Completed Eternal Drifter and Gerard

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Orcinus Duo

Banned deucer.
#1
6 vs 6 Triples
Items: Training
Switch: OK
Infinite Chills/Recoveries
3 Subsitutions
Abilities: All
Arena: TELEPORTATION!


Eternal Drifter said:
A complete team... let's see if I have the enough moves for it and enough skill to use the moves.

Butler the Audino

Audino* (Butler) (Male)
Calm Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Healer: Type: Innate
This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Regenerator: Type: 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.
(Dream World: Locked) Klutz: Type: 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.

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16

MC: 0
DC: 3/5

Attacks: (19 Moves Known)
Pound*
Growl*
Helping Hand*
Refresh*
Doubleslap*
Attract*
Secret Power*
Entrainment*
Heal Pulse
Simple Beam

Heal Bell*
Wish*
Sweet Kiss*

Toxic*
Protect*
Psychic
Shadow Ball*
Thunder Wave

Hyper Voice


Scraggy

Scraggy* (Male)
Adamant
Type: Dark/Fighting
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.

Abilities:
Shed Skin: Type: 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: Type: 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.
(Dream World: Locked) Intimidate: Type: 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 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.
Command: (Ability: Intimidate)

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

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

Attacks: (17 Moves Known)
Leer*
Low Kick*
Sand-Attack*
Faint Attack*
Headbutt*
Swagger*
Brick Break*
Payback*

Dragon Dance*
Drain Punch
Fire Punch
Ice Punch*
ThunderPunch*

Dragon Claw*
Bulk Up*
Protect
Rest*


Dream Slayer the Zubat

Dream Slayer (Zubat) (Male)
Jolly Nature
Type: Poison/Flying
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 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.

Abilties:
Inner Focus: Type: 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: Locked) Infiltrator: Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1-
SpD: Rank 2
Spe: 64+
Size Class: 1
Weight Class: 1
Base Rank Total: 12
Accuracy Bonus: +14.124137931034482758620689655172% (Or +14%)

EC: 3/9
MC: 0
DC: 3/5

Attacks: (19 Moves Known)
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Swift
Air Cutter
Mean Look
Poison Fang
Acrobatics

Faint Attack
Hypnosis
Quick Attack

Toxic
Protect
Aerial Ace

Roost
Zen Headbutt


Fern the Mewoth

Fern (Meowth) (Female)
Hardy Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilties:
Pick Up:Type: Innate
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Technician: Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
(Dream World: Locked) Unnerve: Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks: (18 Moves Known)
Scratch
Growl
Bite
Fake Out
Fury Swipes
Screech
Faint Attack
Taunt
Pay Day
Feint

Hypnosis
Odor Sleuth
Spite

Toxic
Aerial Ace
Thief

Icy Wind
Swift


Itsumo the Spiritomb

Itsumo (Spiritomb) (Male)
Relaxed Nature
Type: Ghost/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.
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.

Abilities:
Pressure: Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
(Dream World: LOCKED) Infiltrator: Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 30 (-) (29.75 Unrounded) (-10% Evasion)
Size Class: 2
Weight Class: 5
Base Rank Total: 18

MC: 0
DC: 0/5

Attacks: (16 Moves Known)
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind

Destiny Bond
Pain Split
Smokescreen

Toxic
Protect
Thief
Will-O-Wisp


Hope the Chingling

Chingling (Hope) (Female)
Bold Nature
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Ability:
Levitate: Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.

HP: 90
Atk: Rank 1-
Def: Rank 3+
SpA: Rank 3
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/6
MC: 0

Attacks: (13 Moves Known)
Wrap
Growl
Astonish
Confusion
Uproar
Last Resort
Entrainment

Hypnosis
Recover
Wish

Toxic
Protect
Thunder Wave
Gerard said:
Kurt (Slowbro) {♂}

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psychic / Water


  • Psyquic: 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.

  • Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:



  • Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
  • Own Tempo: (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
  • Regenerator: (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:
4 (+)
Def:
4
SpA:
4
SpD:
3
Spe:
26 (30/1.15)
SC:
3
WC:
4
BST:
19


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


Attacks: 60

Aerial Ace
After You
Aqua Tail
Bide
Blizzard
Block
Body Slam
Brick Break
Brine
Confusion
Counter
Curse
Dig
Disable
Dive
Drain Punch
DynamicPunch
Earthquake
Endure
Fire Blast
Flamethrower
Fling
Focus Blast
Focus Punch
Grass Knot
Gravity
Growl
Headbutt
Heal Pulse
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Light Screen
Magic Coat
Mega Kick
Mud Sport
Protect
Psyquic
Rain Dance
Reflect
Rest
Safeguard
Scald
Shadow Ball
Signal Beam
Skill Swap
Slack Off
Sleep Talk
Substitute
Sunny Day
Surf
Tackle
Thunder Wave
Toxic
Trick
Trick Room
Water Gun
Yawn
Zen Headbutt
Wilde (Gallade) {♂}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Fighting

  • 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.

  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:


  • Steadfast: (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.
  • 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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:


HP:
100
Atk:
5
Def:
3
SpA:
4 (+)
SpD:
4
Spe:
69 (-)
SC:
3
WC:
4
BST:
21


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


Attacks: 78

Aerial Ace
Ally Switch
Brick Break
Bulldoze
Calm Mind
Close Combat
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Drain Punch
Dream Eater
Dual Chop
Earthquake
Encore
Endure
False Swipe
Feint
Fire Punch
Focus Blast
Focus Punch
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Heal Pulse
Helping Hand
Hypnosis
Ice Punch
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Sweep
Low Kick
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Night Slash
Pain Split
Poison Jab
Protect
Psychic
Psycho Cut
Rain Dance
Recycle
Reflect
Rock Slide
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Skill Swap
Slash
Sleep Talk
Snatch
Stone Edge
Substitute
Sunny Day
Swords Dance
Taunt
Teleport
ThunderPunch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Vacuum Wave
Will-O-Wisp
Wish
X-Scissor
Zen Heabutt
Lamarche (Mollux) {}
Nature:Bold (+1 Def, -1 Atk)
Type: Fire / Poison


  • Fire: Fire STAB; immune to burn, 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.

  • Fire: 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:


  • Dry Skin: (Innate)
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
  • Illuminate: (Innate)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.
Stats:

HP: 100
Atk:
1 (-)
Def:
4 (+)
SpA:
5
SpD: 4

Spe: 76
SC: 3
WC: 3
BST: 20


EC: -.-
MC: 0
DC: 5/5


Attacks: 40

Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Moonlight
Heat Wave
Recover
Eruption
Acid Armor
Toxic Spikes
Inferno
Gunk Shot
Final Gambit

Heal Pulse

Healping Hand
Rapid Spin
Bug Bite

Gastro Acid
Heal Bell
Sleep Talk
Snatch

Flamethrower

Fire Blast
Sludge Bombs
Thunderbolt
Thunder
Sludge Wave
Will-o-Wisp
Protect
Substitute
Thunder Wave
Sunny Day
Rain Dance
Snatch
Double Team
Solarbeam
Venoshock
Éponine (Togekiss) {}

Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)
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:


  • 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.
  • 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 25% of the time.

Stats:

HP: 100
Atk:
1 (-)
Def:
3
SpA:
5
SpD: 4

Spe:
96 (+)
SC: 3
WC: 3
BST: 20


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


Attacks: 48

After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Charm
Counter
Defog
Double Team
Encore
Endure
ExtremeSpeed
Flamethrower
Fly
Follow Me
Grass Knot
Growl
Heal Bell
Heat Wave
Hidden Power Ice (7)
Hyper Beam
Hyper Voice
Icy Wind
Light Screen
Magic Coat
Magical Leaf
Metronome
Morning Sun
Nasty Plot
Protect
Psych Up
Psychic
Psycho Shift
Reflect
Round
Safeguard
Shadow Ball
Signal Beam
Sky Attack
Solarbeam
Sunny Day
Sweet Kiss
Tailwind
Thunder Wave
Tri Attack
Wish
Yawn
Fantine (Kitsunoh) {}

Nature: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost/Steel



  • 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.

