And the arena for today is... the Energy Core! The Energy Core (Move your mouse to reveal the content) The Energy Core (open) The Energy Core (close) Arena: The Energy Core Field Type: All Types Complexity: Moderate Format: All Formats Restrictions: All attacks are allowed. Description: Located deep in the basement of an unnamed research facility, a medium-sized cube-shaped room perfect for battling has been set aside for... special experimentation. A strange spherical device has been placed in the exact center of the room, known to the researches and scientists of the facility as "the Energy Core," or more colloquially, "the Core." It is said to absorb energy and expel it once its capacity has been reached, although so far it has proven to be not only temperamental and volatile but also quite dangerous to be around; both the energy it has absorbed and the energy it has expelled have been potentially fatal. As battlers, you have decided that there's nowhere better to fight than in a room with a Core that absorbs energy from every living being; the researchers hope that you'll get out alive. In this arena, all attacking moves receive a penalty of -1 BP, as the Core absorbs some of the energy used from the attack; multi-target attacks are more prone to this absorption, and as such suffer -2 total BAP, which is then divided to account for the multi-target penalty. For each attacking move used, the Core absorbs energy equal to the energy cost of the attacking move; multi-target attacks cause the Core to absorb 150% of the energy cost of the attack, rounded normally, instead of the normal 100%. Non-attacking moves do not receive a penalty, although energy equal to 50% of the energy cost of the move, rounded normally, is still absorbed by the Core. Global effects that are not weather effects, such as Wonder Room, Light Screen, and Safeguard give the Core 1 EN at the end of each action, while global weather effects give the Core 3 EN at the end of each action. At the end of each round, the Core will do something with the energy it has stored, the probabilities of which are based upon how much energy the Core has already stored. In the table below, the probabilities are given, along with an energy cost for each; once the event has occurred, that amount of energy is to be deducted from the Core. If the Core would use an event that it does not have the energy for, roll again for the event selected, within the tree that has been selected. Once the event has been chosen, if the Core has enough energy to select the Empowered version of the event, roll the RNG again; there will be a 70% chance that the Core uses the Empowered version, and a 30% that the Core will use the Standard version. If the Core has enough to select the Hyper version, if applicable, then the chances are 10%, 30%, and 60% for Normal, Empowered, and Hyper. The Core has 5 Atk, 5 SpA, cannot miss with its attacks, has a permanent +1 critical rate, and cannot be destroyed by any means. [05%] [00 EN] Anticlimax - Nothing happens. [05%] [00 EN] Supercharge - The Core gains 50% of its current energy. [15%] [10 EN] Elemental Ray - Targets 1 random Pokemon. [10 EN] Ray of Fire - 8 BAP Special Fire, 30% BRN [25 EN] Empowered - 15 BAP Special Fire, 100% BRN [10 EN] Ray of Frost - 8 BAP Special Ice, 30% FRZ [25 EN] Empowered - 15 BAP Special Ice, 100% FRZ [2a] [10 EN] Ray of Electricity - 8 BAP Special Electric, 30% PRZ  [25 EN] Empowered - 15 BAP Special Electric, 100% PRZ  [10 EN] Ray of Poison - 8 BAP Special Poison, 30% BPSN [25 EN] Empowered - 15 BAP Special Poison, 100% BPSN [Initial 2 DPA] [10 EN] Ray of Might - 10 BAP Physical ??? [25 EN] Empowered - 20 BAP Physical ???, 100% Critical [10%] [15 EN] Dimension Warp - A room effect becomes active. These effects cannot be reversed by normal moves. They do not reverse the effect of an already present room; they merely prolong it. [15 EN] Trick Room - Unalterable Trick Room for 3 rounds. [35 EN] Empowered - Unalterable Trick Room. [15 EN] Wonder Room - Unalterable Wonder Room for 3 rounds. [35 EN] Empowered - Unalterable Wonder Room. [15 EN] Magic Room - Unalterable Magic Room for 3 rounds. [35 EN] Empowered - Unalterable Magic Room. [15 EN] Gravity - Unalterable Gravity for 3 rounds. [35 EN] Empowered - Unalterable Gravity. [10%] [15 EN] Weather Warp - A weather becomes active. Weather cannot be altered until another weather effect is chosen. [15 EN] Drizzle - Unalterable rain for 3 rounds. [35 EN] Empowered - Unalterable rain. [15 EN] Drought - Unalterable sun for 3 rounds. [35 EN] Empowered - Unalterable sun. [15 EN] Sand Stream - Unalterable sandstorm for 3 rounds. [35 EN] Empowered - Unalterable sandstorm. [15 EN] Snow Warning - Unalterable hail for 3 rounds. [35 EN] Empowered - Unalterable hail. [25 EN] Gale - Simultaneous and unalterable rain, sun, sandstorm, and hail for 2 rounds. [35 EN] Empowered - Unalterable gale. [15%] [20 EN] Elemental Storm - Targets three random active Pokemon, BAP adjusted for spread. [20 EN] Night Shroud - 8 BAP Special Dark, 30% Acc Dec (2r) [50 EN] Empowered - 15 BAP Special Dark, 75% Acc Dec (2r) [20 EN] Flash Flood - 8 BAP Special Water, 50% Douse (1r) [50 EN] Empowered - 15 BAP Special Water, 100% Douse (1r) [20 EN] Thorn Swipe - 8 BAP Physical Grass, 30% Flinch (1a) [50 EN] Empowered - 15 BAP Physical Grass, 75% Flinch (1a) [20 EN] Force Field - 