secret; The books! they hold descriptive passages of every known ability of man and pokemon. and since this place is magic, when you battle here the books come alive! they miss being used (refer to the kitchen ware fom beauty and the beast), and they will willignly let you use their power! As you send a pokemon in, two random books will soar straight into your pokemon, and with a flash of power, they will be incapable of using their original abilites! but fret not, they will have two new abilites! weather its for good or worse, we know not, but it sure does make for an intersting battle!
Ref RNGs two abilites for each pokemon. If a pokemon is FE then they get 3 RNG'd abilities.
The arena is 200 feet by 200 feet, square shaped. the walls of this arena are tall and dusty book shelves, and the floor is covered in a deep pruple and gold carpet, giving the place an old but magical feel. there are some lights, not too much though. every pokemon can see just fine though
Complexity- Moderate
Format- Singles/Doubles/Triples
Restrictions- Artificial arena, low ceiling, no seismic acitivity, always all abilities
Library of Abilites: Somewhere deep in the empirical city (no not the famous one, the lesser known empirical city), lies a forgotten place of magical literature, The Etheral Libraries. This majestic palace of a place is getting older due to no one taking care of it, but it still holds a pwerful secret; The books! they hold descriptive passages of every known ability of man and pokemon. and since this place is magic, when you battle here the books come alive! they miss being used (refer to the kitchen ware fom beauty and the beast), and they will willignly let you use their power! As you send a pokemon in, two random books will soar straight into your pokemon, and with a flash of power, they will be incapable of using their original abilites! but fret not, they will have two new abilites! weather its for good or worse, we know not, but it sure does make for an intersting battle!
Ref RNGs two abilites for each pokemon. If a pokemon is FE then they get 3 RNG'd abilities.
The arena is 200 feet by 200 feet, square shaped. the walls of this arena are tall and dusty book shelves, and the floor is covered in a deep pruple and gold carpet, giving the place an old but magical feel. there are some lights, not too much though. every pokemon can see just fine though
Next, let's see what pokemon they brought to act as wrecking balls:
SubwayJ's Team:
Nature: Quiet (+Sp Atk, -Speed)
Type: Grass/Ghost
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.
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:
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW-UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats: (Quiet Nature)
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-) (-10EVA)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC 6/6
MC 0
DC 5/5
Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Shadow Ball
Soak
Giga Drain
Natural Gift
Ingrain
Protect
Calm Mind
Psychic
Torment
Telekenisis
Toxic
Shadow Claw
Stone Edge
Thief
Substitute
Total Moves: 28
Type: Grass/Ghost
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.
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:
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW-UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats: (Quiet Nature)
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-) (-10EVA)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC 6/6
MC 0
DC 5/5
Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Shadow Ball
Soak
Giga Drain
Natural Gift
Ingrain
Protect
Calm Mind
Psychic
Torment
Telekenisis
Toxic
Shadow Claw
Stone Edge
Thief
Substitute
Total Moves: 28
Nature: Brave (+Atk, - Speed)
Type: Psychic
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:
Overcoat: (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).
Magic Guard: (Innate)This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Regenerator: (DW LOCKED) (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: (Brave Nature)
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 17 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Moves:
Psywave
Reflect
Rollout
Snatch
Hidden Power (Ground 7)
Light Screen
Charm
Recover
Psyshock
Trick
Imprison
Confusion
Protect
Shadow Ball
Thunder
Total Moves: 15
Type: Psychic
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:
Overcoat: (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).
Magic Guard: (Innate)This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Regenerator: (DW LOCKED) (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: (Brave Nature)
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 17 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Moves:
Psywave
Reflect
Rollout
Snatch
Hidden Power (Ground 7)
Light Screen
Charm
Recover
Psyshock
Trick
Imprison
Confusion
Protect
Shadow Ball
Thunder
Total Moves: 15
Pwnemon's Team:
Gliscor (Zoe Washburne) (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: 1 (1 tourneyshare)
DC: FULL
Attacks:
Ice Fang
Fire Fang
Thunder Fang
Poison Jab
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Acrobatics
Guillotine
U-turn
Screech
Counter
Cross Poison
Night Slash
Agility
Sand Tomb
Sky Attack
Aqua Tail
Tailwind
Toxic
Earthquake
Taunt
Roost
Substitute
Stealth Rock
Torment
Thief
Dig
Protect
Aerial Ace
Rock Slide
Struggle Bug
Brick Break
False Swipe
Rock Tomb
Fling
Payback
Rock Polish
Porygon2 (N) River Tam
Nature: Modest (+ SpA, - Atk)
Types: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
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 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 (DW): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: 2 (-)
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 60
Size Class: 1
Weight Class: 3
Base Rank Total: 18
EC: 7/9
MC: 0
DC: FULL
Attacks:
Defense Curl
Conversion2
Tackle
Sharpen
Conversion
Psybeam
Agility
Recover
Magnet Rise
Magic Coat
Tri Attack
Zap Cannon
Endure
Ice Beam
Swift
Nightmare
SolarBeam
Thunder Bolt
Hyper Beam
Psyshock
Hidden Power (Fire, 7)
Substitute
Reflect
Okay, now let's see the turn order and we can start tearing this place down!
Subway sends out and equips items.
Pwnemon sends out, equips items.
I see the abilities.
Pwnemon orders.
Subway orders.
I ref.
Subway orders.
Pwnemon orders.
I ref.
Repeat.