  • 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:


  • Frisk: (Can be Activated)
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
  • 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.

Stats:


HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (+)
SC: 3
WC: 4
BST: 19



EC: 6/6
MC: 4
DC: 5/5


Attacks: 45

Aerial Ace
Copycat
Curse
Dig
Double Team
Earthquake
Endeavour
Faint Attack
Fake Out
Foul Play
Giga Impact
Ice Punch
Imprison
Iron Defense
Iron Head
Knock Off
Lick
Low Kick
Magic Coat
Metal Claw
Meteor Mash
Odor Sleuth
Perish Song
Protect
Psycho Shift
Rain Dance
Revenge
Roar
Rock Slide
Safeguard
Scratch
Shadow Claw
Shadow Sneak
ShadowStrike
Substitute
Super Fang
Superpower
Tail Whip
Taunt
Thunder Punch
Torment
Toxic
U-Turn
Will-o-Wisp
Yawn

Metagross (Kirot) {O}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Steel / Psychic


  • 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.

  • 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.

Abilities:


  • Clear Body: (Innate)
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal: (Innate)
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:

HP: 100
Atk: 5
Def:
5
SpA: 4 (+)
SpD: 3
Spe:
61 (-)
SC: 4
WC: 9
BST: 22


EC: 9/9
MC: 0

DC:
5/5


Attacks: 62

Aerial Ace
Agility
Block
Body Slam
Brick Break
Bulldoze
Bullet Punch
Confusion
Double Edge
Double Team
DynamicPunch
Earthquake
Endure
Explosion
Flash
Flash Cannon
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Headbutt
Hidden Power Fire 7
Hyper Beam
Ice Punch
Icy Wind
Iron Defense
Iron Head
Light Screen
Magnet Rise
Metal Claw
Meteor Mash
Mimic
Miracle Eye
Mud Slap
Protect
Psychic
Pursuit
Rain Dance
Reflect
Refresh
Rest
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Scary Face
Shadow Ball
Signal Beam
Sleep Talk
Sludge Bomb
Stealth Rock
Substitute
Swagger
Take Down
Telekinesis
ThunderPunch
Toxic
Trick
Zen Headbutt
Eternal Drifter sends out first!
 
#2

"...Look at this fine pickle I got us into... six powerful, fully evolved Poke'mon as our opponents... no matter, I do not expect to win. At the very least, we'll get some training in. At best, I hope to take down a few of the opponent as well. Butler! Scraggy! Itsumo! Get in there!"


(No items)
 
#3

.
"Oh... Well I think we have an easy challenge, altough to be fair you said youwere training for TLR, I tought you were gonna be using some FEs, It's not like I'm a psy... Ok, maybe I'm one, but really sweat?, Ok Wilde, have this Experience Share, no reason to not take as much adventage as we can out of this..., Éponine, you're gonna be holding an Exp. Share as well, again, I would like to have you all trained here, and last but not least, Fantine, teach them how it's that you but those kitty paws to work when they get us some sweet cash, an Amulet Coin is what you'll get (don't forget to return it latter to your lil' brother).

Let's try to finish this fast, we can use this little training to see some of our strategies so let's try and so so, Wilde, Éponine, you should stay on the offensive, so let's try and keep the momentum going"


Wilde: Close Combat (Butler) ~ Drain Punch (Butler)
*If Buttler (Succesfully) uses a Protect then switch targets to Scraggy and push actions
*If Scraggy (Succesfully) uses a Protect when you target him then use Will-o-Wisp (Itsumo) and push actions

Éponine: Air Slash (Scraggy) ~ Air Slash (Scraggy)
*If Scraggy (Succesfully) uses a Protect then switch targets to Itsumo and push actions

Fantine: Safeguard ~ Iron Head (Itsumo)
*If Itsumo (Succesfully) uses a Protect when you target him then use switch targets to Scraggy
 
#4

"One has got to start somewhere..." Walker says. "But for now, this battle is going to get interesting. The stall method may be going down fast, since you have safeguard, and none of the Poke'mon out right now outspeed the safeguard. To make matters more interesting, you have heal bell, which eliminates status you might get. With Heal Bell, I see one clear target: GET THE TOGEKISS."

Butler:
Action 1: Hyper Voice (Togekiss)
Action 2: Protect (Self)

Scraggy:
Action 1: Payback (Togekiss)
Action 2: Protect (Self)

Itsumo:
Action 1: Thief (Togekiss)
Action 2: Protect (Self)
 

Orcinus Duo

Banned deucer.
#5
Eternal Staller

Audino (M)
HP: 110 | EN: 100
Spe: 50 | Ranks: 1/3/2/4
SC: 2 | WC: 3
Abilities: Healer, Regenerator
Other:
Hyper Voice Togekiss-Protect

Scraggy (M)
HP: 90 | EN: 100
Spe: 48 | Ranks: 4/3/1/3
Abilities: Shed Skin, Moxie
SC: 1 | WC: 2
Other:
Payback Togekiss-Protect

Spiritomb (M)
HP: 90 | EN: 100
Spe: 30 | Ranks: 3/5/3/2
Abilities: Pressure
SC: 2 | WC: 5
Other: -10 eva
Thief Togekiss-Protect

Gerard

Gallade (M) @ Exp Share
HP: 100 | EN: 100
Spe: 69 | Ranks: 5/3/4/4
SC: 3 | WC: 4
Abilities: Steadfast, Justified
Other: -10 eva
Close Combat Audino-Will-o-Wisp Spiritomb

Togekiss (F) @Exp Share
HP: 100 | EN: 100
Spe: 96 | Ranks: 1/3/5/4
Abilities: Hustle, Serene Grace, Super Luck
SC: 3 | WC: 3
Other: +10% Accuracy
Air Slash Scraggy-Air Slash Spiritomb

Kitsunoh (F) @ Amulet Coin
HP: 100 | EN: 100
Spe: 127 | Ranks: 4/3/1/3
Abilities: Frisk, Limber, Cursed Body
SC: 2 | WC: 5
Other: +20% Accuracy
Safeguard-Iron Head Scraggy
Speed Order: Kitsunoh-Togekiss-Galade-Audino-Scraggy-Spiritomb

Action One
Kitsunoh uses Safeguard -10 en
Togekiss uses Air Slash -5 en
To crit 7329 no
To flinch 1265 yes
(8+3+3)*1.5=21 Scraggy
Gallade uses Close Combat -7 en
To crit 7620 no
(12+3+3)*1.5=27 Audino
Audino uses Hyper Voice -6 en
To crit 8933, 3991, 3484
Kitsunoh: Unaffected
Togekiss: (6.75+3-3)=6.75
Gallade: (6.75+3-1.5)+1.75=10
Scraggy flinched!
Spiritomb uses thief -3 en
To crit 2784 no
(4+3)=7 Togekiss
Spiritomb now has a Exp Share!

