woah i just realised that i've reffed fire blast a lot. anyway horribly skimpy op coming right up.
RULES
Rotom [Samsung]
Modest: Adds * to Special Attack; Subtracts * from Attack
Type: Ghost/Electric
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.
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.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 91
MC: 0
Abilities:
Levitate(Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Attacks:
Trick
Astonish
Thunder Wave
ThunderShock
Confuse Ray
Uproar
Double Team
Shock Wave
Discharge
Substitute
Hex
Charge
Will-O-Wisp
Reflect
Protect
Thunderbolt
Pain Split
Gligar (Batman) (M)
Nature: Impish (+1 Defense, -1 Special Attack)
Type: Ground/Flying
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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:
Hyper Cutter (Innate): This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.
Immunity (DW locked)(Innate): This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Counter
Night Slash
Cross Poison
Stone Edge
Earthquake
Taunt
Charmeleon (Maui) (F)
Nature: Naughty (+Atk, -SpDef)
Type: Fire
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Blaze (Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW) (Innate):When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 80
EC: 8/9
MC: 2
DC: 4/5
Moves:
Scratch
Rage
Metal Claw
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Dragon Dance
Flare Blitz
Crunch
Brick Break
Rock Slide
Facade
team metal bagon:
Dragonair (*) Smiley the Happy Dragon (F)
Nature: Naughty (Attack increased by *; Special Defense reduced by *)
Type: Dragon
Dragon: More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Shed Skin: (Inmate) 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.
Marvel Scale (DW): (Inmate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 70
EC: 4/9
MC: 2
DC: 2/5
Attacks:
Wrap (*)
Leer (*)
Thunder Wave (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Agility (*)
Aqua Tail
Outrage
Extreme Speed (*)
Dragon Pulse (*)
Dragon Dance (*)
Hyper Beam(*)
Thunder (*)
Flamethrower (*)
Torchic - KFC (F)
Nature: Naive (Speed increased by *; Special Defense reduced by *)
Type: Fire
Fire STAB: immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas..
Abilities:
Blaze: (Inmate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost: (Inmate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 52(45 x 1.15=51.75 rounded up=52)
Accuracy Boost= 7.7%
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Scratch (*)
Growl (*)
Focus Energy (*)
Ember (*)
Peck (*)
Sand-Attack (*)
Fire Spin (*)
Agility (*)
Flame Burst (*)
Rock Slide (*)
Double Team (*)
Return (*)
Flame Charge (*)
turn order is as follows:
- fire blast sends out mons
- metal bagon sends out mons and gives orders
- fire blast gives orders
- i ref
gogo
RULES
Open Challenge to anyone I haven't battled
2v2 Doubles
36 Hour DQ Players & Ref
8 Chills/3 Recoveries total
Arena: A junkyard full of random crap. As long as it is something that could logically be thrown in a regular junkyard (No atom bombs), pokemon can use them in some way.
Use w/e you want. idc
team fire blast:I'll accept fire blast
switch= (insert funny joke here)
No items
all abilities.
Rotom [Samsung]
Modest: Adds * to Special Attack; Subtracts * from Attack
Type: Ghost/Electric
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.
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.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 91
MC: 0
Abilities:
Levitate(Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Attacks:
Trick
Astonish
Thunder Wave
ThunderShock
Confuse Ray
Uproar
Double Team
Shock Wave
Discharge
Substitute
Hex
Charge
Will-O-Wisp
Reflect
Protect
Thunderbolt
Pain Split
Rotom-A (all forms)
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Gligar (Batman) (M)
Nature: Impish (+1 Defense, -1 Special Attack)
Type: Ground/Flying
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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:
Hyper Cutter (Innate): This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.
Immunity (DW locked)(Innate): This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Counter
Night Slash
Cross Poison
Stone Edge
Earthquake
Taunt
Charmeleon (Maui) (F)
Nature: Naughty (+Atk, -SpDef)
Type: Fire
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Blaze (Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW) (Innate):When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 80
EC: 8/9
MC: 2
DC: 4/5
Moves:
Scratch
Rage
Metal Claw
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Dragon Dance
Flare Blitz
Crunch
Brick Break
Rock Slide
Facade
team metal bagon:
Dragonair (*) Smiley the Happy Dragon (F)
Nature: Naughty (Attack increased by *; Special Defense reduced by *)
Type: Dragon
Dragon: More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Shed Skin: (Inmate) 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.
Marvel Scale (DW): (Inmate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 70
EC: 4/9
MC: 2
DC: 2/5
Attacks:
Wrap (*)
Leer (*)
Thunder Wave (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Agility (*)
Aqua Tail
Outrage
Extreme Speed (*)
Dragon Pulse (*)
Dragon Dance (*)
Hyper Beam(*)
Thunder (*)
Flamethrower (*)
Torchic - KFC (F)
Nature: Naive (Speed increased by *; Special Defense reduced by *)
Type: Fire
Fire STAB: immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas..
Abilities:
Blaze: (Inmate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost: (Inmate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 52(45 x 1.15=51.75 rounded up=52)
Accuracy Boost= 7.7%
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Scratch (*)
Growl (*)
Focus Energy (*)
Ember (*)
Peck (*)
Sand-Attack (*)
Fire Spin (*)
Agility (*)
Flame Burst (*)
Rock Slide (*)
Double Team (*)
Return (*)
Flame Charge (*)
turn order is as follows:
- fire blast sends out mons
- metal bagon sends out mons and gives orders
- fire blast gives orders
- i ref
gogo