DFrog vs. SimonSays! Psychotic bird women!


Hello again. It's been a while.
Da Rules said:
6v6 FE singles
2 subs
2 recoveries/5 chills
2 day DQ
Items = ON
Switch = OK
Abilities = All
And the arena is...
Yume Nikki
Field Type: Depends on the battlefield (see below)
Complexity: Ridiculously Intense
Restrictions: Depends on the battlefield (see below)

Description: The pokemon fight within the dreams of a little girl who may or may not be severely f***ed up. Who knows what could happen...

At the end of each round, unless using an effect dictates otherwise, the ref will RNG d4. Depending on what is rolled, the corresponding event happens:

1. Nothing happens - Continue the battle as normal.
2. Change battlefield - Change the arena (See Battlefields).
3. Effect - RNG a trainer. That trainer gains an effect (See Effects).
4. Arena Event - What happens depends on the arena the battle is currently in (See Battlefields).

Battlefields: If the RNG at the end of the round lands on a 2, the ref will RNG d5. Whatever number it lands on, the environment will turn into the corresponding arena:

1. The Nexus - A creepy place full of aztec-like paintings on the floor and a circle of doors in the center. This arena is pretty vanilla, as despite there being no plants, dust or even weather, it is somehow possible to use grass knot and weather moves. The only real restriction is that there's no actual water source. This is the arena at the start of the battle.
Field Type: Neutral
Restrictions: No water source
Arena Event: Strange eggs pop up in front of the pokemon. Each player gains an effect.

2. Snowfield - A vast field of snow, the occasional tree, and a few igloos. It is always hailing, and only the umbrella effect can override this. There's no water source, unless you have a fire move to melt some of the snow. Also, there's too much snow to take advantage of Grass Knot.
Field Type: Ice
Restrictions: Always hailing (only umbrella effect can change the weather), no water source initially, no Grass Knot
Arena Event: Brrr! All pokemon in play are frozen. Ice- and fire-types are immune to this.

3. Corpse Road - A rainy, forested highway with a dead body in the center...hit by a car, most likely. It is always raining, and only the yukionna effect can override this. Puddles are everywhere, making moves like surf viable.
Field Type: Ghost
Restrictions: Always raining (only yukionna effect can change the weather)
Arena Event: Your pokemon swears it sees that corpse twitching...for the next round, all pokemon in play suffer -2 to their attack and special attack stats.

4. Pastel Lake - An island in a strangely pink body of water and balloons floating in the sky. If the pokemon is not holding an item, it can grab onto one and gain the benefits of an air balloon - however, it will only work in this arena. There's also an odd house that's home to a girl with a ponytail...and a horrifying abomination, too...
Field Type: Water
Restrictions: Pokemon gains air balloon if not already holding an item (disappears at end of battle/switching of arena)
Arena Event: It's Uboa! And he's scared the crap out of your pokemon! For the next round, each pokemon in play has a 50% chance of being unable to attack. Ghost-types are immune to this.

5. White Desert - A vast, desolate realm where the sky is black and everything else is stark white. There's no water or plants; just Monoko, a bizarre girl with limbs sticking out of every part of her body...
Field Type: Ground
Restrictions: No water source, No Grass Knot
Arena Event: Monoko starts spinning around recklessly, crashing into you. All pokemon in play suffer a fixed, typeless 15 damage that bypasses any means of protection.

Effects: Occasionally, the RNG may bestow a player with an effect. In which case, the ref will RNG d100 to determine just which effect that is. Some effects are passive and last only for a round; others allow for a single use, but can only be used within the next round. Using an effect takes up a single action, does not cost any energy, and has a priority of -9. Moreover, non-damaging effects can be used even while taunted. Only one team member at a time can use an effect, so if you get one in a doubles or triples battle, you will have to choose which pokemon gets it. The effects are as follows:

