Bienvenidos, ladies and gentlemen, to another fiery match here in CAP ASB!
Today's match is sure to be a close one, with both battlers using Necturine!
Before we begin, let's take a moment to review the rules:
Team Gerard:
Aaaand, in the other corner:
Team Dummy007:
Snover [Snorri Snorrelson] (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: Ice/Grass
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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:
Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Soundproof (DW): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 35 (40/1.15)
Size Class: 2
Weight Class: 4
Base Rank Total: 14
EC: 2/6
MC: 0
DC: 0/5
Attacks (13):
Powder Snow
Leer
Razor Leaf
Icy Wind
GrassWhistle
Swagger
Mist
Wood Hammer
Sheer Cold
Avalanche
Bullet Seed
Leech Seed
Blizzard
Shadow Ball
Energy Ball
Necturine [Queen Etheldredda] (F)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Typing: Grass/Ghost
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: (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).
Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple allies, 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 2(-)
Spe: 51
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 1
DC: 1/5
Attacks (14):
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Gravity
Leaf Blade
Soak {Sketched}
Protect
Shadow Ball
Torment
Finally, let's go over the order of operations:
PEMDAS
Gerard sends out first, equipping his tra(i)ning items.
Dummy does the same, and orders.
Gerard counter-orders.
I dispense reffage.
And so on and so forth.
Good luck to both of you, let's get this battle rolling!
Today's match is sure to be a close one, with both battlers using Necturine!
Before we begin, let's take a moment to review the rules:
With that taken care of, let's meet the teams!Accepting!Challenging Dummy
2v2 Doubles
Only 1st Stage
1 Day DQ
No Recovery/ 5 chill
3 Subs per team
Traning Items
Arena: ASB ARENA
Switch = Mission: Impossible
All abilities
Team Gerard:
Maureen (Azurill) {}
Nature:Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Normal
Abilities:
HP: 90
Atk: 1
Def: 2
SpA: 2 (+)
SpD: 2
Spe: 17 (-)
SC: 1
WC: 1
BST: 10
EC: 0/9
MC: 0
DC: 0/5
Attacks: 16
Splash
Charm
Bubble
Tail Whip
Slam
Water Sport
Water Gun
BubbleBeam
Helping Hand
Bounce
Encore
Muddy Water
Soak
Scald
Ice Beam
Waterfall
Type: Normal
- Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
- Think Fat: (Innate)
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
- Huge Power: (Trait)
This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
- Sap Sipper: (Innate)
This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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: 90
Atk: 1
Def: 2
SpA: 2 (+)
SpD: 2
Spe: 17 (-)
SC: 1
WC: 1
BST: 10
EC: 0/9
MC: 0
DC: 0/5
Attacks: 16
Splash
Charm
Bubble
Tail Whip
Slam
Water Sport
Water Gun
BubbleBeam
Helping Hand
Bounce
Encore
Muddy Water
Soak
Scald
Ice Beam
Waterfall
Necturine (Wisselberry) {}
Nature: Quirky (No Change)
Type: Grass/Ghost
Abilities:
HP: 90
Atk: 2
Def: 2
SpA: 2
SpD: 3
Spe: 51
SC: 1
WC: 1
BST: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks: 13
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Giga Drain
Ingrain
Gravity
Psychic
Double Team
Payback
Type: Grass/Ghost
- 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: (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).
- Telepathy (DW): (Innate)
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: 2
Def: 2
SpA: 2
SpD: 3
Spe: 51
SC: 1
WC: 1
BST: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks: 13
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Giga Drain
Ingrain
Gravity
Psychic
Double Team
Payback
Aaaand, in the other corner:
Team Dummy007:
Snover [Snorri Snorrelson] (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: Ice/Grass
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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:
Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Soundproof (DW): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 35 (40/1.15)
Size Class: 2
Weight Class: 4
Base Rank Total: 14
EC: 2/6
MC: 0
DC: 0/5
Attacks (13):
Powder Snow
Leer
Razor Leaf
Icy Wind
GrassWhistle
Swagger
Mist
Wood Hammer
Sheer Cold
Avalanche
Bullet Seed
Leech Seed
Blizzard
Shadow Ball
Energy Ball
Necturine [Queen Etheldredda] (F)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Typing: Grass/Ghost
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: (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).
Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple allies, 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 2(-)
Spe: 51
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 1
DC: 1/5
Attacks (14):
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Gravity
Leaf Blade
Soak {Sketched}
Protect
Shadow Ball
Torment
Finally, let's go over the order of operations:
Gerard sends out first, equipping his tra(i)ning items.
Dummy does the same, and orders.
Gerard counter-orders.
I dispense reffage.
And so on and so forth.
Good luck to both of you, let's get this battle rolling!