Completed Danmantincan vs TIO (6vs6 at the tower of heaven)

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#1
TIO said:
Sending out a challenge!
6v6 singles, 1 FE, 5 NFE
Standard crap.
Tower of Heaven.
Danmantincan said:
Sure, I'll accept that battle TIO (although I don't really remember what Tower of Heaven is).

The Tower of Heaven is an ancient structure that stretches deep into the clouds, the heavens, and far beyond. It is composed of a material similar to rock, but far more durable and nearly impossible to break. Most of the structure is open-air giving a good glimpse of the clear sky. Moss and other small plant life have grown on the outcropping on the rock-like material with small butterflies flying about. There are small streams and pools of water within the structure for Water attacks and Water Pokemon. The battle will take place within one of the many chambers of the tower.

All moves can be used within the Tower of Heaven. However, there is a catch. Within my hands is the Book of Laws. At the end of each round, I'll write down a new law. The laws restrict what attacks, actions, or commands you may or may not take in battle. Violation of any law in battle will still allow you to perform the command, however the offender will be struck down with a lightning bolt that deals 10 damage flat and ignores abilities, weakness, and resistance. The lightning bolt cannot be deflected, dodged, evaded, or otherwise blocked. It will hit the Pokemon behind a Substitute, find its way through Double Team, and will go through Wonder Guard. Pokemon that are immune to Electric attacks by ability or typing will still be struck down and will gain no benefit such as Motor Drive's Speed boost. Violation of multiple laws in an action will drop down multiple lightning bolts on the offender depending on how many laws they've broken in a given action.

For instance, Pikachu decides to use Thunderbolt on a Staryu. If I restrict the usage of Thunderbolt, Pikachu will be smote once for 10 damage. If I restrict the usage of Thunderbolt and all Electrical attacks, Pikachu will be hit twice for 20 damage. Finally, if I restrict the usage of Thunderbolt, Electrical attacks, and super-effective moves, Pikachu will be struck thrice for 30 damage.

If there's any questions or need clarification on anything, PM me.

Summary: All moves can be used initially, however new laws added in each round will restrict what commands can be used. Violation of any law will be penalized with a lightning bolt dealing 10 damage flat ignoring typing and abilities. Combatants can be penalized multiple times in an action.


TIO said:
Switch=OK, then?
Tower of Heaven is a normal arena, except the ref can make 1 law per round, and if we break any of the laws, then our pokemon gets zapped for 10 damage.
TIO said:

Fraxure[Chuck](M)*
Nature: Adamant (+Att, -SpA)
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Mold Breaker: Type: Innate
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Rivalry: Type: Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender (Monster/Ground are used for Nidorina/Nidoqueen).

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.

Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 67
Size Class: 2
Weight Class: 3
Base Rank Total: 17

EC: 4/9
MC: 0
DC: 4/5

Attacks:
Scratch*
Leer*
Assurance*
Dragon Rage*
Dual Chop*
Scary Face*
Slash*
False Swipe*
Dragon Dance
Dragon Claw
Outrage
Taunt

Iron Tail*
Night Slash*
Reversal*
Counter

Aqua Tail

Return*
X-Scissor*
Poison Jab*


Jellicent[Jill](F)*
Nature: Bold (+Def, -Att)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Water Absorb: Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Cursed Body: Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Damp (DW unlocked): Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 110
Atk: Rank 1(-)
Def: Rank 4(+)
SpA: Rank 3
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Bubble*
Water Sport*
Absorb*
Night Shade*
BubbleBeam*
Recover*
Water Pulse*
Ominous Wind
Rain Dance
Hex
Wring Out
Water Spout
Brine

Confuse Ray*
Mist*
Acid Armor*
Pain Split

Giga Drain
Icy Wind
Magic Coat

Ice Beam*
Shadow Ball*
Scald*
Toxic
Protect
Will-o-Wisp
Surf
Double Team


Timburr[Greg](M)
Nature: Adamant (+Att, -SpA)
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Guts: Type: Innate.
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Sheer Force: Type: Can be Enabled.
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Iron Fist (DW): Type: Trait.
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 0/9
MC:
DC: 0/5

Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-up Slap
Chip Away

Drain Punch
Mach Punch
Wide Guard

Frustration
Poison Jab
Payback


Scraggy [Arthur] (M)
Nature: Adamant (+Att, -SpA)
Type:
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Shed Skin: Type: 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.
Moxie: Type: Innate. This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW): 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)

Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 4/6
MC: 0
DC: 4/5

Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
High Jump Kick
Crunch
Focus Punch
Head Smash

Detect
Drain Punch
Fake Out

ThunderPunch
Ice Punch
Fire Punch
Zen Headbutt

Dig
Stone Edge
Retaliate


Minccino [Dexter](M)
Nature: Adamant (+Att, -SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Cute Charm: Type: Innate. This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.

