Credit to Flamestrike for the general format. Tournament prize claim updates are present and accounted for.
Anyways-it's nice to be here, back to ref another tournament match. But even better are our two competitors-and they certainly seem like they'll provide an interesting match!
2v2 Singles
Switch=KO
2 Recovers/5 chills
All abilities
No items
2 day DQ
Arena: ASB Tournament arena
The crowd cheers at seeing their two champions arrive at the starting positions.
"Yes! But what are battlers without teams?"
The computer flashes the following on the screen:
"Specifics will be handed out in these brochures."
Golurk(*) - Shadowstrike(U)
Nature: Adamant (Adds one Rank to Attack; Subtracts one Rank from Special Attack)
Type: Ground/Ghost
Ground: 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.
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.
Abilities:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz: (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.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Pound(*)
Astonish(*)
Defense Curl(*)
Mud-Slap(*)
Rollout(*)
Shadow Punch(*)
Iron Defense(*)
Mega Punch(*)
Magnitude(*)
Earthquake(*)
Hammer Arm(*)
Focus Punch(*)
DynamicPunch
Rock Slide(*)
Return(*)
Rock Polish(*)
Protect
Brick Break
Rain Dance
Fly
Cyclohm - Shockstrike (M)
Nature: Modest (Adds one Rank to Special Attack; Subtracts one Rank from Attack)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Weather Ball
Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Double Hit
Spark
Sonicboom
Slack Off
Hurricane
Discharge
Heal Bell
Hydro Pump
Magnet Rise
Draco Meteor
Sunny Day
Ice Beam
Thunderbolt
Thunder
Fire Blast
Volt Change
Hidden Power (Grass, 7)
Dragonite (F) - Jill
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Types: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. (Dragonite line capable of breathing underwater)
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:
Inner Focus: (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.
Multiscale (DW Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80
EC: 9/9
MC: 0
DC: 5/5
Attacks:
*Wrap
*Leer
*Thunder Wave
*Twister
*Dragon Rage
*Slam
*Agility
Outrage
Fire Punch
ThunderPunch
Hurricane
Safeguard
Draco Meteor
*Dragon Dance
*ExtremeSpeed
*Dragon Pulse
*Fire Blast
*Dragon Tail
*Ice Beam
Dragon Claw
Surf
Brick Break
Protect
Substitute
Detect
Roost
*Lucario(M)-Edward
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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:
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.
Inner Focus: (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.
Justified (DW Unlocked): (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 will be maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 90
EC: 6/6
MC: 0
DC: 5/5
Attacks:
*Quick Attack
*Foresight
*Endure
*Counter
*Force Palm
*Feint
*Reversal
*Screech
Nasty Plot
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Me First
Aura Sphere
Close Combat
ExtremeSpeed
*Agility
*Crunch
*Blaze Kick
Circle Throw
Zen Headbutt
Magic Coat
Ice Punch
ThunderPunch
*Swords Dance
*Rock Slide
*Earthquake
"And now, let's kick this match off...with the coin toss. If it lands heads, Flamestrike will go first, if it's tails, danmantican will go first."
All is quiet. Suddenly, a Sigilyph flies in, carrying a large etched manhole with psychic power-one side with an image of Deck Knight, the other with an image of a Pokeball. Upon reaching the center of the arena, the Sigilyph flings the manhole into the air (in such a manner as to prevent anyone from getting hurt, of course), spinning it wildly...
And it lands, making a thud in the arena as it does. The ref comes over on the Sigilyph to the center of the arena, where he drops down.
The image of Deck Knight is facing upwards.
RNG Roll: Flamestrike goes first if a d10000 rolls 1-5000, otherwise danmantican goes first. The roll was 3084/1000-Flamestrike is up.
"Heads! Flamestrike and his Golurk Shadowstrike go first, while danmantican and his Dragonite Jill go second!
While I'm sure our battlers already know this, if you look in your battle booklets you'll see the turn order this match. Let's flash it up on the screen-"
"-and now that you know that...
Let us BEGIN!"
And with that, Victor (Tortferngatr's RPing persona) recalls Sigilyph, allowing the battle to start...
Anyways-it's nice to be here, back to ref another tournament match. But even better are our two competitors-and they certainly seem like they'll provide an interesting match!
2v2 Singles
Switch=KO
2 Recovers/5 chills
All abilities
No items
2 day DQ
Arena: ASB Tournament arena
"For they are none other than Flamestrike and Danmantican-two of the most prized competitors in all ASB!"Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.