Action ;_;
Audino uses Protect -6 en
Scraggy uses Protect -12 en
Spiritomb uses Protect -13 en
Kitsunoh uses Iron Head -5 en
(8+1.5+3)=12.5 Scraggy Blocked
Togekiss uses Air Slash -9 en
(8+3+4.5)=15.5 Spiritomb Blocked
Gallade uses Will-o-Wisp -7 en

Eternal Staller

Audino (M)
HP: 83 | EN: 88
Spe: 50 | Ranks: 1/3/2/4
SC: 2 | WC: 3
Abilities: Healer, Regenerator
Other:
Hyper Voice Togekiss-Protect

Scraggy (M)
HP: 69 | EN: 88
Spe: 48 | Ranks: 4/3/1/3
Abilities: Shed Skin, Moxie
SC: 1 | WC: 2
Other:
Payback Togekiss-Protect

Spiritomb (M) @ Exp Share
HP: 90 | EN: 84
Spe: 30 | Ranks: 3/5/3/2
Abilities: Pressure
SC: 2 | WC: 5
Other: -10 eva
Thief Togekiss-Protect

Gerard

Gallade (M) @ Exp Share
HP: 90 | EN: 86
Spe: 69 | Ranks: 5/3/4/4
SC: 3 | WC: 4
Abilities: Steadfast, Justified
Other: -10 eva, -1 Defenses, Safeguard 3r

Togekiss (F)
HP: 86 | EN: 86
Spe: 96 | Ranks: 1/3/5/4
Abilities: Hustle, Serene Grace, Super Luck
SC: 3 | WC: 3
Other: +10% Accuracy, Safeguard 3r

Kitsunoh (F) @ Amulet Coin
HP: 100 | EN: 85
Spe: 127 | Ranks: 4/3/1/3
Abilities: Frisk, Limber, Cursed Body
SC: 2 | WC: 5
Other: +20% Accuracy
 

Orcinus Duo

Banned deucer.
#7
Field Type = Neutral
Complexity = Moderate
Format = Eh, whatever
No Restrictions on anything

Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.

The arena is nothing special, but Mr.Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.0), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .29). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs!

Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff.
Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label.
Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type.
Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual.
Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item.
Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss.
Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head.
Torch: Light up your favorite pal, and voila! Instant fire-type!
Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast...
Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone!
Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin.
Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train?
Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier.
Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills.
Rusty Ghostbuster: Even Mr.Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon!
Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested.
Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are a well-trained strongmon.

wee (oh god)
 
#8

"This will prove beneficial," Walker says, grinning.

Butler:
(Grab Gypsy Tent to become Psychic/Normal)
Action 1: Heal Pusle (Scraggy)
Action 2: Hyper Voice (All, focusing on Togekiss)
IF Togekiss is in the middle of Fly when you would attack with Hyper Voice, change action to Simple Beam (Gallade)
IF Taunted, change action of non-attacking move to Shadow Ball (Gallade).

IF possible, keep hold of Gypsy Tent for future rounds (since Butler has no item otherwise).

Scraggy:
(Grab Rusty Ghostbuster to become Ghost/Dark/Fighting)
Action 1: Payback (Togekiss)
Action 2: Payback (Togekiss)
IF target is in the middle of Fly when you would attack, change action to Bulk Up (Scraggy) and push actions back.
IF target is under the effects of Protect, use Dragon Dance and push actions back.

IF possible, keep hold of Rusty Ghostbuster for future rounds (since Scraggy has no item otherwise).

Itsumo:
(Grab Exceptionally Ordinary Something-or-other to become Ghost/Dark/Normal)
Action 1: Faint Attack (Togekiss)
Action 2: Pursuit (Togekiss)
IF target Togekiss uses fly in action one, change action to Pursuit (Togekiss).
IF target is under a protective move, change action to Shadow Sneak (Gallade) and push actions back.

IF possible for Itsumo to have two items, keep Exceptionally Ordinary Something-or-other for future rounds. If not, discard picked up item (keeping the amulet coin).
 
#9

.
"I wanted to do some little twists in this game, but since I would like this to end ASAP then getting ourselves more focused shall be the best rode, let's go and aplaude our foe's spirit, that protect won't stand in our way twice. Éponine, your job is to make sure Scraggy suffer the worst fate of them all, I really hate that hideous lizard and so, just eating it won't be enough. Fantine, Spiritomb is not on my bright side either, so make him suffer, this shall be fun."

Wilde: [Super Karate Black Belt] Encore (Butler) ~ Focus Punch (Butler)
*
Éponine: [Fairy Wings] Sky Attack (Scraggy) ~ Air Slash (Scraggy)
*
Fantine: [Model Train (1:2 scale)] Will-o-Wisp (Itsumo) ~ Iron Head (Itsumo)

 
#12
Eternal Drifter:
AAOOAO
|
|

Butler | Scraggy | Itsumo
None | None | Exp. Share
HP: 83 | HP: 63 | HP: 90
EN: 88 | EN: 88 | EN: 84
1/3/2/4/50 | 4/3/1/3/48 | 3/5/3/4/30
Healer | Shed Skin | Pressure
Regenerator | Moxie | Locked
No ailments | No ailments | No ailments
No stat changes | No stat changes | -10 Eva
Gypsy Tent | Rusty Ghostbuster | Exceptionally Ordinary something-or-other

VS.

Gerard:
OAOAAO
|
|

Wilde | Eponine | Fantine
Exp Share | Nothing | Amulet Coin
HP: 90 | HP: 86 | HP: 100
EN: 86 | EN: 86 | EN: 85
5/3/4/4/69 | 1/3/5/4/96 | 4/3/1/3/127
Steadfast | Hustle (OFF) | Frisk
Justified | Serene Grace | Limber
None | Super Luck | Cursed Body
No ailments | No ailments | No ailments
-10 Eva | +10 Acc | +20 Acc
Super Karate Black Belt, Safeguard (3 rounds) | Fairy Wings, Safeguard (3 rounds) | Model Train, Safeguard (3 rounds)

Round 2: Whah helloooo theah!
♫Storm Knight, Pure Type


Hey there, folks! Wanderer here, subreffing for-


Hold on a sec, Boss! Aren't we supposed to be in Egypt right now?

Doesn't matter. Subrefs are non-canon.

Really? Bitchin'! That means I can go out of character and say pretentious stuff, like...uh...the omnipotence of isomorphism is quite revolutionary in its blindness!

...Rico, do you have any idea what the hell you were just saying?

Nnnnnnnnnnope!

...Anyway, where are we...oh right! Our two trainers and their mons have just teleported into Mr. Leethoof's Magical Type Shop-

Heefloot, Boss.

Oh come on, all the Bastiodon references make it obvio-

HEEFLOOT, BOSS. Copyrights, remember?

Ohhhhyeah, lawyers...Sorry, Mr. HEEFLOOT's Magical Type Shop, where pokemon can hold onto various items to either add a type to them or bolster one of their existing types. Drifter does the former for his mons, while Gerard's team opts for the latter.

Gerard's Kitsunoh, Fantine, gets the initiative, getting behind Itsumo the Spiritomb and burning him with a sneaky little Will-o-wisp, while her Gallade compadre Wilde ruins Butler the Audino's day by giving his last bout of protection an Encore. With Butler forced into another round of Protection (that fails, by the way), It's up to Drifter's other warriors to pick up the slack, with Itsumo and a nameless Scraggy dropping a respective Faint Attack
and Payback on...eh...ep...HEY! How do you pronounce the Togekiss's name?! Speaking of which, said Togekiss is done charging up a Sky Attack, dropping a shitload of damage on Scraggy!

As Butler Protects again, Wilde tightens his focus, while Fantine rams her Iron Head into Itsumo's spectral face, EppanameIcan'tpronounce adds insult to Scraggy's injury by blowing an Air Slash into his face, scoring a critical hit AND spooking him out of moving! Although Itsumo tries to Pursue Gerard's Togekiss, there's no real Pursuit to perform - only a small amount of damage. Meanwhile, Wilde lets loose his deadly Focus Punch...upon Butler's shield.

...what.

Well then, it looks like Gerard's going to take first blood next round...and look! The arena's changing! I wonder where we're going to next?