1-10: Bicycle (Passive) - The pokemon rides a bicycle, and gains +1 priority to all its attacks for the next round.
11-20: Lamp (Passive) - The pokemon's head turns into a lamp, illuminating any and all weak spots. All of the pokemon's attacks will bypass any type immunities or abilities that would negate damage for the next round. Any other effects of said abilities, however, will still take effect (e.g. using a fire attack on a pokemon with flash fire would do damage, but still boost the power of his fire moves).
21-30: Nopperabou (Passive) - The pokemon's face disappears, and gains the ghost type and all its benefits (in addition to its current types) for the next round. If the pokemon is already ghost-type, it gains +2 to its attack and special attack instead.
31-40: Frog (Passive) - The pokemon's head turns into that of a frog, and gains the water type and all its benefits (in addition to its current types) for the next round. If the pokemon is already water-type, it gains +2 to its defense and special defense instead.
41-50: Yukionna (Usable) - The pokemon turns into the snow woman and summons a hailstorm that lasts for 6 actions, even in the corpse road.
51-60: Umbrella (Usable) - The pokemon sports an umbrella and summons rain that lasts for 6 actions, even in the snowfield.
61-70: Demon (Usable) - The pokemon turns into a red-skinned demon and uses the attack Thunderbolt. If it's raining, the pokemon will use Thunder instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
71-80: Hat and Scarf (Usable) - The pokemon dons a winter hat and scarf and uses the attack Ice Beam. If it's hailing, the pokemon will use Blizzard instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
81-90: Stoplight (Usable) - The pokemon turns into a stoplight, and renders a single opponent unable to use damaging moves or taunt for the rest of the round. In that same timeframe, the user cannot use such attacks, either. Moreover, If the current arena is the white desert when this is used, The RNG will be skipped at the end of the round, and the arena event will be triggered.
91-99: Medamaude (Usable) - The pokemon's head turns into a hand with an eye in the palm and does a fixed, typeless 15 damage to a single opponent that bypasses protect/detect/substitutes. Moreover, if the current arena is not the Nexus when this is used, the end-of-round RNG will be skipped, and the arena will be changed to the Nexus.
100: Knife (Usable) - The pokemon stabs a single opponent with a kitchen knife, resulting in an automatic KO that bypasses any means of protection - no ifs, ands or buts. If the trainer has already used this effect earlier in the battle, or if his/her opponent only has one pokemon left, the trainer will not gain the effect, and the ref will reroll.
Tonight's visitors are...

DFrog:

Scrafty* [Frank] M

Nature: Brave
Type: Dark/Fight
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 STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 50 (-10% evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 18


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 (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.

EC: 6/6
DW: 5/5

MC: 1

Moves:
Leer
Low Kick
Sand Attack
Faint Attack
Swagger
Headbutt
Brick Break
Payback
Crunch
Hi Jump Kick
Head Smash
Drain Punch
Dragon Dance
Detect
Ice Punch
Fake Out
Thunder Punch
Fire Punch
Zen Headbutt
Dig
Double Team
Focus Blast
Taunt
Super Fang
Stone Edge
Dragon Tail​

Cyclohm [Gale] F

Nature:Modest
Type: Electric/Dragon
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.
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus
.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20


Abilities:

Shield Dust (Innate): This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Static (Innate): This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.

Overcoat (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).

EC: 9/9
DW: 5/5
MC: 0


Moves:
Weather Ball
Bide
Whirlwind
Double Hit
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Slack Off
Hurricane
Discharge
Hydro Pump
Dragon Breath
Magnet Rise
Flamethrower
Thunderbolt
Thunder wave
Dragon Pulse
Ice Beam
Thunder

Tomohawk [Grace] F

Nature: Modest
Type: Flying/Fighting
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19


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 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.

Prankster (Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Justified (Innate): This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. 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.

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


Moves:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Whirlwind
Aerial Ace
Morning Sun
Hyper Voice
Earth Power
Heat Wave
Hurricane
Yawn
Confuse Ray
Roost
Hidden Power Ice 7
Taunt
Toxic
Rain Dance
Air Slash
Safeguard
Stealth Rock
Grass Knot
Protect
Sky Drop​

Necturna [Aphrodite] F

Nature: Quiet
Type: Grass/Ghost
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.
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: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-10% Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 23

Abilities:

Forewarn (Innate): This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.

Telepathy (Innate): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

EC: 6/6
MC: 0
DC: 3/5


Moves
Super Fang
Poison Fang
Thunder Fang
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Future Sight
Giga Drain
Sketch (Earthquake)
Shadow Ball
Solarbeam
Hidden Power Fighting (7)
Power Whip
Torment
Protect
Horn Leech​

Gurdurr [Grey] M

Nature: Adamant
Type: Fight
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Stats
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16


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 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 (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)

EC: 8/9
MC: 0
DW: 5/5

Moves:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake Up Slap
Chip Away
Drain Punch
Mach Punch
Wide Guard
Taunt
Brick Break
Dig
Payback
Hammer Arm
Ice Punch
Thunder Punch
Rock Slide
Fire Punch
Superpower
Foresight​

Kitsunoh [Desmond] M

Nature: Adamant
Type: Ghost/Steel
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.
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.


Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 19

Abilities:

Frisk (Can be Activated): The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber (Innate): This Pokemon’s body is well trained and immune to paralysis.

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

EC: 6/6
MC: 0
DW: 5/5


Moves:
Ice Fang
Thunder Fang
Tail Whip
Scratch
Tackle
Iron Defence
Lick
Leer
Faint Attack
Shadow Sneak
Curse
Iron Head
Shadow Strike
Fake Out
Revenge
Feather Dance
Meteor Mash
Yawn
Will-o-Wisp
Taunt
Rock Slide
Low Kick
Ice Punch
U-turn
Superpower
Protect
Perish Song​


VS.

SimonSays:

Slaking (Creon) [M]
Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense]
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


Abilities:
Truant: (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.


Stats:
HP: 125
Atk: Rank 7 (+)
Def: Rank 3 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 25


EC: 9/9
MC: 0
DC: N/A


Attacks:
Uproar
Scratch
Yawn
Encore
Slack Off
Faint Attack
Amnesia
Endure
Flail
Focus Punch
Reversal
Counter
Covet
Chip Away
Punishment

Crush Claw
Night Slash
Hammer Arm
Body Slam
Pursuit

Return
Double Team
Rock Slide
Earthquake
Facade
Toxic
Giga Impact
Protect
Taunt
Shadow Claw
Substitute
Brick Break
Aerial Ace
Bulldoze
Flamethrower
SolarBeam
Blizard
Ice Beam
Thunderbolt
Rocus Blast
Roar

Fire Punch
Ice Punch
ThunderPunch
Sucker Punch
Shock Wave
Low Kick
After You
Icy Wind
Block
Gunk Shot

Moves: 52

Togekiss (Dame) [F]
Nature: Bold [Adds one (1) Rank to Defense; Subtracts one (1) Rank from Attack.]
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 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.

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.


Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20


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


Attacks:
Aura Sphere
Air Slash
ExtremeSpeed
Sky Attack
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Wish
Baton Pass

Secret Power
Mirror Move
Psycho Shift

Psyshock
Flamethrower
Shadow Ball
Light Screen
Reflect
SolarBeam
Thunder Wave

Roost
Magic Coat

Moves: 28

Steelix, Cannon, Male
Nature: Sassy (+1 SpD, -1 Spe, -10% Evasion)
Type: Ground/Steel
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.
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.

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.
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.
(DW) Sheer Force (Can be Enabled) *Unlocked*: 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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 8
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 26 (-)
Size Class: 7
Weight Class: 8
Base Rank Total: 21

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

Attacks:
Fire Fang
Ice Fang
Thunder Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Stone Edge
Double-Edge
Crunch
Iron Tail
Curse

Stealth Rock
Explosion
Rock Blast
Block
Endure
Flail
Earth Power
Heavy Slam
Rock Slide
Aqua Tail
Iron Head

Toxic
Dig
Taunt
Earthquake
Roar
Torment
Giga Impact
Double Team
Protect
Gyro Ball
Bide

Total Moves: 41

Dragonite (*) Ace (F)
Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense]
Type: Dragon / Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
(Dragonite line capable of breathing underwater)

Abilities:
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.
Multiscale (DW): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.


Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 4
Spe: 80
Size Class: 4
Weight Class: 6
Base Rank Total: 22


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


Attacks:
ThunderPunch
Fire Punch
Roost
Wrap(*)
Leer(*)
Thunder Wave(*)
Twister(*)
Dragon Rage(*)
Slam(*)
Agility(*)
Safeguard
Outrage
Dragon Tail
Hurricane
Aqua Tail

Dragon Dance(*)
ExtremeSpeed(*)
Dragon Rush(*)
Dragon Pulse

Rest(*)
Waterfall(*)
Fire Blast(*)
Thunder
Blizzard
Stone Edge
Earthquake
Fly
Surf
Protect
Substitute

Superpower
Hydro Pump
Bide

Moves: 33

Roselia (Vigilante) [M]
Nature: Bold [Adds one (1) Rank to Defense; Subtracts one (1) Rank from Attack.]
Type: Grass / Poison
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.
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.