Note that as the ref, Tortferngatr has taken and will take creative license while preserving the spirit of the restrictions-I.e. making the audience participate in the Encore if a mon uses Encore against another, but not having the audience attack the mons directly.
The crowd cheers at seeing their two champions arrive at the starting positions.
"Yes! But what are battlers without teams?"
The computer flashes the following on the screen:
Flamestrike
Shadowstrike | Shockstrike
Jill | Edward
Danmantican
Shadowstrike | Shockstrike
VS.
Jill | Edward
Danmantican
"Specifics will be handed out in these brochures."
Golurk(*) - Shadowstrike(U)
Nature: Adamant (Adds one Rank to Attack; Subtracts one Rank from Special Attack)
Type: Ground/Ghost
Ground: 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.
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.
Abilities:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz: (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.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Pound(*)
Astonish(*)
Defense Curl(*)
Mud-Slap(*)
Rollout(*)
Shadow Punch(*)
Iron Defense(*)
Mega Punch(*)
Magnitude(*)
Earthquake(*)
Hammer Arm(*)
Focus Punch(*)
DynamicPunch
Rock Slide(*)
Return(*)
Rock Polish(*)
Protect
Brick Break
Rain Dance
Fly
Cyclohm - Shockstrike (M)
Nature: Modest (Adds one Rank to Special Attack; Subtracts one Rank from Attack)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Weather Ball
Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Double Hit
Spark
Sonicboom
Slack Off
Hurricane
Discharge
Heal Bell
Hydro Pump
Magnet Rise
Draco Meteor
Sunny Day
Ice Beam
Thunderbolt
Thunder
Fire Blast
Volt Change
Hidden Power (Grass, 7)
Dragonite (F) - Jill
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Types: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. (Dragonite line capable of breathing underwater)
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:
Inner Focus: (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.
Multiscale (DW Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80
EC: 9/9
MC: 0
DC: 5/5
Attacks:
*Wrap
*Leer
*Thunder Wave
*Twister
*Dragon Rage
*Slam
*Agility
Outrage
Fire Punch
ThunderPunch
Hurricane
Safeguard
Draco Meteor
*Dragon Dance
*ExtremeSpeed
*Dragon Pulse
*Fire Blast
*Dragon Tail
*Ice Beam
Dragon Claw
Surf
Brick Break
Protect
Substitute
Detect
Roost
*Lucario(M)-Edward
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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:
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.
Inner Focus: (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.
Justified (DW Unlocked): (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 will be maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 90
EC: 6/6
MC: 0
DC: 5/5
Attacks:
*Quick Attack
*Foresight
*Endure
*Counter
*Force Palm
*Feint
*Reversal
*Screech
Nasty Plot
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Me First
Aura Sphere
Close Combat
ExtremeSpeed
*Agility
*Crunch
*Blaze Kick
Circle Throw
Zen Headbutt
Magic Coat
Ice Punch
ThunderPunch
*Swords Dance
*Rock Slide
*Earthquake
"And now, let's kick this match off...with the coin toss. If it lands heads, Flamestrike will go first, if it's tails, danmantican will go first."
All is quiet. Suddenly, a Sigilyph flies in, carrying a large etched manhole with psychic power-one side with an image of Deck Knight, the other with an image of a Pokeball. Upon reaching the center of the arena, the Sigilyph flings the manhole into the air (in such a manner as to prevent anyone from getting hurt, of course), spinning it wildly...
And it lands, making a thud in the arena as it does. The ref comes over on the Sigilyph to the center of the arena, where he drops down.
The image of Deck Knight is facing upwards.
RNG Roll: Flamestrike goes first if a d10000 rolls 1-5000, otherwise danmantican goes first. The roll was 3084/1000-Flamestrike is up.
"Heads! Flamestrike and his Golurk Shadowstrike go first, while danmantican and his Dragonite Jill go second!
While I'm sure our battlers already know this, if you look in your battle booklets you'll see the turn order this match. Let's flash it up on the screen-"
1) Flamestrike gives orders
2) danmantican gives orders
3) I ref
4) Flamestrike gives orders
5) danmantican gives orders
6) I ref
7) 4-6 repeat with the order of 4 and 5 alternating each time
2) danmantican gives orders
3) I ref
4) Flamestrike gives orders
5) danmantican gives orders
6) I ref
7) 4-6 repeat with the order of 4 and 5 alternating each time
"-and now that you know that...
Let us BEGIN!"
And with that, Victor (Tortferngatr's RPing persona) recalls Sigilyph, allowing the battle to start...