Order: Kitsunoh, Togekiss, Gallade, Audino, Scraggy, Spiritomb

Action 1 (Priority: Kitsunoh, Togekiss, Gallade, Audino, Scraggy, Spiritomb, Togekiss)
Fantine used Will-o-Wisp! (Target: Spiritomb)
-Hit chance: Irrelevant = Hit
Itsumo was burned!
Eponine is glowing!
Wilde used Encore! (Target: Audino)
Butler is flattered! (2 actions)
Butler used Protect!
but it failed!
Scraggy used Payback! (Target: Togekiss)
-Hit chance: Irrelevant = Hit
-Crit chance (Crit <= 625 unless stated otherwise): 8361 = NOPE.jpg
-Damage: 10 + 3 + 6 - 4.5 = 14.5 damage
Itsumo used Faint Attack! (Target: Togekiss)
-Hit chance: lol = hit
-Crit chance: 4323 = NOOOOOOOOOOOOOOOOPE.
-Damage: 6 + 3 + 4.5 - 4.5 -3 = 6 damage
Eponine used Sky Attack! (Target: Scraggy)
-Hit chance: Irrelevant = hit
-Crit chance (Crit <= 1250): 4217 = NOPE.
-Damage: (14 + 6 + 1.5 - 4.5) * 1.5 = 25.5 damage!
Itsumo was hurt by his burn! (-2 HP Spiritomb)
Numbers:
-Audino: -6 EN
-Scraggy: -25.5(!) HP, -6 EN
-Spiritomb: -2 HP, -3 EN
-Gallade: -10 EN
-Togekiss: -20.5(!) HP, -9 EN
-Kitsunoh: -7 EN

Action 2 (Priority: Gallade, Audino, Kitsunoh, Togekiss, Scraggy, Spiritomb, Gallade)
Wilde is tightening his focus!
Butler used Protect!
Butler is protecting himself!
Fantine used Iron Head! (Target: Spiritomb)
-Hit chance: Irrelevant = Hit
-Crit chance: 3154 = NOPE.
-Damage: 8 + 6 + 6 - 7.5 = 12.5 damage
-Effect chance (Flinch <= 3000): 8881 = NOPE.
Eponine used Air slash! (Target: Scraggy)
-Hit chance: Irrelevant = Hit
-Crit chance (Crit <= 1250): 38 = EEEEEEEEEEEYUP.
-Damage: (8 + 6 + 3 + 7.5 - 4.5) * 1.5 = 30 Damage!!
-Effect chance (Flinch <= 6000): 2952 = EEEEEEEYUP.
Scraggy flinched and couldn't move!
Itsumo used Pursuit! (Target: Togekiss)
-Hit chance: Irrelevant = Hit
-Crit chance: 3816 = NOPE.
-Damage: 4 + 3 + 4.5 - 4.5 - 3 = 4 damage
Wilde used Focus Punch! (Target: Audino)
Butler protected himself!
-Damage (For energy cost): (15 + 6 + 7.5 - 4.5) * 1.5 = 36 Damage!!
-Energy cost: 7 - 1 + (36 / 2.5) = 20.4 EN
Itsumo is hurt by his burn! (-2 HP Spiritomb)
-Ability chance (Heal Spiritomb's burn <= 3000): 6508 = NOPE.
Numbers:
-Audino: -20.4 EN
-Scraggy: -30(Ouch!) HP
-Spiritomb: -14.5 HP, -4 EN
-Gallade: -9 EN
-Togekiss: -4 HP, -5 EN
-Kitsunoh: -5 EN

Final Numbers:
-Audino: -26 (26.4) EN
-Scraggy: -56 HP, -6 EN
-Spiritomb: -17 (16.5) HP, -7 EN
-Gallade: -19 EN
-Togekiss: -25 (24.5) HP, -14 EN
-Kitsunoh: -12 EN

Eternal Drifter:
AAOOAO
|
|

Butler | Scraggy | Itsumo
None | None | Exp. Share
HP: 83 | HP: 7 | HP: 73
EN: 62 | EN: 82 | EN: 77
1/3/2/4/50 | 4/3/1/3/48 | 3/5/3/4/30
Healer | Shed Skin | Pressure
Regenerator | Moxie | Locked
No ailments | No ailments | Burn
No stat changes | No stat changes | -10 Eva
No other | No other | No other

VS.

Gerard:
OAOAAO
|
|

Wilde | Eponine | Fantine
Exp Share | Nothing | Amulet Coin
HP: 90 | HP: 61 | HP: 100
EN: 67 | EN: 72 | EN: 73
5/3/4/4/69 | 1/3/5/4/96 | 4/3/1/3/127
Steadfast | Hustle (OFF) | Frisk
Justified | Serene Grace | Limber
None | Super Luck | Cursed Body
No ailments | No ailments | No ailments
-10 Eva | +10 Acc | +20 Acc
Safeguard (2 rounds) | Safeguard (2 rounds) | Safeguard (2 rounds)


EDIT: Oshit, I realized this isn't in the compendium...oh well, I think we can forgive it this time, right?
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...

Being only in effect for one round, the end of round RNG is disabled.

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 - Disabled, roll again.

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 4 rounds, even in the corpse road.
51-60: Umbrella (Usable) - The pokemon sports an umbrella and summons rain that lasts for 4 rounds, 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.
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.
100: Knife (Usable) - Disabled, roll again.


And due to TELEPORTATION!'s nature, I'm picking a locale that isn't the nexus, with it's effect taking place at the beginning of the round. Furthermore, both of you will start the round with a random effect (Nobody's getting a knife, though. Sorry.) So without further ado...

Arena: 4 = Pastel Lake (For the duration of the arena, all pokemon without items gain an air balloon, and all non-ghost-types have a 50% chance per action of being unable to move)
Effect (Eternal Drifter): 92 = Medamaude
Effect (Gerard): 98 = Also Medamaude

Well Gerard, I believe it's your turn.
 
#14

.
"Well, we might need to get rid of that little lizard fast"

Wilde: Vacuum Wave (Scraggy) ~ Close Combat (Scraggy)
*If Scraggy (Succesfully) uses a Protect on itself then use Close Combat and push actions
*If You're unable to move A1 then push actions

Éponine: Aura Sphere (Itsumo) ~ Aura Sphere (Itsumo)
*If Itsumo (Succesfully) uses a Protect when you target him then use Roost and push actions

Fantine: Odor Sleuth (Itsumo) ~ ShadowStrike (Itsumo)
*If Itsumo (Succesfully) uses a Protect when you target him then use Iron Head (Butler) and push actions

PS: If the items remained then please tell me so I can re-order
 
#15
(OOC: Did Butler's Healer kick in for Itsumo's burn?)

"Odor Sleuth?" Walker asks. "Odor Sleuth? Crap..."

Butler:
Action 1: Attract (Fantine)
Action 2: Hyper Voice

Scraggy:
Action 1: Beserk ThunderPunch (ThunderPunch+ThunderPunch Combo) (Eponine)
Action 2: Cooldown (Beserk ThunderPunch (Eponine))

Itsumo:
Action 1: Medamaude (Eponine)
Action 2: Pain Split (Fantine)
 
#16
Drift: Thanks for pointing that out. That said, didn't hit the healer chance anyway, so Spiritomb's still burned.

Gerard: Type items from the last round are gone...but you do realize Odor sleuth only allows its USER to hit ghosts, right? Not that it matters much, given how the RNG turned out...

Eternal Drifter:
AAOOAO
|
|

Butler | Scraggy | Itsumo
None | None | Exp. Share
HP: 83 | HP: 7 | HP: 73
EN: 62 | EN: 82 | EN: 77
1/3/2/4/50 | 4/3/1/3/48 | 3/5/3/4/30
Healer | Shed Skin | Pressure
Regenerator | Moxie | Locked
No ailments | No ailments | Burn
No stat changes | No stat changes | -10 Eva
No other | No other | No other

VS.

