Seven Deadly Sins
~hallelujah~
While Seven Deadly Sins and Darkslay were busy valiantly battling their hearts out on one side of the Dojo, another challenger appeared. The man had the appearance of a medieval warrior, draped in golden steel. At least, it looked kinda like steel. Metallic paint on styrofoam can make a hell of a fake. In any case, it was the legendary GoldenKnight! Removing one of his shining gloves, he literally threw down the gauntlet. Well, maybe threw was a strong word- styrofoam breaks easily, and he wasn't willing to risk breaking his hard work.
"DARKSLAY, I CHALLENGE YOU TO AN ADORABLE BATTLE!"
Drawing his three cutest Pokemon from his belt, the challenge was made. Unfazed, and still holding his composure despite the other battle raging directly behind him, he answered the challenge. The battle was on!
[/B]This dojo has been around for centuries, but remains in peak condition. The floor is made of soft mats, with a hardboard flooring underneath. It is a four walled, closed area. On the edges of the dojo are shallow pools of water originally used for decoration. The pools provide water, but are too shallow to dive in. The walls are covered in beautiful ivy. Since the floor is primarily cushion and hard wood, it is impossible to dig through it or find a sustainable area to cause quakes with. Evidently, a magical seal has been placed upon the dojo, preventing all types of weather from disrupting the peace and honor of the dojo.
Summary of Restrictions: No diving under water, no weather, no Dig/Earthquake.[/QUOTE]
Darkslay's mons:
Murkrow [Bosskrow] (M)
Nature: Naughty (Adds * to Attack. Subtracts * from Special Defense.)
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).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 91
EC: 2 / 6
MC: 1
DC: 1 / 5
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)
Brave Bird (*)
Confuse Ray(*)
Roost (*)
Taunt (*)
Shadow Ball (*)
Hidden Power (Fighting, 7) (*)
Totodile [Gatorade] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **** (+)
Def: ***
SpA: *(-)
SpD: **
Spe: 43
EC: 0 / 9
MC: 0
DC: 0 / 5
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
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:
Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Thrash (*)
Dragon Dance (*)
Aqua Jet (*)
Ice Punch (*)
Waterfall (*)
Dig (*)
Brick Break (*)
GoldenKnight's mons:
Deino [Endsieg] (M) Endsieg means final victory to anyone who cares
Nature: Quiet
Type: Dragon/Dark
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
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).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 32(-)
Counters:
EC: 0/9
MC: 0
DC: 0/5
Ability:
Hustle (Can be enabled): 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.
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dark Pulse
Earth Power
Thunder Fang
Thunder Wave
Toxic
Taunt
Scraggy [Lucky Luciano] (M)
Nature: Adamant
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: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 48
Counters:
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
Counter
Stone Edge
Taunt
Dragon Tail
This is a 2v2 doubles battle, so here's how it goes down:
1: DarkSlay sends out 2 mons.
2: GK sends out 2 mons and gives orders.
3: DarkSlay gives orders.
4: I ref.
5: DarkSlay gives orders.
6: GK gives orders.
7: I ref.
Repeat until only one side is standing.
"DARKSLAY, I CHALLENGE YOU TO AN ADORABLE BATTLE!"
Drawing his three cutest Pokemon from his belt, the challenge was made. Unfazed, and still holding his composure despite the other battle raging directly behind him, he answered the challenge. The battle was on!
[/B]This dojo has been around for centuries, but remains in peak condition. The floor is made of soft mats, with a hardboard flooring underneath. It is a four walled, closed area. On the edges of the dojo are shallow pools of water originally used for decoration. The pools provide water, but are too shallow to dive in. The walls are covered in beautiful ivy. Since the floor is primarily cushion and hard wood, it is impossible to dig through it or find a sustainable area to cause quakes with. Evidently, a magical seal has been placed upon the dojo, preventing all types of weather from disrupting the peace and honor of the dojo.
Summary of Restrictions: No diving under water, no weather, no Dig/Earthquake.[/QUOTE]
Darkslay's mons:
Murkrow [Bosskrow] (M)
Nature: Naughty (Adds * to Attack. Subtracts * from Special Defense.)
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).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 91
EC: 2 / 6
MC: 1
DC: 1 / 5
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)
Brave Bird (*)
Confuse Ray(*)
Roost (*)
Taunt (*)
Shadow Ball (*)
Hidden Power (Fighting, 7) (*)
Totodile [Gatorade] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **** (+)
Def: ***
SpA: *(-)
SpD: **
Spe: 43
EC: 0 / 9
MC: 0
DC: 0 / 5
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
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:
Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Thrash (*)
Dragon Dance (*)
Aqua Jet (*)
Ice Punch (*)
Waterfall (*)
Dig (*)
Brick Break (*)
GoldenKnight's mons:
Deino [Endsieg] (M) Endsieg means final victory to anyone who cares
Nature: Quiet
Type: Dragon/Dark
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
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).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 32(-)
Counters:
EC: 0/9
MC: 0
DC: 0/5
Ability:
Hustle (Can be enabled): 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.
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dark Pulse
Earth Power
Thunder Fang
Thunder Wave
Toxic
Taunt
Scraggy [Lucky Luciano] (M)
Nature: Adamant
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: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 48
Counters:
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
Counter
Stone Edge
Taunt
Dragon Tail
This is a 2v2 doubles battle, so here's how it goes down:
1: DarkSlay sends out 2 mons.
2: GK sends out 2 mons and gives orders.
3: DarkSlay gives orders.
4: I ref.
5: DarkSlay gives orders.
6: GK gives orders.
7: I ref.
Repeat until only one side is standing.