Korski
Distilled, 80 proof
BATTLE ON!
Arena:
ASB Arena
Rules:
2 vs. 2 Doubles
1-day DQ
2 recovers / 5 chills
2 abilities
No items
Teams:
GoldenKnight:
Zweilous [Endiseg] (M) red baron's last name
Nature: Quiet
Type: Dragon/Dark
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 50(-)
Counters:
EC: 4/9
MC: 2
DC: NA
Ability:
Hustle (Can be enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Attacks:
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Pulse
Work Up
Dark Pulse
Earth Power
Thunder Fang
Thunder Wave
Toxic
Taunt
Double Team
Rattata [ionno yet] (M)
Nature: Jolly
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 0(-)
SpD: Rank 2
Spe: 83 (+)
Counters:
EC: 4/6
MC: 1
DC: 2/5
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Attacks:
Tackle
Tail Whip
Quick Attack
Focus Energy
Bite
Pursuit
Hyper Fang
Sucker Punch
Crunch
Assurance
Endeavor
Counter
Super Fang
Revenge
Facade
Substitute
Return
Double Team
Dusclops [ionno yet] (Male)
Nature: Quiet
Type: Ghost
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 5
SpA: Rank 3(+)
SpD: Rank 5
Spe: 21 (25 x 0.85)
Counters:
EC: 5/9
MC: 0
DC: infinity/0
Abilities:
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will o Wisp
Hex
Ominous Wind
Pain Split
Skill Swap
Toxic
Psychic
Trick Room
Shadow Ball
Ice Beam
Venser:
Pilcowatt [Keisha] [M]
Nature: Lonely (+ Attack, - Defense)
Type: Electric / Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (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.
Stats: 21 / 29 / 13 / 28 / 14 / 95
HP: 80
Atk: Rank 3 (+)
Def: Rank 0 (-)
SpA: Rank 2
SpD: Rank 1
Spe: 95
EC: 3/6
MC: 4
DC: 2/5
Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Counter
Mirror Coat
Signal Beam
Wild Charge
Scald
Ice Beam
Scraggy [Ghetts] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Dark / Fighting
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 48
EC: 5/6
MC: 2
DC: 2/5
Abilities:
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.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Intimidate (DW): (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Attacks:
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Crunch
Ice Punch
Drain Punch
Zen Headbutt
Taunt
Bulk Up
Dragon Tail
GoldenKnight releases 2 Pokemon --> Venser issues Actions --> GK issues Actions --> Korski refs
Arena:
ASB Arena
Rules:
2 vs. 2 Doubles
1-day DQ
2 recovers / 5 chills
2 abilities
No items
Teams:
GoldenKnight:
Zweilous [Endiseg] (M) red baron's last name
Nature: Quiet
Type: Dragon/Dark
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 50(-)
Counters:
EC: 4/9
MC: 2
DC: NA
Ability:
Hustle (Can be enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Attacks:
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Pulse
Work Up
Dark Pulse
Earth Power
Thunder Fang
Thunder Wave
Toxic
Taunt
Double Team
Rattata [ionno yet] (M)
Nature: Jolly
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 0(-)
SpD: Rank 2
Spe: 83 (+)
Counters:
EC: 4/6
MC: 1
DC: 2/5
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Attacks:
Tackle
Tail Whip
Quick Attack
Focus Energy
Bite
Pursuit
Hyper Fang
Sucker Punch
Crunch
Assurance
Endeavor
Counter
Super Fang
Revenge
Facade
Substitute
Return
Double Team
Dusclops [ionno yet] (Male)
Nature: Quiet
Type: Ghost
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 5
SpA: Rank 3(+)
SpD: Rank 5
Spe: 21 (25 x 0.85)
Counters:
EC: 5/9
MC: 0
DC: infinity/0
Abilities:
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will o Wisp
Hex
Ominous Wind
Pain Split
Skill Swap
Toxic
Psychic
Trick Room
Shadow Ball
Ice Beam
Venser:
Pilcowatt [Keisha] [M]
Nature: Lonely (+ Attack, - Defense)
Type: Electric / Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (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.
Stats: 21 / 29 / 13 / 28 / 14 / 95
HP: 80
Atk: Rank 3 (+)
Def: Rank 0 (-)
SpA: Rank 2
SpD: Rank 1
Spe: 95
EC: 3/6
MC: 4
DC: 2/5
Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Counter
Mirror Coat
Signal Beam
Wild Charge
Scald
Ice Beam
Scraggy [Ghetts] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Dark / Fighting
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 48
EC: 5/6
MC: 2
DC: 2/5
Abilities:
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.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Intimidate (DW): (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Attacks:
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Crunch
Ice Punch
Drain Punch
Zen Headbutt
Taunt
Bulk Up
Dragon Tail
GoldenKnight releases 2 Pokemon --> Venser issues Actions --> GK issues Actions --> Korski refs