Gerard:
OAOAAO
|
|

Wilde | Eponine | Fantine
Exp Share | Nothing | Amulet Coin
HP: 90 | HP: 61 | HP: 100
EN: 67 | EN: 72 | EN: 73
5/3/4/4/69 | 1/3/5/4/96 | 4/3/1/3/127
Steadfast | Hustle (OFF) | Frisk
Justified | Serene Grace | Limber
None | Super Luck | Cursed Body
No ailments | No ailments | No ailments
-10 Eva | +10 Acc | +20 Acc
Safeguard (2 rounds) | Safeguard (2 rounds) | Safeguard (2 rounds)


Round 3: aaAAAaaaAAaAaaaAAAAAAAaaa
♫AaaAAAAaaAAAA


aAaaaaaAAAAaa
AAaaaaAAAAaAaaAAAAAaAAAAAAaaaaaaAAAAaaaAAAAAAAAA

aaaAAAAAAAAAAaaaaAAAaaaAAAAAAAAAAAaaaaaaAAAAaaa

AAAAaaaaaAaAAaaaaAAaaaaAAAAAaaaaAaaAAAaaaあああああああああaaaAAA

Order: Kitsunoh, Togekiss, Gallade, Audino, Scraggy, Spiritomb

Action 1 (Priority: Gallade, Kitsunoh, Togekiss, Audino, Scraggy, Spiritomb)
-Uboa chance (AAAAAAAAAAAAAA <= 5000): 9236 = Move
Wilde used Vacuum Wave! (Target: Scraggy)
-Hit chance: Irrelevant = Hit
-Crit chance: Doesn't matter = NOPE.
-Damage: (4 + 3 + 6 - 4.5) * 1.5 = 12.75 damage
Scraggy fainted!
Fantine used Odor Sleuth! (Target: Spiritomb)
Fantine identified Itsumo! (6 actions)
-Uboa chance: 1735 = AAAAAAAAAAAAAAAAA
Eponine is too terrified to move!
-Uboa chance: 1073 = AAAAAAAAAAAAAAAAA
Butler is too terrified to move!
Itsumo used Medamaude! (Target: Togekiss)
-Hit chance: Irrelevant = Hit
-Crit chance: Irrelevant = NOPE
-Damage: Fixed = 15 damage
Itsumo is hurt by his burn! (-2 HP Spiritomb)
Numbers:
-Audino: No changes
-Scraggy: -7 HP
-Spiritomb: -2 HP
-Gallade: -3 EN
-Togekiss: -15 HP
-Kitsunoh: -6 EN

Action 2
Fantine used ShadowStrike! (Target: Spiritomb)
-Hit chance: Irrelevant = Hit
-Crit chance: 7763 = NOPE.
-Damage: 8 + 3 + 6 - 7.5 = 9.5 damage
-Effect chance (-1 Atk <= 5000): 1366 = EEEEEEEEEEYUP.
Itsumo's attack fell! (-1 Atk, 1 round)
-Uboa chance: 3124 = AAAAAAAAAAAAAAAA
Eponine is too terrified to move!
-Uboa chance: 600 = AAAAAAAAAAAAAAAA
Wilde is too terrified to move!
-Uboa chance: 7006 = Move
Butler used Hyper Voice!
Hyper Voice, Gallade:
-Hit chance: Irrelevant = Hit
-Crit chance: 7124 = NOPE.
-Damage: 9 + 3 + 3 - 6 = 9 damage
Hyper Voice, Togekiss:
-Hit chance: Irrelevant = Hit
-Crit chance: 3849 = NOPE.
-Damage: 9 + 3 + 3 - 6 = 9 damage
Hyper Voice, Kitsunoh:
-Hit chance: Irrelevant = NOPE.
Itsumo used Pain Split! (Target: Kitsunoh)
-Hit chance: Irrelevant = Hit
-Damage: ((61.5 + 100) / 2) - 61.5 = 19.25 damage
-Energy cost: 6 + ((100 - 61.5) / 3) - 1 = 17.83 EN
Itsumo recovered 19.25 HP!
Itsumo was hurt by his burn! (-2 HP Spiritomb)
-Healer chance: 1431 = Heal'd
Butler alleviated Itsumo of his burn!
Numbers:
-Audino: -6 EN
-Spiritomb: +7.75 HP, -17.83 EN
-Gallade: -9 HP
-Togekiss: -9 HP
-Kitsunoh: -19.25 HP, -5 EN

Final Numbers:
-Audino: -6 EN
-Scraggy: -7 HP
-Spiritomb: +6 (5.75) HP, -20 (19.83) EN
-Gallade: -9 HP, -3 EN
-Togekiss: -24 HP
-Kitsunoh: -19 (19.25) HP, -11 EN

Eternal Drifter:
AXOOAO
|
|

Butler | Scraggy | Itsumo
None | None | Exp. Share
HP: 83 | HP: KO | HP: 79
EN: 56 | EN: 82 | EN: 57
1/3/2/4/50 | 4/3/1/3/48 | 3/5/3/4/30
Healer | Shed Skin | Pressure
Regenerator | Moxie | Locked
No ailments | Faint | No ailments
No stat changes | No stat changes | -10 Eva, -1 Atk (1 round)
No other | No other | No other

VS.

Gerard:
OAOAAO
|
|

Wilde | Eponine | Fantine
Exp Share | Nothing | Amulet Coin
HP: 81 | HP: 37 | HP: 81
EN: 64 | EN: 72 | EN: 62
5/3/4/4/69 | 1/3/5/4/96 | 4/3/1/3/127
Steadfast | Hustle (OFF) | Frisk
Justified | Serene Grace | Limber
None | Super Luck | Cursed Body
No ailments | No ailments | No ailments
-10 Eva | +10 Acc | +20 Acc
Safeguard (1 round) | Safeguard (1 round) | Safeguard (1 round), Odor Sleuth (Spiritomb, 5 actions)


*One teleportation later*


...Okay...Rico, what the fuck just happened?


Face...face...facefacefacefaceFACEFACEFA-

Er...while my Lucario companion is busy recuperating from his failed SAN check, let's see where we are...

Field Type: Dark, Rock
Complexity: Moderate
Format: All
Traits: No Water Source

Description:
The Subterrane is a large arena with a multi-leveled landscape full of cliffs and pits. Quickmove bars extend from the center of the arena outward in three directions, allowing characters to cross the arena quickly.

Omega Crush - Whenever a mon is hit for 15 damage or more, a large portion of the arena is destroyed and 10HP/10 En is added to the arena's HP/En Pool. Whenever a mon is critically hit (other than Frost Breath/Storm Throw), the attacker takes the HP/En Pool for themselves.
Anti-Gravity - Combination attacks always fail.
Merciful Touch - If a mon falls below 50 HP flat, they gain En equal to the damage dealt to them. This also applies to the attack that puts them under 50 HP.


Send out your next mon + orders, Drift.
 
#17

"That... was no dream..." Walker stammers. "If it was a dream, it is to terrable to describe... I need... to slay this vision...Dream Slayer! Get out there! No item... but with a new move, you won't need it!"

EC gained upon sending Dream Slayer out

"End the vision! End the sight! Defeat the Togekiss! Defeat the healer!"

20 Energy Consumed upon being sent out

"Nothing shall remain! Power is needed!"


Let me offer the power you need to please my servant...


Dream Slayer (Golbat) (Male)
Jolly Nature
Type: Poison/Flying
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 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.

Abilties:
Inner Focus: Type: 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: Locked) Infiltrator: Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2-
SpD: Rank 3
Spe: 104+
Size Class: 3
Weight Class: 4
Base Rank Total: 12
Accuracy Bonus: +18.46939655% (or +18%)

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

Attacks: (20 Moves Known)
Leech Life
Screech
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Swift
Air Cutter
Mean Look
Poison Fang
Acrobatics

Faint Attack
Hypnosis
Quick Attack

Toxic
Protect
Aerial Ace

Roost
Zen Headbutt


Screech learned automatically upon evolution


"Power to perhaps power though this! Well done, Dream Slayer! Everyone, attack now!"