Technician: Type: Innate. This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

Skill Link (DW unlocked): Type: Innate. This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 75
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 5/6
MC: 1
DC: 5/5

Attacks:
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Wake-up Slap
After You
Hyper Voice

Endure
Knock Off
Flail

Covet

Safeguard
Dig
Double Team
Retailiate


Solosis[Anne](F)
Nature: Quiet (+SpA, -Spe, -10 Evasion)
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 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: Type: 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: Type: 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): Type: 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:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 5(+)
SpD: Rank 2
Spe: 17(-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 3/9
MC: 0
DC: 3/5

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Ground 7
Light Screen
Charm
Recover
Psyshock
Psychic
Pain Split
Future Sight
Skill Swap
Heal Block

Confuse Ray
Imprison
Trick

Signal Beam
Zen Headbutt

Shadow Ball
Energy Ball
Flash Cannon
Thunder
Explosion
danmantincan said:
Thanks for taking this.

Meg - Emboar (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Type: Fire/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

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)
Reckless (DW Unlocked): (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 Power, and recoil percentage is unaffected.

Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 56 (-)

Size Class: 3
Weight Class: 5

EC: 9/9
MC:
DC: 5/5

Moves:
Arm Thrust
Assurance
Attract
Blast Burn
Block
Body Slam
Brick Break
Bulk Up
Bulldoze
Covet
Curse
Defense Curl
Double Team
Earthquake
Echoed Voice
Ember
Endeavor
Facade
Fire Blast
Fire Pledge
Fire Punch
Flame Charge
Flamethrower
Flare Blitz
Fling
Focus Blast
Frustration
Giga Impact
Grass Knot
Gyro Ball
Hammer Arm
Head Smash
Heat Crash
Heat Wave
Heavy Slam
Helping Hand
Hidden Power
Hyper Beam
Incinerate
Iron Head
Iron Tail
Low Kick
Low Sweep
Magnitude
Odor Sleuth
Overheat
Poison Jab
Protect
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Scald
Sleep Talk
Smack Down
Smog
Snore
SolarBeam
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Tackle
Tail Whip
Take Down
Taunt
Thrash
ThunderPunch
Toxic
Wild Charge
Will-o-Wisp
Work Up
Yawn

Ulki - Staravia (M)
Nature: Careful (+1 SpD, -1 SpA)

Types: 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.

Abilities:
Intimidate: (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.
Reckless (DW): (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 Power, and recoil percentage is unaffected.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 80

Size Class: 1
Weight Class: 2

EC: 5/9
MC: 0
DC: 3/5

Moves:
Aerial Ace
Agility
Air Cutter
Astonish
Attract
Brave Bird
Captivate
Close Combat
Defog
Detect
Double-Edge
Double Team
Echoed Voice
Endeavor
Endure
Facade
FeatherDance
Final Gambit
Fly
Foresight
Frustration
Fury Attack
Giga Impact
Growl
Heat Wave
Hidden Power
Hyper Beam
Mud-Slap
Natural Gift
Ominous Wind
Pluck
Protect
Pursuit
Quick Attack
Rain Dance
Rest
Retaliate
Return
Revenge
Roost
Round
Sand-Attack
Secret Power
Sky Attack
Sleep Talk
Snore
Steel Wing
Substitute
Sunny Day
Swagger
Swift
Tackle
Tailwind
Take Down
Thief
Toxic
Twister
U-turn
Uproar
Whirlwind
Wing Attack
Work Up

Micaiah - Kirlia (F)
Nature: Modest (+1 SpA, -1 Atk)

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:
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.
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.
Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2

EC: 5/9
MC: 0
DC: 3/5

Moves:
Ally Switch
Attract
Body Slam
Calm Mind
Captivate
Charge Beam
Charm
Confuse Ray
Confusion
Defense Curl
Destiny Bond
Disable
Double-Edge
Double Team
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Facade
Fire Punch
Flash
Fling
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Headbutt
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Memento
Mimic
Mud-Slap
Natural Gift
Nightmare
Pain Split
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swagger
Swift
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thunder Wave
Thunderbolt
ThunderPunch
Torment
Trick
Trick Room
Will-O-Wisp
Wish
Wonder Room
Zen Headbutt

