RULES: 2 v 2 Doubles DQ: 3 Days / 5 days Ref 2 Recovery Moves / 5 Chills Switch = KO No Items All Abilities Arena: vader's Basement What do we have here? It seems that we stumbled upon a house in the suburbs. In this house, there's a basement modeled after a Pokemon arena. It's fairly small and surrounded by small models of Porygon and Rotom. There's a bathroom located down here, but there's not enough water to cause a Surf. The ground is made of hardwood, so seismic activity can still be used. However, there is no place to Dig down here. Furthermore, this arena is smaller compared to most (although apparently a medium sized ceiling), so only Basic Stage 1 (not counting Pokemon who can't evolve) and Baby Pokemon are allowed. Hopefully we won't get vadre's basement into a mess... Summary: Small water source, but no Surf. EQ / Earth Power / Magnitude allowed, but not Dig. Only Basic Stage 1 (not counting Pokemon who can't evolve) and Baby Pokemon are allowed. COMBATANTS: DarkSlay: Willow the Embirch (Move your mouse to reveal the content) Willow the Embirch (open) Willow the Embirch (close) Embirch [Willow] (F) Nature: Quiet (Adds * to Special Attack. A 15% decrease (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on the opponent's Pokemon's attacks.) Type: Fire / Grass 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. Solarbeam has Energy Cost reduced by one (1). 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). Stats: HP: 100 Atk: ** Def: ** SpA: ****(+) SpD: ** Spe: 43 (50 x 15% = 7.5) EC: 3 / 9 MC: 2 DC: 2 / 5 Abilities: Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Attacks: Pound (*) Bullet Seed (*) Sweet Scent (*) Growth (*) Ember (*) Leech Seed (*) Flame Wheel (*) Giga Drain (*) Fire Spin (*) Earth Power (*) Aromatherapy (*) Seed Bomb (*) Hidden Power (Ice, 7) (*) Flamethrower (*) Substitute (*) Allergy the Gastly (Move your mouse to reveal the content) Allergy the Gastly (open) Allergy the Gastly (close) Gastly [Allergy] (F) Nature: Mild (Adds * to Special Attack. Subtracts * from Defense.) Type: Ghost 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.) Stats: HP: 90 Atk: ** Def: *(-) SpA: *****(+) SpD: ** Spe: 80 EC: 0 / 9 MC: 0 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) (*) Shawty the Scraggy (Move your mouse to reveal the content) Shawty the Scraggy (open) Shawty the Scraggy (close) Scraggy [Shawty] (F) Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.) Type: Dark / Fighting 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). 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: ****(+) Def: *** SpA: *(-) SpD: *** Spe: 48 EC: 0 / 6 MC: 0 DC: 0 / 5 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. Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. Intimidate (DW): (Innate) 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 thier 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. Attacks: Leer (*) Low Kick (*) Sand Attack (*) Faint Attack (*) Headbutt (*) Swagger (*) Brick Break (*) Payback (*) Drain Punch (*) Ice Punch (*) Zen Headbutt (*) Bulk Up (*) Taunt (*) Dragon Tail (*) Limewire: Thunda the Magnemite (Move your mouse to reveal the content) Thunda the Magnemite (open) Thunda the Magnemite (close) Magnemite [Thundah] (Genderless) Nature: Quiet Type: Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. HP: 80 Atk: ** Def: *** SpA: **** (+1) SpD: ** Spe: 39 (45 * 1.15) EC: 3/9 MC: 0 DC: 3/5 Abilities: Sturdy: 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. Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Analyze (DW): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. (DW) Moves: Metal Sound(*) Tackle(*) ThunderShock(*) Supersonic(*) SonicBoom(*) Thunder Wave(*) Spark(*) Electric Ball(*) Lock-On(*) Magnet Rise Zap Cannon Rain Dance Thunderbolt(*) Flash Cannon(*) Volt Change(*) Kax$tar the Togepi (Move your mouse to reveal the content) Kax$tar the Togepi (open) Kax$tar the Togepi (close) Togepi [Kax$TAR] (F) Nature: Modest (SpA +*, Atk -*) Type: Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1). Stats: HP: 90 Atk: (-) Def: *** SpA: *** (+) SpD: *** Spe: 20 Abilities: Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) 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. (DW) Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time. Moves: Growl Charm Metronome Sweet Kiss Yawn Encore AncientPower Follow Me Gift Pass Nasty Plot Foresight Assist Power Protect Light Screen Thunder Wave Clowncrete the Dokkora (Move your mouse to reveal the content) Clowncrete the Dokkora (open) Clowncrete the Dokkora (close) Timburr [Clowncrete] (M) Nature: Adamant (+* Atk, -* SpA) Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). Guts: (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: (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: (Innate) (DW) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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) HP: 100 Atk: **** (+) Def: ** SpA: (-) SpD: ** Spe: 35 EC: 0/9 DC: 0/5 MC: 0 Pound Leer Focus Energy Bide Low Kick Rock Throw Wake-up Slap Chip Away Drain Punch Mach Punch Wide Guard Bulk Up Stone Edge Payback DarkSlay sends Pokemon. Limewire sends Pokemon and actions. etc. etc. Let's go!