Butler:
Action 1: Pound (Eponine)
Action 2: Hyper Voice

IF Eponine is untargetable when you are to attack, Simple Beam (Wilde) the first instance and Chill the second instead.
IF Wilde uses Ally Switch on Eponine, Simple Beam (Eponine) that action.

Dream Slayer:
Action 1: Acrobatics (Eponine)
Action 2: Aerial Ace (Eponine)

KO: IF Eponine faints, redirect attacks to Wilde.

Itsumo:
Action 1: Faint Attack (Eponine)
Action 2: Thief (Eponine)

IF Wilde uses Ally Switch on Eponine when you are to attack, redirect attacks to Wilde.
IF Eponine is untargetable when you are to attack, Chill instead.
 
#18

Has the opponent disapeared? In a moment of their strength?
Surprised at the evolution? I should hope so... it could turn the battle around... if the opponent warlord decides to act.

...I hate you, you know. Leave the trainers alone.
And miss opprotunities to weaken their resolve? Unlikely. I believe I am starting to get through to one of my servants...
Especially leave this trainer alone. He's bound by his words already. He doesn't need something else on the back of his mind.
Bound by his words? Ha! Like mere words can bring a halt to the End.
Er... Dream Slayer, right? Can you back me up?

Such... power...
You would be well advised to join us. I nearly have that little warrior under my sway, like I have this bat under my power. Nothing shall remain...
...Backing away... real... slowly...


"I wonder what that was about..." Walker says, sighing. "I can't call DQ... either the referee has to end the match prematurely, or this Gerard needs to act..."
 
#19
"Sorry for the delate, I missed the link :p"

Wilde: Focus Punch (Butler) - Focus Punch (Butler)

Éponine: Roost - Encore (Butler)

Fantine: Low Kick (Itsumo) - Low Kick (Itsumo)
 
#20
Eternal Drifter:
AXAOAO
|
|

Butler | Dream Slayer | Itsumo
None | None | Exp. Share
HP: 83 | HP: 100 | HP: 79
EN: 56 | EN: 80 | EN: 57
1/3/2/4/50 | 3/3/2/3/104 | 3/5/3/4/30
Healer | Inner Focus | Pressure
Regenerator | Locked | Locked
No ailments | No ailments | No ailments
No stat changes | +18 Accuracy | -10 Eva, -1 Atk (1 round)
No other | No other | No other

VS.

Gerard:
OAOAAO
|
|

Wilde | Eponine | Fantine
Exp Share | Nothing | Amulet Coin
HP: 81 | HP: 37 | HP: 81
EN: 64 | EN: 72 | EN: 62
5/3/4/4/69 | 1/3/5/4/96 | 4/3/1/3/127
Steadfast | Hustle (OFF) | Frisk
Justified | Serene Grace | Limber
None | Super Luck | Cursed Body
No ailments | No ailments | No ailments
-10 Eva | +10 Acc | +20 Acc
Safeguard (1 round) | Safeguard (1 round) | Safeguard (1 round), Odor Sleuth (Spiritomb, 5 actions)

Round 4: Shape the Future!
♫The Red Wings


We're back!...and...on the moon, apparently. Funny, even though I'm wearing no protective gear, not only am I quite comfortable, but also breathing. How is that possible?


I wouldn't dwell on that too much, BossohArceusfuckthefaceisback!


aaaAaAaAAAAAaaaa-


Oh bugger off, already!


...A.


Now where were we...oh right. While Wilde is busy tightening a Focus Punch, Fantine delivers a Low Kick with her tail to Itsumo, knocking his keystone over, while the newly evolved Golbat Dream Slayer delivers some Acrobatic brutality onto Eppawhaddawha. Speaking of the Togekiss with the unpronouncable name, apparently she's been weakened to the point of getting of...what's it called? Cosmos Judgement?


That's about right, Boss. Merciful Touch, specifically...is the face gone?


Yeah. Anyway, Epperwhatsit gets an energy boost from the damage, which she then uses to Roost off some of her fatigue. None of this stops Butler from Pounding her with his stubby little arms, though. Or Itsumo from Faint Attacking her. Meanwhile, Wilde's done charging his attack and lets loose a Focus Punch on the little Audino, smashing him into a cliffside so hard that it collapses!

As Gerard's Gallade begins charging again, Fantine pulls a repeat of the last action, Low Kicking Itsumo over again. Drifter seems to be insistent on bringing down Epsawhoozits, as Slayer pulls an Aerial Ace on her. Speaking of which, the Togekiss decides to flatter the woozy Butler with an Encore of his Pound attack, forcing him to repeat it. Meanwhile, Itsumo decides to be a little Thief, but already has an Exp share and thus can't steal anything.

And then Wilde Focus Punches the shit out of Butler again.

Well, none of Gerard's mons have gone down yet, and Drifter is on the verge of losing his second. What's gonna happen ne-


AaaaAAAaaaAAAAA-


DAMMIT BOSS! YOU SAID IT WAS GONE!

Order: Kitsunoh, Golbat, Togekiss, Gallade, Audino, Spiritomb

Action 1 (Priority: Gallade, Kitsunoh, Golbat, Togekiss, Audino, Spritomb, Gallade)
Wilde is tightening his focus!
Fantine used Low Kick!
(Target: Spiritomb)
-Hit chance: Irrelevant = Hit
-Crit chance: 4597 = NOPE.
-Damage: (10 + 6 - 7.5) * 1.5 = 12.5 damage
-Energy Cost: 4 + (5 / 2) = 6.5 EN
Dream Slayer used Acrobatics! (Target: Togekiss)
-Hit chance: Irrelevant = Hit
-Crit chance: 3017 = NOPE.
-Damage: 11 + 3 + 4.5 - 4.5 = 14 damage
Harmony fills Eponine with energy! (+14 EN Togekiss)
Eponine used Roost!
Eponine recovered 20 HP!

-Energy Cost: (100 / 10) + 1 = 11 EN
Eponine lost her flying type! (rest of the action)
Butler used Pound! (Target: Togekiss)
-Hit chance: Irrelevant = Hit
-Crit chance: 1175 = NOPE.
-Damage: 4 + 3 + 1.5 - 4.5 = 4 damage
Harmony fills Eponine with energy! (+4 EN Togekiss)
Itsumo used Faint Attack! (Target: Togekiss)
-Hit chance: Irrelevant = Hit
-Crit chance: 5549 = NOPE.
-Damage: 6 + 3 + 4.5 - 4.5 - 1.75 = 7.25 damage
Harmony fills Eponine with energy! (+7.25 EN Togekiss)
Wilde used Focus Punch! (Target: Audino)
-Hit chance: Irrelevant = Hit
-Crit chance: 8011 = NOPE.
-Damage: (15 + 3 + 7.5 - 4.5) * 1.5 = 31.5 Damage!!
The blow shattered a part of the arena! (+10 HP/EN to BRV pool)
Harmony fills Butler with energy! (+31.5 EN Audino)
Numbers:
-Audino: -31.5(Ouch!) HP, +29.5 EN
-Golbat: -6 EN
-Spiritomb: -12.5 HP, -4 EN
-Gallade: -9 EN
-Togekiss: -5.25 HP, +14.25 EN
-Kitsunoh: -6.5 EN

