Putting up my own:
4 vs 4 LC doubles
2 Day DQ
2 Recovers/5 Chills
Arena=Giant Chasm
All moves legal
Hail is default weather (Can be altered, but "No weather" state will be hail)
Sheer Cold has 50% accuracy
Kyurem is watching and will attack the Pokemon with the highest health with the strognest possible attack it can launch at them at the end of ever round. At the end of the first and second actions of a round, it will do ten damage flat to the Pokemon with the highest health. In case of a tie in a fixed damage attack, niether Pokemon will take damage, but will be frozen for 1a instead. In case of a end of round tie, all Pokemon who tie will not be attacked, but will suffer a 2a freeze instead.
Guess who's back, baby.
No Items
All Abilities
Switch = KO
Rediamond said:What did you expect from the bug leader?
Karrablast [Titania] (F)
Nature: Brave (+Att, -Spe, -10% evasion)
Type: Bug
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Shed Skin: (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.
No Gaurd (LockedThis Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 benefited by No Guard; they will have their normal accuracy.
Stats:
HP: 90
Atk+: 4
Def: 2
SpA: 2
SpD: 2
Spe-: 52
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 2
DC: 2/5
Attacks: 26
Peck
Leer
Endure
Fury Cutter
Fury Attack
Headbutt
False Swipe
Slash
Swords Dance
Double Edge
Megahorn
Pursuit
Counter
Knock Off
Sleep Talk
Facade
X-Scissor
Double Team
Rain Dance
Toxic
Protect
Frustration
Aerial Ace
Rest
Swagger
Substitute
Joltik [Arachna] (F)
Nature: Modest (+SpA, -Att)
Type: Bug/Electric
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
Compoundeyes: (Innate) (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm (Locked): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Stats:
HP: 90
Atk-: 1
Def: 2
SpA+: 3
SpD: 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Electroweb
Bug Bite
Gastro Acid
Disable
Pursuit
Pin Missile
Light Screen
Volt Switch
Thunderbolt
Burmy [Rhea] (F)
Nature: Quiet (+SpA, -Spe, -10% evasion)
Type: Bug
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Overcoat: [Dream World] (Innate) 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: 90
Atk: Rank 2
Def: Rank 2
SpA+: Rank 3
SpD: Rank 2
Spe-: 31
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/6
MC: 0
DC: 0/5
Attacks: 7
Protect
Tackle
Bug Bite
Hidden Power Water (7)
Snore
Electroweb
String Shot
Nincada [Gaia] (F)
Nature: Adamant (+Atk; -SpA)
Type: Bug/Ground
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Run Away (DW): (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Stats:
HP: 90
Atk: 3 (+)
Def: 3
SpA: 1 (-)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 3/5
Attacks: 18
Scratch
Harden
Leech Life
Sand Attack
Fury Swipes
Mind Reader
False Swipe
Mud Slap
Metal Claw
Endure
Final Gambit
Bug Bite
Dig
X-Scissor
Double Team
Hone Claws
Toxic
Protect
Hello there ASB Arena fans! I'm Yoshinite and i'll be your..Galladiator said:Thanks for reffing this!
Petilil [Lily] (F)
Nature: Modest (+ Sp. Atk, - Attack)
Type:
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:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Leaf Guard (DW) (Locked): (Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 2
DC: 2/5
Moves:
Absorb
Growth
Leech Seed
Sleep Powder
Mega Drain
Synthesis
Magical Leaf
Stun Spore
Helping Hand
Sunny Day
Entrainment
Giga Drain
Energy Ball
Leaf Storm
Bide
Charm
Ingrain
Endure
Protect
Grass Knot
Substitute
Heal Bell
Total Moves: 19
Necturine [Haley] (F)
Nature: Quiet (+SpA, -Spe, -10% evasion)
Type:
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.
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:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 44 (51/1.15) (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 0
DC: 1/5
Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Leaf Blade
Leaf Storm
Faint Attack (†)
Calm Mind
Shadow Ball
Grass Knot
Total Moves: 15
Eevee [Silvia] (F)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 0
DC: 1/5
Moves:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Detect
Flail
Yawn
Return
Dig
Facade
Heal Bell
Total Moves: 13
Shroomish [Bret] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
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:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 1/6
MC: 2
DC: 2/5
Moves:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Bullet Seed
Drain Punch
Worry Seed
Venoshock
Return
Facade
Total Moves: 13
[pimg]92[/pimg]
Umm..
Yeah?
There's no one here...
Oh... It appears we are in the Giant Chasm
ROAR
Well, at least Kyurem is watching.
Anyway! Lets introduce our battlers, Rediamond and Galladiator. Now lets hope Kyurem is a polite audience member...
Rediamond, Send out your mons
Galladiator, Send out your mons and order
Rediamond, Order
Then I will ref