Abilities:
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.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Leaf Guard (DW): (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 3 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 16

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


Attacks:
Absorb
Growth
Water Sport
Poison Sting
Stun Spore
Leech Seed
Mega Drain
Magical Leaf
GrassWhistle
Worry Seed
Giga Drain
Aromatherapy
Petal Dance
Toxic Spikes

Extrasensory
Leaf Storm
Sleep Powder
Spikes

Venoshock
Sludge Bomb
Energy Ball
Shadow Ball
SolarBeam
Toxic

Synthesis

Moves: 25

Slowking [Sleuth] (M)
Nature: Relaxed (Adds one (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
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.
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Regenerator (DW): (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: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 36 (30/1.15, rounded down)
-10 Eva.
Size Class: 3
Weight Class: 4
Base Rank Total: 19


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


Attacks:
Power Gem
Hidden Power (Grass, 7)
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Amnesia
Heal Pulse
Psychic
Swagger
Nasty Plot

Belly Drum
Mud Sport
Zen Headbutt
Me First

Trick Room
Telekinesis
Fire Blast
Scald
Protect
Toxic
Dragon Tail
Ice Beam
Focus Blast
Shadow Ball
Light Screen
Dive
Surf
Grass Knot

Aqua Tail
Pay Day
Magic Coat
Zap Cannon
Bide
DynamicPunch
Drain Punch
Recycle

Moves: 42

And since I set up this fight instead of you guys, the first to move be decided by a coin.

It's tails! Which means...
SimonSays sends out a pokemon + item
DFrog does the same + orders
Simon orders
Bedtime
 
Will post flavour when I get home. Or at least to a computer that can right-click.

Sleuth (Slowking) @ Enigma Berry
 

Being teleported into the Nexus, one has to look around and admire the Aztec inspired décor and the myriad of doors that line the background of this battle. DFrog looks over at his opponent, Simon, noticing their inverse style of clothing he issues a challenge releasing his Slowking. His team is well equip to deal with such threats but that Enigma berry would slow their freight train of a team down. Luckily he can deal with items too.

<You're too slow! Kehehehe!>
Fake Out ~ U-Turn ~ Shadow Strike
If Protect when you would U-Turn use Scratch that action and push down

>
 
Frisk-ing is a command. With that knowledge, you want to change your actions?

EDIT: Actually, i was thinking of Pickpocket that requires command. However, Frisk has updated to be an innate ability that ignores Items' effects that reduce or increase damage in favour of the ability holder. Will you re-order?


"Sleuth, disrupt his plans! Work the RNG!"
Flinch ~ Dragon Tail ~ Fire Blast
- IF Dragon Tail misses, use it again.
 
Well, I've hit a snag on this U-turn vs. Dragon Tail, and seeing as there's no ruling, I'm gonna say their effects cancel out, since they don't take effect until the end of the round. Knowing this, do you guys wanna alter your actions?
 
Even if we were to reorder, U-turn would probably be apart of the new set of orders so... I'm fine with the current orders. Sorry about the late reply, needed a little break
 
DFrog (OOOOOA):

Desmond
HP: 100
EN: 100
Stats: 5/3/1/3/110
Abilities: Frisk, Limber, Cursed Body
Ailments: None
Stat changes: None
Other: None

VS.

SimonSays (OOOOOA):

Sleuth @ Enigma Berry
HP: 100
EN: 100
Stats: 3/4/4/4/36
Abilities: Own Tempo, Oblivious, Regenerator
Ailments: None
Stat changes: -10 Evasion
Other: None​

Round 1: Enter Sandman
♫Revenge


Sorry about the wait. I'm Monoe, I'll be reffing this fight. The girl to my left is my sister, Monoko...


Hiii~!


And the fellow to my right is Seccom, he'll be providing the music.


<I hate every last fucking one of you dipshits.>


He says "hi" too!


Anyway, This battle is between two visitors to the Nexus - one is called DFrog, he's opening up with a Kitsunoh named Desmond; the other is SimonSays, starting out with a Slowking named Sleuth.