Action 2 (Priority: Gallade, Kitsunoh, Golbat, Togekiss, Audino, Spiritomb, Gallade)
Wilde is tightening his focus!
Fantine used Low Kick! (Target: Spiritomb)
-Hit chance: Irrelevant = Hit
-Crit chance: 5065 = NOPE.
-Damage: (10 + 6 - 7.5) * 1.5 = 12.5 damage
-Energy Cost: 4 + 4 + (5 / 2) = 10.5 EN
Dream Slayer used Aerial Ace! (Target: Togekiss)
-Hit chance: Irrelevant = Hit
-Crit chance: 5972 = NOPE.
-Damage: 6 + 3 + 4.5 - 4.5 = 9 damage
Harmony fills Eponine with energy! (+9 EN Togekiss)
Eponine used Encore! (Target: Audino)
Butler is flattered! (2 actions)
Butler used Pound! (Target: Togekiss)
-Hit chance: Irrelevant = Hit
-Crit chance: 6780 = NOPE.
-Damage: 4 + 3 + 1.5 - 4.5 = 4 damage
Harmony fills Eponine with energy! (+4 EN Togekiss)
Itsumo used Thief! (Target: Togekiss)
-Hit chance: Irrelevant = Hit
-Crit chance: 4071 = NOPE.
-Damage: 4 + 3 + 4.5 - 4.5 - 1.75 = 5.25 damage
Harmony fills Eponine with energy! (+5.25 EN Togekiss)
Wilde used Focus Punch! (Target: Audino)
-Hit chance: Irrelevant = Hit
-Crit chance: 830 = OHHHHHHHHHHHHHHH...
-Damage: (15 + 3 + 7.5 - 4.5) * 1.5 = 31.5 Damage!!
The blow shattered part of the arena! (+10 HP/EN to BRV pool that is now meaningless)
Harmony fills Butler with energy! (+16.5 EN Audino)
Numbers:
-Audino: -31.5(Ouch!) HP, +14.5 EN
-Golbat: -3 EN
-Spiritomb: -12.5 HP, -3 EN
-Gallade: -13 EN
-Togekiss: -18.25 HP, +8.25 EN
-Kitsunoh: -10.5 EN

Final Numbers:
-Audino: -63 HP, +44 EN
-Golbat: -9 EN
-Spiritomb: -25 HP, -7 EN
-Gallade: -22 EN
-Togekiss: -24 (23.5) HP, +23 (22.5) EN
-Kitsunoh: -17 EN

Eternal Drifter:
AXAOAO
|
|

Butler | Dream Slayer | Itsumo
None | None | Exp. Share
HP: 20 | HP: 100 | HP: 54
EN: 100 | EN: 71 | EN: 50
1/3/2/4/50 | 3/3/2/3/104 | 3/5/3/4/30
Healer | Inner Focus | Pressure
Regenerator | Locked | Locked
Encore (1 action) | No ailments | No ailments
No stat changes | +18 Accuracy | -10 Eva
No other | No other | No other

VS.

Gerard:
OAOAAO
|
|

Wilde | Eponine | Fantine
Exp Share | Nothing | Amulet Coin
HP: 81 | HP: 13 | HP: 81
EN: 42 | EN: 95 | EN: 45
5/3/4/4/69 | 1/3/5/4/96 | 4/3/1/3/127
Steadfast | Hustle (OFF) | Frisk
Justified | Serene Grace | Limber
None | Super Luck | Cursed Body
No ailments | No ailments | No ailments
-10 Eva | +10 Acc | +20 Acc
No other | No other | Odor Sleuth (Spiritomb, 3 actions)


And we are now at...

Field Type- Ghost/Dark
Complexity- Moderate
Format- All
Restrictions- No weather, Dark conditions, Digging might result in ghost attack

Mamoswine Graveyard: a dark, somber place that is home to dozens of skeletons and spirits. This place has been forgotten and dull for centuries, so the ghosts here are actually happy you’ve dropped by to battle (they’ve longed for someone to mess with). The field is medium sized and the ground is lumpy and soft. The conditions are good for dig but you wouldn’t want to do that unless you don’t mind getting on a Mamoswine spirit’s mad side. Also on the field (obviously) are large skeletons sticking out of the ground, some creating spiky barriers and some making tunnels of bones (if you want a good visual imagine the elephant graveyard from the lion king, minus the green gas vents). It’s always dusk here, so pokemon used to dark or have night vision excel here. Summary: if you dig there is a 60% chance when you come back up you will be attacked by the spirit of a Mamoswine (the pokemon hit will take 15 damage). Weather moves will fail and it is dark out (unless pokemon is used to dark conditions they get a -1 accuracy counter). Also ghost pokemon might interrupt the match at any time, messing up a pokemon’s moves or just getting in the way (I’ll leave that part up to the ref).​
 
#21

.
"Let's keep ourselves going, this has been pretty interesting until now Butler, but it had to end like this, sorry"

Wilde: Brick Break (Butler) ~ Close Combat (Butler)
*If Butler (Succesfully) uses a Protect on itself then use Psycho Cut (Dream Slayer) A1 and push actions
*If Butler faints then switch all remaining actions to Psycho Cut (Dream Slayer)

Éponine: Encore (Dream Slayer) ~ Air Slash (Itsumo)
*If Itsumo (Succesfully) uses a Protect when you target him then use Chill and push actions

Fantine: Taunt (Itsumo) ~ Low Kick (Itsumo)
*If Itsumo (Succesfully) uses a Protect when you target him then use Will-o-Wisp (Dream Slayer) and push actions
 
#22

"Almost there!" Walker calls. "End the Togekiss NOW! Dream Slayer! Itsumo! Stop that taunt! We can't afford to have you taunted!"

Butler:
Action 1: Encored Pound (Wilde)
Action 2: Shadow Ball (Wilde)

Dream Slayer:
Action 1: Surprise Acrobat (Quick Attack+Acrobatics Combo) (Éponine)
Action 2: Cooldown (Aerial Ace (Wilde))

Itsumo:
Action 1: Priority Hypnosis (Shadow Sneak+Hypnosis Combo) (Fantine)
Action 2: Cooldown (Ominous Wind (Wilde))

Ideally, Priority Hypnosis should add +1 Priority to Hypnosis, instead of dealing any damage... though scratch damage would be acceptable, I suppose. If either of the above combos can't work, let me know and I'll reorder.
 
#24
Yes... an End draws near...
My end?
Yours, and the bird's...
My end?
As I said...
My-?
The clapping didn't do you any good, did it?
Dual status? Well, well... my servant and I can get around that... can't we?

Butler:
Action 1: Encored Pound (Wilde)
Action 2: Shadow Ball (Wilde)

Dream Slayer:
Action 1: Protect (Self)
Action 2: Surprise Acrobat (Quick Attack+Acrobatics Combo) (Éponine)

Itsumo:
Action 1: Protect (Self)
Action 2: Ominous Wind (Wilde)

Of course, the Taunt hits anyway second action...
=====>

YOU DARE TO MOCK THE END?!? YOU WILL PAY FOR YOUR IGNORANCE! YOU WILL CEASE TO EXIST, FORGOTTEN TO ALL! WHEN I'M DONE WITH YOU, YOU WILL HAVE NEVER EXISTED!
 
#25
Eternal Drifter:
AXAOAO
|
|

Butler | Dream Slayer | Itsumo
None | None | Exp. Share
HP: 20 | HP: 100 | HP: 54
EN: 100 | EN: 71 | EN: 50
1/3/2/4/50 | 3/3/2/3/104 | 3/5/3/4/30
Healer | Inner Focus | Pressure
Regenerator | Locked | Locked
Encore (1 action) | No ailments | No ailments
No stat changes | +18 Accuracy | -10 Eva
No other | No other | No other

VS.

