Master Bane Master bane (Move your mouse to reveal the content) Master bane (open) Master bane (close) Pokemon Team: Zubat(*) Zippy; inducer of seizures (M) Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense) Type: Poison/Flying 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. 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: 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. Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks. Stats: HP: 90 Atk: Rank 2 Def: Rank 1 (-) SpA: Rank 2 SpD: Rank 2 Spe: 64 (55 * 1.15) EC: 0/9 MC: 0 DC: 0/5 Attacks: Leech Life(*) Supersonic(*) Astonish(*) Bite(*) Wing Attack(*) Confuse Ray(*) Air Cutter(*) Brave Bird(*) Hypnosis(*) Quick Attack(*) Toxic(*) Sludge Bomb(*) Acrobatics(*) Machop(*) Machop (M) Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack) Type: Fighting Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. 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. No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a 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 benefitted by No Guard, they will have their normal accuracy. Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 35 EC: 0/9 MC: 0 DC: 0/5 Attacks: Low Kick(*) Leer(*) Focus Energy(*) Karate Chop(*) Foresight(*) Low Sweep(*) Seismic Toss(*) Revenge(*) Vital Throw(*) Bullet Punch(*) Close Combat(*) Rock Slide(*) Earthquake(*) Bulk Up(*) Payback(*) Houndour(*) Hell Hound (M) Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense) Type: Dark/Fire 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. 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. Abilities: Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon. Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Unnerve (DW): (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: 90 Atk: Rank 2 Def: Rank 1 (-1) SpA: Rank 3 SpD: Rank 2 Spe: 75 (65*1.15) EC: 0/6 MC: 0 DC: 0/5 Attacks: Leer(*) Ember(*) Howl(*) Smog(*) Roar(*) Bite(*) Odor Sleuth(*) Beat Up(*) Fire Spin(*) Nasty Plot(*) Sucker Punch(*) Fire Blast(*) Solarbeam(*) Sunny Day(*) Zarator: Zarator's team (Move your mouse to reveal the content) Zarator's team (open) Zarator's team (close) Privatyke (Valkur) (M) Nature: Adamant (Attack raised by *; Special Attack lowered by *) Type: Water/Fighting Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 2 Spe: 35 EC: 3/6 MC: 0 DC: 0/5 Abilities: Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Klutz (DW): (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, however an item is necessary to pull it off. Attacks: Arm Thrust Bubble Bulk Up Drain Punch Ice Punch Smokescreen Substitute Swagger Waterfall Wrap Yawn Monohm (Bahamut) (M) Nature: Modest (Attack lowered by *; Special Attack raised by *) Type: Electric/Dragon 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. Dragon: 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: 90 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 2 Spe 60 EC: 0/9 MC: 0 DC: 0/5 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. Sheer Force (DW): (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. Attacks: Charge Dragon Rage Flamethrower Growl Heal Bell Hydro Pump Leer Rain Dance Signal Beam Sonicboom Spark Tackle Taunt Thunderbolt Thundershock Twister Rules The arena is Indigo Plateau, which allows the usage of every move, includen weather-changing ones. You may use every ability available to your pokémon, you can't switch and you can't use any item. The order will be as follows: Zarator choose his pokémon Master bane choose his AND order Then, Zarator will post the moves And I will ref Good luck to both participants!