Desmond starts the battle by attempting to Fake his opponent Out, preventing Sleuth from doing anything, and then makes a U-turn back to his trainer, dodging that Dragon Tail the Slowking was about to attempt on him.


It works the second time, though!


Well, yes. Sleuth suffered a Shadowstrike for it, mind you...but yes, he did connect Dragon Tail the second time around.


Man, Sleuth got hit pretty hard this round! Is he gonna be able to get ou-hey look, his head's turning into a lamp!


Indeed. In any case, we'll have to wait until next time to find out what happens next. Until then, listen to this word from our sponsors.


...Since when do dreams have commercials?


<Since you started being a pain in the ass.>

Order: Kitsunoh, Slowking

Action 1
Desmond used Fake Out!
-Crit chance (Crit <= 625 unless stated otherwise): 6802 = NOPE.
-Damage: 4 + 7.5 - 6 = 5.5 damage
Sleuth flinched and couldn't move!
Numbers:
-Kitsunoh: -4 EN
-Slowking: -5.5 HP

Action 2
Desmond used U-turn!
Sleuth ate some of his Enigma Berry! (+5.5 HP Slowking)
-Crit chance: 3603 = NOPE.
-Damage: (7 + 7.5 - 6) * 1.5 = 12.75 damage
Sleuth used Dragon Tail!
-Hit chance (Hit <= 9000): 9343 = NOPE.
Numbers:
-Kitsunoh: -5 EN
-Slowking: -7.25 HP, -5 EN

Action 3
Desmond used Shadowstrike!
Sleuth ate the rest of his Enigma Berry! (+7.25 HP Slowking)
-Crit chance: 6412 = NOPE.
-Damage: (8 + 3 + 7.5 - 6) * 1.5 = 18.75 damage
-Effect chance (-1 Def <= 5000): 7164 = NOPE.
Sleuth used Dragon Tail!
-Hit chance (Hit <= 9000): 6951 = Hit
-Crit chance: 2031 = NOPE.
-Damage: (6 + 6 - 4.5) * .67 = 5.025 damage
Numbers:
-Kitsunoh: -5.025 HP, -5 EN
-Slowking: -11.5 HP, -9 EN

Final Numbers:
-Kitsunoh: -5 (5.025) HP, -14 EN
-Slowking: -12 (11.5) HP, -14 EN

Round's end RNG: 3 = Effect
Player (1 = DFrog; 2 = SimonSays): 2 = SimonSays
Effect: 13 = Lamp

DFrog (OOOOOA):

Desmond
HP: 95
EN: 86
Stats: 5/3/1/3/110
Abilities: Frisk, Limber, Cursed Body
Ailments: None
Stat changes: None
Other: None

VS.

SimonSays (OOOOOA):

Sleuth
HP: 88
EN: 86
Stats: 3/4/4/4/36
Abilities: Own Tempo, Oblivious, Regenerator
Ailments: None
Stat changes: -10 Evasion
Other: Lamp (1 round)

Your turn, Simon.
 
Enigma berry should've activated. It doesn't reduce the damage dealt directly, only healing afterwards.


"Hmm... Let's turn the tables. As we do."

Trick Room ~ Toxic ~ Fire Blast
- IF Taunt is used, use Magic Coat only on the first instance and push actions back.
- IF Protect is used AND Trick Room is in effect, use Recycle on the first instance and Nasty Plot on all others.
 

"Turning the tables huh? I don't see that happening."

<This is boring me... Where's the action?>
Yawn ~ Protect ~ Taunt
 
DFrog (OOOOOA):

Desmond
HP: 95
EN: 86
Stats: 5/3/1/3/110
Abilities: Frisk, Limber, Cursed Body
Ailments: None
Stat changes: None
Other: None

VS.

SimonSays (OOOOOA):

Sleuth
HP: 88
EN: 86
Stats: 3/4/4/4/36
Abilities: Own Tempo, Oblivious, Regenerator
Ailments: None
Stat changes: -10 Evasion
Other: Lamp (1 round)

Round 2: Nothing but status


Hello again.
Hiya!
<Go fuck yourselves.>


Unlike in the last round, little has happened in this one. Desmond starts the round off by letting out a bit Yawn, making Sleuth rather sleepy, but not enough to stop him from setting up a Trick Room. Now then, although the Slowking was going to take advantage of this (along with the lamp effect) and poison his opponent, Desmond gets the initiative and Protects himself, forcing him to Recycle the scraps of his enigma berry instead. Anticipating some foul play, Sleuth sets up a Magic Coat, a wise move as Desmond's Taunts only succeed in infuriating himself!