10 BAP Special ???, targets take and deal 50% more DMG for one round. [50 EN] Empowered - 20 BAP Special ???, targets take and deal 100% more DMG for two rounds. [10%] [25 EN] Molecular Warp - Weaknesses and resistances are swapped for the next two rounds. Immunities become 4x weaknesses. [25 EN] Standard Molecular Warp [60 EN] Empowered - Unalterable Molecular Warp. [10%] [30 EN] Entropy - Pokemon are afflicted with statuses. [30 EN] Chaos - Three random Pokemon are afflicted with CNF (2a) [60 EN] Empowered - All Pokemon are afflicted with CNF (4a) [30 EN] Cripple - Three random Pokemon are afflicted with BRN and BPSN. [65 EN] Empowered - All Pokemon are afflicted with BRN and BPSN. [120 EN] Hyper - All Pokemon are afflicted with Scorch (BRN with 3 DPA) and BPSN [3 DPA] [30 EN] Calm - Three random Pokemon are afflicted with FRZ and PRZ  [65 EN] Empowered - Three random Pokemon are afflicted with FRZ and all Pokemon are afflicted with PRZ  [120 EN] Hyper - All Pokemon are afflicted with FRZ and PRZ  [10%] [40 EN] Elemental Explosion - Targets all active Pokemon, BAP adjusted for spread. [40 EN] Mind Assault - 10 BAP Special Psychic, 30% -4 SpD (1r). [100 EN] Empowered - 17 BAP Special Psychic, 60% -5 SpD (1r). [160 EN] Hyper - 25 BAP Special Psychic, 100% -6 SpD (1r). [40 EN] Quake - 10 BAP Physical Rock, 30% -4 Def (1r). [100 EN] Empowered - 17 BAP Physical Rock, 60% -5 Def (1r). [160 EN] Hyper - 25 BAP Physical Rock, 100% -6 Def (1r). [40 EN] Air Shear - 12 BAP Special Flying [100 EN] Empowered - 20 BAP Special Flying [160 EN] Hyper - 30 BAP Special Flying [10%] [50 EN] Energy Pulse - Something EN- or HP-related happens. [50 EN] Each Pokemon receives 50 EN; once the Pokemon's EN hits 100, the rest is applied as DMG. [100 EN] Empowered - Same as above, except with 100 EN. [75 EN] Each Pokemon's HP is halved. [75 EN] Each Pokemon's EN is halved. [175 EN] Each Pokemon's HP and EN are halved. Summary: Crazy effects. With that out of the way, the teams... DUMMY007: Merrin Meredith the Cacnea @ Lucky Egg (Move your mouse to reveal the content) Merrin Meredith the Cacnea @ Lucky Egg (open) Merrin Meredith the Cacnea @ Lucky Egg (close) Cacnea [Merrin Meredith] (M) Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense) Typing: Grass Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Abilities: Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. Water Absorb (DW): (Innate) This Pokemon absorbs water attacks and, instead of taking damage from them, recovers 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only receives 25% of the damage that attack would do to itself. Stats: HP: 90 Atk: Rank 4(+) Def: Rank 2 SpA: Rank 3 SpD: Rank 1(-) Spe: 35 Size Class: 1 Weight Class: 4 Base Rank Total: 14 EC: 0/6 MC: 0 DC: 0/5 Attacks (14): Poison Sting Leer Absorb Growth Leech Seed Sand-Attack Pin Missile Ingrain Disable Seed Bomb Teeter Dance Brick Break Energy Ball Payback Zelda Heap the Lileep @ Amulet Coin (Move your mouse to reveal the content) Zelda Heap the Lileep @ Amulet Coin (open) Zelda Heap the Lileep @ Amulet Coin (close) Lileep [Zelda Heap] (F) Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g., 85 becomes 95) on an opponent’s attacks) Typing: Rock/Grass Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Abilities: Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle. Storm Drain (DW): (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Stats: HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 4(+) SpD: Rank 3 Spe: 20 (23/1.15) Size Class: 2 Weight Class: 2 Base Rank Total: 15 EC: 4/6 MC: 0 DC: 4/5 Attacks (15): Astonish Constrict Acid Ingrain Confuse Ray Gastro Acid AncientPower Endure Recover Stealth Rock Sludge Bomb Energy Ball Rock Slide Toxic Sandstorm THE ROYAL GUARD: Zephyr the Duclohm (Move your mouse to reveal the content) Zephyr the Duclohm (open) Zephyr the Duclohm (close) <Duclohm> [Zephyr] (Male) Nature: Lonely Type: Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Abilities: Shield Dust:(Innate)This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static:(Innate)This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. Overcoat:(Innate)(DW LOCKED)This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1). Stats: HP: 100 Atk: Rank 3(+) Def: Rank 2(-) SpA: Rank 3 SpD: Rank 2 Spe: 60 Size Class: 2 Weight Class: 3 Base Rank Total: 15 EC: 5/9 MC: 4 DC: 2/5 Attacks:(14) Tackle Growl Twister Dragon Rage Charge Thundershock Rain Dance Sonicboom Dragon Dance Dragon Breath Mud-Slap Thunder Toxic Protect Kethzyal the Staryu (Move your mouse to reveal the content) Kethzyal the Staryu (open) Kethzyal the Staryu (close) Kethzyal(Staryu) (Male) Nature: Modest (+ to S.Attack, - to Attack) Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Illuminate:(Activate) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents. Natural Cure:(Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out. Analytic:(Innate)(DW) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power. HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 4(+) SpD: Rank 2 Spe: 85 Size Class: 2 Weight Class: 3 Base Rank Total: 14 EC:1/6 MC:2 DC:1/5 Moves:(13) Tackle Harden Water Gun Rapid Spin Recover Camouflage Swift Hydro Pump Power Gem Light Screen Protect Ice Beam Thunder TURN ORDER Dummy attaches items. (Already Done) The Royal Guard attaches items and orders. Dummy issues actions. Let's go!