Nolan - Piloswine (M)
OT: Alchemator
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)

Types: Ice/Ground
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 43 (-)

Size Class: 3
Weight Class: 4

EC: 7/9
MC: 0
DC: 2/5

Moves:
Amnesia
AncientPower
Attract
Avalanche
Bite
Blizzard
Block
Body Slam
Bulldoze
Captivate
Curse
Defense Curl
Detect
Dig
Double-Edge
Double Hit
Double Team
Earth Power
Earthquake
Endeavor
Endure
Facade
Fissure
Flail
Frustration
Fury Attack
Giga Impact
Hail
Headbutt
Hidden Power
Horn Attack
Hyper Beam
Ice Beam
Ice Fang
Ice Shard
Icicle Crash
Icicle Spear
Icy Wind
Iron Head
Light Screen
Knock Off
Mimic
Mist
Mud Bomb
Mud Shot
Mud-Slap
Mud Sport
Natural Gift
Odor Sleuth
Peck
Powder Snow
Protect
Rain Dance
Reflect
Rest
Return
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Scary Face
Secret Power
Sleep Talk
Snore
Stealth Rock
Stone Edge
Strength
Substitute
Superpower
Swagger
Tackle
Take Down
Thrash
Toxic

Maurim - Magikarp (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rattled (DW): (Innate) These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1
Spe: 69 (-)

Size Class: 1
Weight Class: 2

EC: 0/6
MC: 0
DC: 0/5

Moves:
Splash
Tackle
Flail

Bounce
Bubble
Reversal

Ranulf - Beldum (X)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Types: Steel/Psychic
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Trait) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (-)

Size Class: 1
Weight Class: 4 [3 Light Metal]

EC: 0/9
MC: 0
DC: 0/5

Moves:
Take Down

Headbutt
Iron Defense
Iron Head
Zen Headbutt
Order of Operations:
TIO sends out pokemon
Danmantincan sends out pokemon with orders
TIO gives orders
I Ref
 
#2
Here's for the first battle I'll use flavor in!

It would appear that Jill is best suited to take this team out.

Let's do this, then!
 
#3
Micaiah, kick things off for us!

Thunderbolt~Grass Knot~Thunderbolt
If targeted by a Damaging Water-type move A2 or A3, use Trace (Water Absorb) A1 and push actions back. Only once.
If targeted by Hex AND you are affected by status, use Evasive Teleport. Not on consecutive actions.
 
#4

I knew he would send in the Kirlia...
Alright, Jill, first I want you to take evasive measures against it's assault. Then just blast away at it.
Double Team (4) ~ Shadow Ball ~ Ominous Wind
 
#5

Hp: 110
En: 100
1/4/3/4/60
Other:


Hp: 90
En: 100
1/2/4/2/50
Other:​

And we begin this match now! TIO sends out Jill the Jellicent, while Danmantincan counters with Micaiah the Kirlia. A psychic type against a ghost? Odd, but I won't judge. Much.

Anyway, Jill begins the match but using her agility (really?) to create 4 clones with Double Team! And it works, as Micaiah hits only a clone with her Thunderbolt. A good start for TIO!

For the second turn, Jill goes offensive as well and attacks with Shadow Ball, for good damage and a Special Defense Reduction. Micaiah tries to get the real one to trip with Grass Knot, but it hits a clone!.

Finally, Jill attacks again with Ominous Wind and a small error makes Micaiah discover the real Jill and attacks it with Thunderbolt, making all clones disappear!

And now is the time for the first law! I personally hate hax sooooo:

Law 1: Moves that can induce confusion are banned.

Jellicent: Double Team (4 Clones) for 16 energy

Kirlia: Thunderbolt: 10*1.5 = Hit Clone for 7 energy
Clone (1=real one): 3 (clone)

Jellicent: Shadow Ball: (8 + 3 + 1.5)*1.5= 18.75 damage for 5 energy
Crit: 10
Effect: 1 (yes)

Kirlia: Grass Knot: 10*1.5 = Hit clone for 6.5 energy
Clone (1=real one): 2 (clone)

Jellicent: Ominous Wind: (6 + 3 + 1.5)*1.5 + 1.75= 17.50 damage for 4 energy
Crit: 7
Effect: 9

Kirlia: Thunderbolt: 10*1.5 = 15 damage for 7 energy
Clone (1=real one): 1 (real one)
Crit: 16
Effect: 4



Hp: 95
En: 75
1/4/3/4/60
Other:


Hp: 54
En: 79
1/2/4/2/50
Other: -1SpD for 1r

TIO's Turn!
 