Oh? What have we here? It appears that Desmond has turned into a stoplight. Quite unfortunate we're not at home yet, right, Monoko?...Monoko?


Zzz...


Oh dear...the yawn must have gotten to her as well.

Order: Kitsunoh, Slowking

Action 1
Desmond used Yawn!
Sleuth is drowsy!
Sleuth used Trick Room!
Sleuth twisted the dimensions!
(4 rounds)
Numbers:
-Kitsunoh: -7 EN
-Slowking: -9 EN

Action 2 (Priority: Kitsunoh, Slowking)
Desmond used Protect!
Desmond protected himself!

Sleuth used Recycle!
Sleuth regained his Enigma Berry!

Numbers:
-Kitsunoh: -7 EN
-Slowking: -7 EN

Action 3
Sleuth used Magic Coat!
Sleuth is reflecting status attacks!

Desmond used Taunt!
Magic Coat reflected Taunt!
Desmond is pissed! (6 actions)
Numbers:
-Kitsunoh: -10 EN
-Slowking: -9 EN

Final Numbers
:
-Kitsunoh: -24 EN
-Slowking: -25 EN

Round's end RNG: 3 = Effect
Trainer: 1 = DFrog
Effect: 86 = Stoplight

DFrog (OOOOOA):

Desmond
HP: 95
EN: 62
Stats: 5/3/1/3/110
Abilities: Frisk, Limber, Cursed Body
Ailments: Taunt (6 actions)
Stat changes: None
Other: Stoplight

VS.

SimonSays (OOOOOA):

Sleuth @ Enigma Berry
HP: 88
EN: 61
Stats: 3/4/4/4/36
Abilities: Own Tempo, Oblivious, Regenerator
Ailments: Drowsy (will fall asleep after A1)
Stat changes: -10 Evasion
Other: None

Field:
The Nexus
Trick Room (4 rounds)

Your turn, Froggy.
 

"I've backed you into a corner, will you bite back?"

<Passive play is soooo boooring! Wouldn't you agree?>
Shadow Strike ~ U-Turn ~ Shadow Strike
 
DFrog (OOOOOA):

Desmond
HP: 95
EN: 62
Stats: 5/3/1/3/110
Abilities: Frisk, Limber, Cursed Body
Ailments: Taunt (6 actions)
Stat changes: None
Other: Stoplight

VS.

SimonSays (OOOOOA):

Sleuth @ Enigma Berry
HP: 88
EN: 61
Stats: 3/4/4/4/36
Abilities: Own Tempo, Oblivious, Regenerator
Ailments: Drowsy (will fall asleep after A1)
Stat changes: -10 Evasion
Other: None

Field:
The Nexus
Trick Room (4 rounds)

Round 3: Blows after blows after blows


Monoko, wake up! We have a battle to ref!


Zzz...wha? Sorry, was I sleeping?


<And drooling over yourself like an idiot.>


Care to do the honors for this round?


Really? Sweet! Okay, uh, so Desmond starts the-oh hey, he's got the stoplight effect! Does this mean I get to break out the arms?


No, not unless he uses it.


Aww, no fair!...Anyway, DFrog's Kitsunoh starts the round out by hitting Sleuth with a Shadowy strike, to which the Slowking retaliates by slamming him with a Tail fit for a Dragon...and then he falls asleep...yanno, I'm kinda getting...zzz...


*whap*


OW!


No sleeping during the battle!


S...sorry, Monoe. So, where were we...


Sleuth just fell asleep.


Oh right! Yeah, so since Sleuth can't do anything, Des decides to cancel out the effects from Dragon Tail by making a U-turn, but not without throwing another Shadowstrike at him. 'Course, Sleuth wakes up from all this, and thanks to Trick Room, he's able to rush up to the Kitsunoh and Dragon Tail him again!


...And this time it forces out DFrog's Tomohawk, Grace. It would appear the Stoplight goes unused.


Nothing's happening, either...man, that sucks.