Gerard:
OAOAAO
|
|

Wilde | Eponine | Fantine
Exp Share | Nothing | Amulet Coin
HP: 81 | HP: 13 | HP: 81
EN: 42 | EN: 95 | EN: 45
5/3/4/4/69 | 1/3/5/4/96 | 4/3/1/3/127
Steadfast | Hustle (OFF) | Frisk
Justified | Serene Grace | Limber
None | Super Luck | Cursed Body
No ailments | No ailments | No ailments
-10 Eva | +10 Acc | +20 Acc
No other | No other | Odor Sleuth (Spiritomb, 3 actions)

Round 5: In which squirtles and eldritch abominations get stoned
♫Stage 9 (Night of the Living Dead)

*yawn* Woah, duuuuuude...How'd I get off the moon?

Huh? What's a talking squirtle doing here...wait...is...is that weed?

Dude. Dudedudedudedudedudedudedudedude dude dude dude...dude.......dude.....this shit is great. Want some?


Uh...no thanks.
Uh...no thanks.

Eh, your loss, man. *yawn* What about you, face thing? Wanna toke?


A.

Okay, now where were we...oh yeah. So this time around we've stumbled into a Mamoswine graveyard...and man is it dark. Hang on, lemme get my night-vision goggles...ah, here we go!

Dream Slayer and Itsumo start off the round by Protecting themselves, Rendering Fantine and Eppasomethingorother's Will-o-Wispsand Encores useless. Meanwhile, Wilde tries to find Butler, and succeeds in giving him a blow hard enough to Break Bricks! Drifter's Audino is officially out.

Suddenly! Acrobatics! Slayer has taken out Eppawhatsit by combining Acrobatics with a Quick attack! Wilde attempts to avenge his fallen comrade by slicing the Golbat up with a Psycho Cut, but misses, while Fantine decides to Taunt Itsumo, and although he's pissed, he decides to aim his Ominous Wind and Wilde instead...and it looks like he's being harassed by a bunch of Mamoswine Zombies.

So! Two mons went down this round, with Gerard still leading. How will this turn ou-oh sweet Arceus, that smell is putrid.


Okayokayokayokayokay...*yawn* So face thing, I think the reason we dream-


aaAAaaAAAaAaaaA.

Nonono, lemme finish, man! I think the reason we dream is because we fear boredom when we sleep. Amirite, dude?

aaAAAA.

Order: Kitsunoh, Golbat, Togekiss, Gallade, Audino, Spiritomb

Action 1 (Priority: Golbat, Spiritomb, Kitsunoh, Togekiss, Gallade, Audino)
Dream Slayer used Protect!
Dream Slayer protected himself!
Itsumo used Protect!
Itsumo protected himself!
Fantine used Will-o-Wisp! (Target: Golbat)
Itsumo protected himself!
Eponine used Encore! (Target: Golbat)
Dream Slayer protected himself!
Wilde used Brick Break! (Target: Audino)
It's too dark for Wilde to see!
-Hit chance (Hit <= 7500): 386 = Hit
-Crit chance: Doesn't matter at this point = NOPE.
-Damage: (8 + 3 + 7.5 - 4.5) * 1.5 = 21 damage!
Butler fainted!
Numbers:
-Audino: -20(!) HP
-Golbat: -7 EN
-Spiritomb: -7 EN
-Gallade: -5 EN
-Togekiss: -13 EN
-Kitsunoh: -7 EN

Action 2 (Priority: Golbat, Kitsunoh, Togekiss, Gallade, Spiritomb)
Dream Slayer used Suddenly! Acrobatics! (Target: Togekiss)
It's too dark for Dream Slayer to see!
-Hit chance (Hit <= 7500): 880 = Hit
-Crit chance: Also doesn't matter at this point = NOPE.
-Damage: 11 + 2 + 3 + 4.5 - 4.5 = 16 damage
-Energy Cost: (10 * 1.5) - 1 = 14 EN
Eponine fainted!
Fantine used Taunt! (Target: Spiritomb)
-Hit chance: Irrelevant = Hit
Itsumo is pissed! (6 actions)
Wilde used Psycho Cut! (Target: Golbat)
It's too dark for Wilde to see!
-Hit chance (Hit <= 7500): 9441 = NOPE.
Itsumo used Ominous Wind! (Target: Gallade)
A bunch of ghosts decide to mess with Itsumo! (Effect chance negated)
-Hit chance: Irrelevant = Hit
-Crit chance: 1043 = NOPE.
-Damage: (6 + 3 + 4.5 - 6) * 1.5 = 11.25 damage
-Effect chance: Irrelevant = NOPE.
Numbers:
-Golbat: -14 EN
-Spiritomb: -12.5 HP, -4 EN
-Gallade: -4 EN
-Togekiss: -13 HP
-Kitsunoh: -10 EN

Final Numbers:
-Audino: -20 HP
-Golbat: -21 EN
-Spiritomb: -13 (12.5) HP, -11 EN
-Gallade: -11 (11.25) HP, -9 EN
-Togekiss: -13 HP, -13 EN
-Kitsunoh: -17 EN

Eternal Drifter:
XXAOAO
|
|

Butler | Dream Slayer | Itsumo
None | None | Exp. Share
HP: KO | HP: 100 | HP: 41
EN: 100 | EN: 50 | EN: 39
1/3/2/4/50 | 3/3/2/3/104 | 3/5/3/4/30
Healer | Inner Focus | Pressure
Regenerator | Locked | Locked
Faint | No ailments | Taunt (5 actions)
No stat changes | +18 Accuracy | -10 Eva
No other | No other | No other

VS.

Gerard:
OAOXAO
|
|

Wilde | Eponine | Fantine
Exp Share | Nothing | Amulet Coin
HP: 70 | HP: KO | HP: 81
EN: 33 | EN: 82 | EN: 28
5/3/4/4/69 | 1/3/5/4/96 | 4/3/1/3/127
Steadfast | Hustle (OFF) | Frisk
Justified | Serene Grace | Limber
None | Super Luck | Cursed Body
No ailments | Faint | No ailments
-10 Eva | +10 Acc | +20 Acc
No other | No other | Odor Sleuth (Spiritomb, 1 action)


And we are now at...

Field Type: Dragon/Psychic
Complexity: Moderate
Restrictions: Psychic and Dragon moves get +2 BAP, all legendaries and pseudo-legendaries get +1 to their SpA and Atk, no Digging.

This colosseum is the real deal. If you have reached this point, you know you're good. You can even feel the legend in the air. This arena is a dome with stars projected on it to make it look like a night sky. There is a circular arena designed in the titanium in the floor. This arena is too intense for any Pokemon that can still evolve. Any weather the Pokemon try to make will be simulated through certain resources to not be unfair to Pokemon with certain strategies. For the same reason, a pool of water is next to the arena and will be refilled instantly after water is taken from it. Seismic activity is allowed, but the crowd has heavily padded seats in case an Earthquake takes place. The one thing not allowed is digging, because the floor is solid titanium. All pseudo-legendaries and real legendaries get one extra rank added to their Attack and Special Attack stats (this is not a "boost" like Work Up, but like actually increasing their stats). Psychic and Dragon type moves get two added to their base attack power because of the legend in the air.

List of pseudo-legendaries and legendaries that get a boost (PM/VM me if this list should be changed at all)[Pokemon currently available in ASB bolded]: Articuno, Moltres, Zapdos, Dragonite, Mewtwo, Raikou, Entei, Suicune, Tyranitar, Lugia, Ho-oh, Celebi, Salamence, Metagross, Regirock, Regice, Registeel, Latias, Latios, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys, Garchomp, Uxie, Mesprit, Azelf, Dialga, Palkia, Heatran, Regigigas, Giratina (both forms), Cresselia, Phione, Manaphy, Darkrai, Shaymin (both forms), Arceus (all forms), Victini, Hydreigon, Cobalion, Terrakion, Virizion, Tornadus, Thundurus, Reshiram, Zekrom, Landorus, Kyurem, Keldeo, Meloetta (both forms), Genesect


Send out your next mon, Gerard.
 
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