#8

Hp: 95
En: 75
1/4/3/4/60
Other:


Hp: 54
En: 79
1/2/4/2/50
Other: -1SpD for 1r

Law 1: Moves that can induce confusion are banned.


On the second round we see Jill continuing her fierce offense with another Shadow Ball. But Micaiah tries her luck and changes strategy, paralysing the Jellicent with Thunder Wave.

Now faster, Micaiah goes back to attack-mode with Thunderbolt, which was countered with Ominous Wind, which got a critical hit!.

Finally, Micaiah Disables Shadow Ball and Jill just stands there looking pretty as it forget the move it was about to use.

Alsom to continue the war against hax:

Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)

Jellicent: Shadow Ball: (8 + 3 + 1.5)*1.5 +1.75 = 20.5 damage for 5 energy
Crit: 14
Effect: 6

Kirlia: Thunder Wave for 7 energy

Kirlia: Thunderbolt: 10*1.5 = 15 damage for 7 energy
Crit: 6

Full Paralysis: 38 (no)
Jellicent: Ominous Wind: (6 + 3 + 1.5+3)*1.5+1.75= 22 damage for 3 energy
Crit: 1 (yes)
Effect: 4

Kirlia: Disable (Shadow Ball) for 7 energy

Full Paralysis: 93 (no)
Jellicent: Shadow Ball: fails for 5 energy



Hp: 80
En: 62
1/4/3/4/60
Other: Shadow Ball disabled for 5a and paralysed (20%).


Hp: 11
En: 58
1/2/4/2/50
Other:

Danmantincan's Turn!
 
#9
Destiny Bond~Thunderbolt~Grass Knot
If Recover A1, use Double Team (4 Clones)~Encore~Chill.
If Double Team, use Magical Leaf next action and push actions back.
 
#11

Hp: 80
En: 62
1/4/3/4/60
Other: Shadow Ball disabled for 5a and paralysed (20%).


Hp: 11
En: 58
1/2/4/2/50
Other:

Michaiah uses Destiny Bond, Jill defeats the Kirlia with Ominous Wind, but Micaiah took a large chunk of the Jellicent with her.

Law 3: Moves that can lower accuracy are banned

Law 1: Moves that can induce confusion are banned.
Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
Law 3: Moves that can lower accuracy are banned


Kirlia: Destiny Bond for 15 energy

Full Paralysis: 39 (no)
Jellicent: Ominous Wind: enough damage for a KO for 3 energy
Crit: doesn't matter
Effect: 3/10 (no)

Jellicent lost 30hp!



Hp: 50
En: 59
1/4/3/4/60
Other: Shadow Ball disabled for 5a and paralysed (15%).


Hp: KO
En: KO
1/2/4/2/50
Other:

Danmantincan sends out pokemon
TIO orders
Danmantincan orders
I Ref.
 
#13
Jill didn't lose 30 hp, Jill lost 11 hp, because that's how much health Kirlia had when she used it. Unless I misread Destiny Bond's description.
I misread the description.
Anyways,

Jill, I want you to burn that bird, then attack it with water.
Will-o-Wisp ~ Hydro Pump ~ Surf
If P/E, then Double Team and push back.
If Double Team, then Surf and push back. This sub overrides the other one.
 
#15

Hp: 50
En: 59
1/4/3/4/60
Other: Shadow Ball disabled for 5a and paralysed (15%).


Hp: 90
En: 100
3/2/1/3/80
Other:

Law 4: Moves that can raise evasion are banned (Double Team is not included)

Law 1: Moves that can induce confusion are banned.
Law 2: Moves that can induce flinch can't be used first in an action. (so if you move last you can use Bite, but not if you move first)
Law 3: Moves that can lower accuracy are banned
Law 4: Moves that can raise evasion are banned (Double Team is not included)

INTIMIDATE!