<That's because you suck at RNGing.>

Order: Slowking, Kitsunoh

Action 1 (Priority: Kitsunoh, Slowking)
Desmond used Shadowstrike!
Sleuth ate some of his Enigma Berry! (+10 HP Slowking)
-Hit chance (Hit <= 9500): 8605 = Hit
-Crit chance: 131 = EEEEEEEEEEYUP.
-Damage: (8 + 3 + 3 + 7.5 - 6) * 1.5 = 23.25 damage!
-Effect chance (-1 Def <= 5000): 8995 = NOPE.
Sleuth used Dragon Tail!
-Crit chance: 4023 = NOPE.
-Damage: (6 + 4.5 - 4.5) * .67 = 4.02 damage
-Ability chance (Disabled <= 3000): 9103 = NOPE.jpg
-Sleep type (1 = light; 2 = deep; 3 = intense): 2 = deep
Sleuth fell asleep! (1 action)
Numbers:
-Kitsunoh: -4.02 HP, -5 EN
-Slowking: -13.25 HP, -5 EN

Action 2
Sleuth is fast asleep.
Desmond used U-Turn!
Sleuth ate the last of his Enigma Berry! (+10 HP Slowking)
-Crit chance: 725 = OHHHHHHHH...
-Damage: (7 + 7.5 - 6) * 1.5 = 12.75 damage
Numbers:
-Kitsunoh: -5 EN
-Slowking: -2.75 HP

Action 3 (Priority: Kitsunoh, Slowking)
Desmond used Shadowstrike!
-Hit chance (hit <= 9500): 8194 = Hit
-Crit chance: 5139 = NOPE.
-Damage: (8 + 3 + 7.5 - 6) * 1.5 = 18.75 damage
-Effect chance (-1 Def <= 5000): 5899 = OHHHHHHHH...
Sleuth woke up!
Sleuth used Dragon Tail!

-Crit chance: 8005 = NOPE.
-Damage: (6 + 4.5 - 4.5) * .67 = 4.02 damage
-Ability chance (Disabled <= 3000): 3969 = NOPE.
-Switch chance (1 = Scrafty; 2 = Cyclohm; 3 = Tomohawk; 4 = Necturna; 5 = Gurdurr): 3 = Tomohawk
Grace was dragged out!
Sleuth was intimidated! (-1 Atk, permanent)
Numbers:
-Kitsunoh: -4.02 HP, -5 EN
-Slowking: -18.75 HP, -5 EN

Final Numbers:
-Kitsunoh: -8 (8.04) HP, -15 EN
-Slowking: -35 (34.75) HP, -10 EN

Round's end RNG
: 1 = Nothing happens

DFrog (OOAOOO):

Grace
HP: 110
EN: 100
Stats: 1/3/5/3/85
Abilities: Intimidate, Prankster, Justified
Ailments: None
Stat changes: None
Other: None

VS.

SimonSays (OOOOOA):

Sleuth @ Enigma Berry
HP: 52
EN: 51
Stats: 3/4/4/4/36
Abilities: Own Tempo, Oblivious, Regenerator
Ailments: None
Stat changes:-1 Atk (permanent), -10 Evasion
Other: None

Field:
The Nexus
Trick Room (3 rounds)

DFrog:

Desmond
HP: 87
EN: 47
Stats: 5/3/1/3/110
Abilities: Frisk, Limber, Cursed Body
Ailments: None
Stat changes: None
Other: None

Your turn, Simon.
 
I'm agreeing with DFrog here. I went out of my way to OVERPOWER him, out of the Arena. However, if that's the case, can I at least change the A3 D-Tail to a Fire Blast? So it's not a waste of a Round.
 
Dragon Tail me out bro, I've been trying to get out since Round 1! It would make sense for Kit to stay in if Simon only used DT once since U-turn would cancel it out, but the second should switch me out. I'd prefer to be forced out, but getting hit by Fire Blast would be alright I guess
 
Well, if you guys are so insistent on Dragon Tail, I suppose we could go with that. Fixed.

Really, we need to get some codification on this...
 

"Sleuth, we have an opponent most-suited for us. Take her out!"

Psychic ~ Ice Beam ~ Psychic
- IF Taunt OR Confuse Ray would be used successfully, use Magic Coat that action


"But she's not in my egg group!"
 

"The worst mon to switch into slowking that I brought with me. Even Gurdurr would stand a better chance..."

