Yeah, you know, don't post until the battle's conclusion if you're not involved, VM any errors. Welcome to this battle between the Super-Fast Ref: Destiny Warrior, & self-proclaimed troll: LevitatingLamprey. Here's the regs for the battle... 4v4 Singles 2 Day DQ Time 2 Recoveries/5 Chills per Pokemon Switch=KO Abilities=All Items=None Arena: Grassy Plain It's your average crappy Tournament Arena...Except with Grass...Without the man-made Structures...Or the Moat...Or the screaming fans...Well, there are no rocks around, nor is there any Water Source...So no Rock Slide/Surf for you! Now for the teams... Team Destiny Warrior (Move your mouse to reveal the content) Team Destiny Warrior (open) Team Destiny Warrior (close) Abra (Paradox)(Male) 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. Stats: Modest Nature(+SpA, - Atk) HP: 80 Atk: Rank 0(-) Def: Rank 1 SpA: Rank 4 SpD: Rank 2 Spe: 104(+) +30 acc EC: 3/9 MC: 0 DC: 0/5 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. Dream World Ability(Locked): Magic Guard:(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. Attacks: Teleport Psychic Shadow Ball Hidden Power Fire Encore Guard Split Skill Swap --- Gastly (Z'Skayr)(Male) Type: 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. Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Stats: Hasty(+Atk, - Spe) HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 4 SpD: Rank 2 Spe: 92(+) +29% acc EC: 3/9 MC: 0 Abilities Levitate(Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate. Attacks: Hypnosis Lick Confuse Ray Spite Mean Look Curse Night Shade Sucker Punch Shadow Ball Sludge Bomb Will-O-Wisp Disable Perish Song Haze --- Timburr (Rath MKII)(Male) Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Stats: Adamant(+Atk, - SpA) HP: 100 Atk: Rank 4(+) Def: Rank 2 SpA: Rank 0(-) SpD: Rank 2 Spe: 35 EC: 3/9 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. Sheer Force:(Can Be Activated) 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. Dream World Ability(Locked): Iron Fist:(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) Attacks: Pound Leer Focus Energy Bide Low Kick Rock Throw Wake-Up-Slap Chip Away Brick Break Rock Slide Playback Drain Punch Mach Punch Force Palm --- Aron (Tini)(Female) Type: Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. 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. Stats: Brave(+Atk, -Spe) HP: 90 Atk: Rank 4(+) Def: Rank 4 SpA: Rank 2 SpD: Rank 2 Spe: 26(-) -10% EVA EC: 3/9 MC: 0 DC: 0/5 Abilities Sturdy(Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. 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. Dream World(Locked): Heavy Metal(Innate): The Pokemon's body structure is immensely dense, doubling its weight. Additionally the Base Attack Power of full contact attacks [Avalanche, Brave Bird, Body Slam, Bounce, Double-Edge, Dragon Rush, Extremespeed, Flare Blitz, Giga Impact, Headbutt, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Ice Ball, Iron Head, Jump Kick, Outrage, Petal Dance, Quick Attack, Revenge, Rollout, Slam, Spark, Steamroller, Submission, Superpower, Tackle, Take Down, Thrash, V-create, Volt Tackle, Waterfall, Wood Hammer, and Zen Headbutt is increased by two (2).] Seismic Toss, Vital Throw, and Circle Throw will fail against this Pokemon unless the user is a Fighting-type. Attacks: Tackle Harden Mud-Slap Headbutt Metal Claw Iron Defense Roar Take Down Earthquake Rock Slide Attract Head Smash Body Slam Iron Head Team LevitatingLamprey (Move your mouse to reveal the content) Team LevitatingLamprey (open) Team LevitatingLamprey (close) Swablu(*) Narusegawa (F) Nature: Lonely (+1 Rank to Attack, -1 Rank to Defense) Type: 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: Natural Cure, Cloud Nine (DW Locked) Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out. Cloud Nine: (DW LOCKED) (Can Be Activated) This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered. Stats HP: 90 Atk: Rank 3 (+) Def: Rank 1 (-) SpA: Rank 2 SpD: Rank 3 Spe: 50 EC: 1/6 MC: 1 DC: 1/5 Attacks Peck (*) Growl (*) Astonish (*) Sing (*) Fury Attack (*) Safeguard (*) Mist (*) Roost (*) Dragon Rush (*) Featherdance (*) Ice Beam (*) Substitute (*) Return (*) Cotton Guard --- Petilil (*) Midori (F) Nature: Modest (+1 Rank to Special Attack, -1 Rank to Attack) Type: Grass 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. Abilities: Own Tempo, Chlorophyll, Leaf Guard (DW Locked) Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Leaf Guard: (DW LOCKED) (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. Stats HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 4 (+) SpD: Rank 2 Spe: 30 EC:0/6 MC:0 DC:0/5 Attacks Absorb (*) Growth (*) Leech Seed (*) Sleep Powder (*) Mega Drain (*) Synthesis (*) Magical Leaf (*) Stun Spore (*) Bide (*) Worry Seed (*) Healing Wish (*) Hidden Power Ice 7 (*) Toxic (*) Dream Eater (*) --- Tynamo(*) Hajike (M) Nature: Brave (+1 Rank to Attack, -15% speed, +10 flat accuracy to the opponent. 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. Abilities: Levitate Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate. Stats HP: 90 Atk: Rank 3 (+) Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 52 (60/1.15^) (-) EC: 2/9 MC: 11 DC: 0/0 Attacks Tackle (*) Thunder Wave(*) Spark (*) Charge Beam (*) --- Ralts Natsumi (F) Nature: Modest (+1 Rank to Special Attack, -1 Rank to Attack) 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 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: Trace: Type: Can be Activated This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Synchronise: Type: 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. Telepathy (DW LOCKED): Type: 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: HP: 90 Atk: Rank 0 (-) Def: Rank 1 SpA: Rank 3 (+) SpD: Rank 2 Spe: 40 EC: 0/9 DC: 0/5 MC: 0 Attacks: Growl Confusion Double Team Teleport Lucky Chant Magical Leaf Heal Pulse Calm Mind (allowed by Approvers) Encore Disable Confuse Ray Thunderbolt Will-o-wisp Charge Beam And you two have been around long enough to know how it goes. That's all, looking forward to some clean fighting, starting with DW's Pokemon, LL's Pokemon & actions, DW's Actions, my reffing.