Staravia: Fly

Full Paralysis: 25 (no)
Jellicent: Will - o - Wisp: miss for 7 energy

Staravia: Fly: 9 + 3 -1.5 = 10.5 damage for 10 energy
Crit: 8 (no)
Cursed Body: 59/100 (no)

Staravia: Brave Bird: 12 + 3 - 1.5 = 13.5 damage for 7 energy
Crit: 16 (no)
Cursed Body: 19 (yes)
-4.5hp due to recoil

Full Paralysis: 62 (no)
Jellicent: Hydro Pump: 12 + 3 = 15 damage for 7 energy
Hit: 65 (yes)
Crit: 9 (no)

Staravia: Fly

Full Paralysis: 89 (no)
Jellicent: Surf: miss for 6 energy

Staravia: Fly: 9 + 3 -1.5 = 10.5 damage for 10 energy
Crit: 13 (no)



Hp: 15
En: 39
1/4/3/4/60
Other: Shadow Ball disabled for 2a and paralysed (10%).


Hp: 75
En: 73
3/2/1/3/80
Other: Brave Bird disabled for 5a

Danmantincan's Turn!
 
#17
9.9
I needed Brave Bird...

Aerial Ace~Wing Attack~Aerial Ace
If Recover A1, use Whirlwind~Substitute (20 HP)~Chill
If Will-O-Wisp and it's not in a combo, use Fly.
 
#19

Hp: 15
En: 39
1/4/3/4/60
Other: Shadow Ball disabled for 2a and paralysed (10%).


Hp: 75
En: 73
3/2/1/3/80
Other: Brave Bird disabled for 5a

So Staravia hit with Aerial Ace, Jellicent tried a burn with Scald, to no avail and the bird ends the battle with Wing Attack.

Staravia: Aerial Ace: 6 + 3 - 1.5 = 7.5 damage for 4 energy
Crit: 2 (no)

Full Paralysis: 66 (no)
Jellicent: Scald: 8 + 3 = 11 damage for 5 energy
Crit: 7 (no)
Burn: 8 (no)

Staravia: Wing Attack: 6 + 3 - 1.5 = 7.5 damage for 4 energy
Crit:7 (no)

Jellicent fainted!



Hp: KO
En: KO
1/4/3/4/60
Other: KO


Hp: 64
En: 67
3/2/1/3/80
Other: Brave Bird disabled for 3a
 
#20

Alright, Dexter, go! Take this Exp. Share with you, and slap that bird into oblivion!
Tail Slap ~ Doubleslap ~ Tail Slap
If P/E, use Double Team (4)
If Fly, use Dig
 
#22

Hp: 90
En: 100
3/2/1/3/75
Other:


Hp: 64
En: 67
3/2/1/3/80
Other: Brave Bird disabled for 3a


Staravia: protect for 7 energy

Mincinno: Double Team (4 clones) for 16 energy

Staravia: evasive agility for 7 energy

Mincinno: Double Team (4 clones) for 20 energy
But it failed!

Staravia: protect for 7 energy

Mincinno: Double Team (4 clones) for 24 energy
But it failed!



Hp: 90
En: 40
3/2/1/3/75
Other: 4 Double Team clones


Hp: 64
En: 46
3/2/1/3/80
Other:

Danmantincan's Turn!
 
#23
Aerial Ace~Brave Bird~Aerial Ace
If Tail Slap and it's not in a combo, use Fly. Not on consecutive actions.
If Double Team, use Aerial Ace next actions and push remaining actions back.
 
#25

Hp: 90
En: 40
3/2/1/3/75
Other: 4 Double Team clones


Hp: 64
En: 46
3/2/1/3/80
Other:

Staravia: Aerial Ace: 6 + 3 + 1.5 = 10.5 damage for 3 energy
Crit: 4 (no)

Mincinno: Double Slap: 3*5+3+1.5+1 = 20.5 damage for 8 energy
Hit: 85 (by a hair yes)
Crit: 8, 4, 5, 10, 1 (1 crit)

Staravia: Brave Bird: 12 + 3 + 1.5 = 16.5 damage for 7 energy
Crit: 13 (no)
-5.5hp due to recoil

Mincinno: Chill (+12 energy)

Staravia: Aerial Ace: 6 + 3 + 1.5 = 10.5 damage for 3 energy
Crit: 2 (no)

Mincinno: Double Slap: 3*5+3+1.5 = 19.5 damage for 8 energy
Hit: 78 (yes)
Crit: 4, 11, 16, 14, 14 (no no no no no)



Hp: 52
En: 36
3/2/1/3/75
Other:


Hp: 18
En: 33
3/2/1/3/80
Other:

TIO'd turn!
 
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