<Hazards a-go-go!>
Protect ~ Stealth Rock ~ Protect
 
DFrog (OOAOOO):

Grace @ Amulet Coin
HP: 110
EN: 100
Stats: 1/3/5/3/85
Abilities: Intimidate, Prankster, Justified
Ailments: None
Stat changes: None
Other: None

VS.

SimonSays (OOOOOA):

Sleuth
HP: 52
EN: 51
Stats: 3/4/4/4/36
Abilities: Own Tempo, Oblivious, Regenerator
Ailments: None
Stat changes:-1 Atk (permanent), -10 Evasion
Other: None

Field:
The Nexus
Trick Room (3 rounds)

Round 4: Seccom is a douchebag


Hi guys, we're back!


Indeed. I hope we haven't kept you waiting long.


<I hate you all.>


Seccom, would you like to ref this round? I'm sure we can translate...


<Fine. Bird thing comes out, shit happens, the end. Now fuck off.>


Seccom says that he'd love to ref!


<I just did, dumbass. Oh wait, you can't understand a word I say. Not you or the audience.>


So the pianoman says that Grace the Tomohawk starts out by Protecting herself from Sleuth's Psychic powers!


<If you're reading this, you're a worthless shit who's better off dead.>


And then she takes an Ice Beam to the face as she sets up a bunch of Stealth rocks!


<You will never amount to anything and are a disgrace to everyone you know.>


Oh? It looks like they're doing the whole Protect-Psychic thing again.


<The only thing you will ever be good for is wiping your wretched face off the pla->


...Seccom, stop telling the audience to kill themselves.


<-net, and then everyone'll cheer your de-FUCK!>


Hi, Poniko! When did you get here?


...I didn't. You did.


Oh right, the RNG's taken us to Pastel Lake. Sorry for the intrusion, Poniko; surely you wouldn't mind us for a little while, would you?


...*shrug*

Order: Slowking, Tomohawk

Action 1 (Priority: Tomohawk, Slowking)
Grace used Protect!
Grace protected herself!

Sleuth used Psychic!
It ain't happening!
-Damage (for energy cost): (8 + 3 + 6 - 4.5) * 1.5 = 18.75 damage
-Energy cost (Psychic): 5 + (3 / 2) - 1 = 5.5 EN
-Energy cost (Protect): 7 + (18.75 / 2.5) = 14.5 EN
Numbers:
-Tomohawk: -14.5 EN
-Slowking: -5.5 EN

Action 2 (Priority: Tomohawk, Slowking)
Grace used Stealth Rock!
Pointed stones surrounded SimonSays's team!
Sleuth used Ice Beam!

-Crit chance: 3500 = NOPE.
-Damage: (10 + 6 - 4.5) * 1.5 = 17.25 damage
-Effect chance (Freeze <= 1000): 8702 = NOPE.jpg
Numbers:
-Tomohawk: -17.25 HP, -12 EN
-Slowking: -7 EN

Action 3 (Priority: Tomohawk, Slowking)
Grace used Protect!
Grace protected herself!

Sleuth used Psychic!
Still ain't happening!
-Damage (for energy cost): (8 + 3 + 6 - 4.5) * 1.5 = 18.75 damage
-Energy cost (Psychic): 5 + (3 / 2) - 1 = 5.5 EN
-Energy cost (Protect): 7 + (18.75 / 2.5) = 14.5 EN
Numbers:
-Tomohawk: -14.5 EN
-Slowking: -5.5 EN

Final Numbers:
-Tomohawk: -17 (17.25) HP, -41 EN
-Slowking: -18 EN

Round's end RNG: 2
New arena: 4 = Pastel lake

DFrog (OOAOOO):

Grace @ Amulet Coin
HP: 93
EN: 59
Stats: 1/3/5/3/85
Abilities: Intimidate, Prankster, Justified
Ailments: None
Stat changes: None
Other: None

VS.

SimonSays (OOOOOA):

Sleuth @ Air Balloon
HP: 52
EN: 33
Stats: 3/4/4/4/36
Abilities: Own Tempo, Oblivious, Regenerator
Ailments: None
Stat changes:-1 Atk (permanent), -10 Evasion
Other: None

Field:
Pastel Lake
Trick Room (2 rounds)

DFrog:

Desmond
HP: 87
EN: 47
Stats: 5/3/1/3/110
Abilities: Frisk, Limber, Cursed Body
Ailments: None
Stat changes: None
Other: None
 

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