Completed Fanal vs. TIO, can't come up with a better name.

Actually no TIO it says on the third and second helpings it does that, and do i really need to ref this but fine...
Post-Round Stats

Arena is:
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.
Solosis used Flash Cannon
Crit: 2588 [No]
[COLOR="Lime]-5 EN[/COLOR]
[COLOR="Red"]16 Damage[/COLOR]
Secondary Effect: 374 [Yes]

Venipede used Bug Bite!
Crit: 4958 [No]
-3 EN
15 Damage

Solosis used Recover!
-11 EN
Solosis restored 20 Health!

Venipede used Pin Missile!
Hits: 5387 [3]
Crits: 3274, 3406, 924 [None]
-4 EN
11 Damage

Solosis used Flash Cannon
Crit: 7151 [No]
[COLOR="Lime]-5 EN[/COLOR]
[COLOR="Red"]20 Damage[/COLOR]

Venipede used Bug Bite!
Crit: 4600 [No]
-3 EN
15 Damage

10 HP
83 EN
Other Effects: N/A

14 HP
84 EN
Other Effects: N/A

EDIT: I am never reffing TELEPORTATION! again, Anyway, arena is
ARENA: Pokemon Online Battle Simulator
Field Type: Neutral
Complexity: Moderate
Format: All

Non-attack-based movements (e.g. dodging, "creating distance," etc.) are prohibited; the Pokemon stand in place to launch attacks.
ALL moves have PP! The PP of a move is equal to its in-game PP / 2, rounded up. This means that the move Fire Blast (5 PP) has 5/2^=3 PP, Leech Seed (10 PP) has 10/2=5 PP, Bullet Punch (30 PP) has 30/2=15 PP, etc., and so an individual move cannot be used more times than it has PP for the move over the course of the match (the ref will keep track of this). HP and Energy consumption are calculated normally. Recovery and Chill restrictions are enforced normally. No abilities or moves can effect the PP of a particular move (Pressure et. al. conform to ASB standards). Combo attacks take 1 PP from each attack in the combo.
Charge and Recharge moves (e.g. SolarBeam, Hyper Beam, Fly, Dig, etc.) take TWO ACTIONS to complete (unless particluar field effects allow them to forego the turn, e.g. Sunlight + SolarBeam) at .75x energy per turn, rounded up and have +/- 0 priority for both Actions (so Fly would cost 5 energy on each of its two turns for a total of 10, as opposed to 6 energy over 1 turn; Hyper Beam would cost 16 energy over two Actions and the Poke would do nothing on the second Action).
OPTIONAL: At the end of every Round, there is a 50% chance the server will crash. If this happens, Rising_Dusk must post in the battle in order to reboot the server and allow the battle to continue.


We're in trippy territory here, simulating competitive Pokemon while simulating anime-style Pokemon battling, and battling on a competitive Pokemon battling simulator. Each trainer will hook their Pokemon up to some expensive technology that allows them to compete in virtual reality against each other! So, just picture the PO experience you know so well as teams square off! The technology does not allow for spacial movement of any kind, so the competitors will just sort of stare at each other, doing damage and whatnot, and each competitor will only have a few chances to use any single move before they have to Struggle! Other than that, it's fair game!
Sub Reffing dis.

10 HP
83 EN
Other Effects: N/A

14 HP
84 EN
Other Effects: N/A

Venipede goes first and KOs with the combo - 10 energy

Sorry for the poor post, the next ones will be better.

0 HP
0 EN
Other Effects: KO'ed 1 KOC.

14 HP
74 EN
Other Effects: N/A. 1 KOC. Cooling Down

TIO points out a mistake (if any) and sends out his next pokemon
Fanal sends out his next pokemon and orders.

New Arena = Unown Soup
Unown Soup is a pretty cool arena. Grabbing 1 unown per round per pokemon to use any move in the game? Yeah, must have been a genius who came up with that. Not even that, the Unowns can't be reused, adding another level of strategy to the battle. But now, it looks like a special, more awesome-er version of Unowns have come to inhabit this brothy realm of brawling.

In Unown Soup: 1k Edition, everything is just like regular Unown Soup. Except now, all players gain a Super Unown in addition to their regular pokemon. Despite their name, Super Unowns are just like regular ones, but instead of having all hidden powers, they have all moves that begin with their respective letter. They cannot use regular unowns. Super Unowns are 1st come, 1st serve when sending out pokemon, and you state your unowns preferred nature upon sending it out. IF you need any clarification on how it works, VM me.