Texas Cloverleaf
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Objection has two battle slots and is going to fill one of them with a Halloween-themed battle.
4v4 singles
NFEs and weak FEs (ie, < 25 moves)
3-day DQ
2 substitutions
2 recovers/5 chills
Arena: Trick or Treat
With Halloween right around the corner, the trainers will be going trick-or-treating and their pokemon are coming with them. The suburbs provide rock sources and grass sources in the form of trash cans and front yards respectively, but no water sources.
Whenever a pokemon is sent out for the first time, the trainer must decide which creature-of-the-night-themed costume it will wear. Each trainer can only use each costume once. The costumes have various effects as follows:
- Devil: All of the pokemon's damaging moves have a 10% burn chance in addition to their usual effects. If the move already has a burn chance, that burn chance is increased by 10%.
- Frankenstein's Monster: The pokemon's starting energy and maximum energy are increased by 20.
- Mummy: Whenever the pokemon uses a partial trapping move, the move has no maximum duration and does not require focus to maintain. In addition, the pokemon gains the move Wrap if it doesn't already know the move.
- Skeleton: All damaging moves have their BAP reduced by 1 against the pokemon. If the pokemon flinches, this reduction is increased to 2 until the pokemon next acts.
- Vampire: Whenever the pokemon uses Bite, Crunch or any move with the word "Fang" in its name, the move's energy cost (prior to STAB) is increased by 50% and rounded up to the nearest whole number, and the move restores HP equal to 50% of the damage dealt.
- Werewolf: Whenever the pokemon uses a multi-hit move that makes contact with the opponent, the energy cost, minimum number of hits and maximum number of hits are increased by 1. In addition, if the pokemon uses Moonlight, it heals an extra 5 HP.
- Witch: Whenever the pokemon uses a special Ghost- or Dark-type move, the secondary effect chance of the move is doubled. If the move has no secondary effect, or if its secondary effect has a 100% chance of occurring, the move's BAP is increased by 2.
- Zombie: The pokemon's starting HP and maximum HP are increased by 20.
Okay Objection, I'll take that one. A good excuse to use some of my newer and lesser used FEs.
Switch = OK
Items = OFF
Abilities = All
EDIT: Or maybe I'm too late
Objection said:
Liepard [Shere Khan] (M)
Nature: Impish (+Defence, -Special Attack)
Type: Dark
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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 106
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Moves: 22
EC: 6/6
MC: 1
DC: 5/5
Abilities:
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item.
Prankster (DW UNLOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Scratch
Growl
Assist
Sand-Attack
Fury Swipes
Pursuit
Torment
Fake Out
Hone Claws
Snatch
Sucker Punch
Nasty Plot
Encore
Foul Play
Pay Day
Taunt
Thunder Wave
Swagger
Protect
Toxic
Aerial Ace
Seed Bomb
Milotic [Evil Queen] (F)
Nature: Modest (+Special Attack, -Attack)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 5
Spe: 81
Size Class: 5
Weight Class: 5
Base Rank Total: 20
Moves: 24
EC: 6/6
MC: 1
DC: 3/5
Abilities:
Marvel Scale: (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Cute Charm (DW): (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Attacks:
Splash
Tackle
Flail
Water Gun
Wrap
Water Sport
Refresh
Water Pulse
Twister
Recover
Captivate
Hydro Pump
Safeguard
Aqua Ring
Brine
Light Screen
Mirror Coat
Mud Sport
Toxic
Ice Beam
Scald
Rain Dance
Surf
Magic Coat
Larvitar [Rourke] (M)
Nature: Quiet (+Special Attack, -Speed)
Type: Rock/Ground
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 35 (-) (Opponent's accuracy boost: 10%)
Size Class: 1
Weight Class: 4
Base Rank Total: 13
Moves: 16
EC: 0/9
MC: 0
DC: 0/5
Abilities:
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.
Sand Veil (DW): (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.
Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Earthquake
Stone Edge
Dragon Dance
Pursuit
Stealth Rock
Smack Down
Brick Break
Rock Polish
Scraggy [Edgar] (M)
Nature: Adamant (+Attack, -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 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.
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
Moves: 14
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. This boost is maintained at the end of each round.
Intimidate (DW): (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 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
Counter
Drain Punch
Fake Out
Taunt
Protect
Rock Slide
You guys know the drilldeadfox081 said:
Luxray [Sparks] (M)
Nature: Rash (+1 SpA, -1 SpD)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 70
Size Class: 4
Weight Class: 3
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Rivalry: (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 in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Intimidate: (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 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.
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.
Attacks (20):
PHYSICAL
Bite
Crunch
Double Kick
Fire Fang
Ice Fang
Night Slash
Quick Attack
Spark
Tackle
Wild Charge
SPECIAL
Signal Beam
Snarl
Thunderbolt
Volt Switch
OTHER
Charge
Double Team
Leer
Roar
Swagger
Thunder Wave
Golurk [Statue] (U)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Ground/Ghost
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.
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.
Stats:
HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (55/1.15)
Size Class: 5
Weight Class: 7
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Iron First: (Innate) 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)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Attacks (21):
PHYSICAL
Astonish
Drain Punch
DynamicPunch
Earthquake
Fire Punch
Hammer Arm
Magnitude
Mega Punch
Pound
Rock Slide
Rollout
Shadow Punch
SPECIAL
Focus Blast
Grass Knot
Ice Beam
Mud Slap
Shadow Ball
OTHER
Defence Curl
Iron Defence
Magic Coat
Stealth Rock
Gliscor [Swoop] (F)
Nature: Jolly (+15% Spe, +14% Acc, -1 SpA)
Type: Ground/Flying
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.
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 3
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110 (95*1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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
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.
Attacks (25):
PHYSICAL
Acrobatics
Aerial Ace
Brick Break
Cross Poison
Dig
Faint Attack
Fire Fang
Fury Cutter
Knock Off
Ice Fang
Poison Jab
Poison Sting
Quick Attack
Sand Tomb
Sky Uppercut
Stone Edge
Thunder Fang
U-Turn
X-Scissor
SPECIAL
OTHER
Agility
Harden
Roost
Sand Attack
Pyroak [Wildfire] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
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. Superior senses in volcanic or brushfire areas.
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.
Stats:
HP: 120
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 52 (60/1.15)
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armour: (Innate) This Pokemon’s thick armour prevents it from taking critical hits.
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks (20):
PHYSICAL
Bullet Seed
Flame Wheel
Flare Blitz
Rock Slide
Counter
Wood Hammer
SPECIAL
Absorb
Ember
Giga Drain
Lava Plume
Flamethrower
Energy Ball
Earth Power
Psybeam
OTHER
Sweet Scent
Growth
Leech Seed
Synthesis
Will-O-Wisp
Stealth Rock
Thanks buddy!