Dogfish44
You can call me Jiggly
Format: 1 v 2 (Hmm... what's a word for this? Threesome seems oddly innapropiate) EngEdit: SQUASH
2 Recoveries
5 Chills
3 Day DQ
Abilities = All
Items = Off
Switch = N/A
Arena: A 20ft-by-30ft field with a white picket fence along the edges. There is also a tyre leaning on the fence and a stop sign with graffiti on it leaning on a cinder block. Functionally, it's basically the ASB arena without an external water source.
Team Waterwarrior:
Dratini (Draco) Male
Nature: Adamant
Type: Dragon
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Shed Skin: (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.
Marvel Scale (DW ability, LOCKED): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 45
Energy: 50
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50
Size Class: 2
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Dragon Dance
ExtremeSpeed
Dragon Rush
Waterfall
Toxic
Dragon Tail
Total moves: 13
Team Objection:
Charizard [Hades] (M)
Nature: Lonely (+Attack, -Defence)
Type: Fire/Flying
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.
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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Moves: 37
EC: 9/9
MC: 1
DC: 5/5
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW UNLOCKED): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Attacks:
Heat Wave
Dragon Claw
Air Slash
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Rage
Flamethrower
Flare Blitz
Rock Slide
Swords Dance
AncientPower
Counter
Crunch
Dig
Brick Break
Will-o-Wisp
Shadow Claw
Sunny Day
Roost
Hone Claws
Reflect
Fire Blast
Fly
Dragon Tail
SolarBeam
Sky Drop
Protect
Earthquake
ThunderPunch
Blast Burn
I believe Waterwarrior attacks first, before Objection Counters. Then I ref this.
2 Recoveries
5 Chills
3 Day DQ
Abilities = All
Items = Off
Switch = N/A
Arena: A 20ft-by-30ft field with a white picket fence along the edges. There is also a tyre leaning on the fence and a stop sign with graffiti on it leaning on a cinder block. Functionally, it's basically the ASB arena without an external water source.
Team Waterwarrior:
[pimg]63[/pimg]
Abra* (Houdin) Male
Nature: Modest
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): (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:
Abra
HP: 40
Energy: 50
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Teleport*
Encore*
Guard Swap*
Fire Punch*
Psychic*
Shadow Ball*
Psyshock*
Total Moves: 7
Abra* (Houdin) Male
Nature: Modest
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): (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:
Abra
HP: 40
Energy: 50
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Teleport*
Encore*
Guard Swap*
Fire Punch*
Psychic*
Shadow Ball*
Psyshock*
Total Moves: 7
Dratini (Draco) Male
Nature: Adamant
Type: Dragon
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Shed Skin: (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.
Marvel Scale (DW ability, LOCKED): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 45
Energy: 50
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50
Size Class: 2
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Dragon Dance
ExtremeSpeed
Dragon Rush
Waterfall
Toxic
Dragon Tail
Total moves: 13
Team Objection:
Charizard [Hades] (M)
Nature: Lonely (+Attack, -Defence)
Type: Fire/Flying
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.
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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Moves: 37
EC: 9/9
MC: 1
DC: 5/5
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW UNLOCKED): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Attacks:
Heat Wave
Dragon Claw
Air Slash
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Rage
Flamethrower
Flare Blitz
Rock Slide
Swords Dance
AncientPower
Counter
Crunch
Dig
Brick Break
Will-o-Wisp
Shadow Claw
Sunny Day
Roost
Hone Claws
Reflect
Fire Blast
Fly
Dragon Tail
SolarBeam
Sky Drop
Protect
Earthquake
ThunderPunch
Blast Burn
I believe Waterwarrior attacks first, before Objection Counters. Then I ref this.