ASB HIGHLIGHT MATCH HLM #1 | WEEK OF 6 / 6 / 2011 This is it! The moment you all have been waiting for! These two challengers will face off in what should be an incredible fight! Which one will prove their strength to the world and make it out on top? It all comes down to this - ASB's Highlight Battles! WEEK #1: 6/6/2011 OUR MATCH: RISING DUSK vs. DECK KNIGHT Referee: DARKSLAY RISING DUSK'S TEAM Lucario (Move your mouse to reveal the content) Lucario (open) Lucario (close) Lucario (M)* Nature: Naive +15% Spe, +10.8% Accuracy, -1 SpD Type: Fighting / Steel Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. 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): (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: 4 Def: 3 SpA: 4 SpD-: 2 Spe+: 104 EC: 6/6 MC: 0 DC: 5/5 Attacks: Quick Attack* Foresight* Endure* Counter* Force Palm* Feint* Reversal* Screech* Bone Rush Nasty Plot Metal Sound Dark Pulse Detect Metal Claw ExtremeSpeed Aura Sphere Heal Pulse Quick Guard Me First Copycat Vacuum Wave* Agility* Crunch* Hi Jump Kick Circle Throw Blaze Kick Follow Me Magnet Rise ThunderPunch Magic Coat Swords Dance* Brick Break* Hidden Power Ice 7* Psychic Substitute Weavile (Move your mouse to reveal the content) Weavile (open) Weavile (close) Weavile (M)* Nature: Jolly +15% Spe, +20.7% Accuracy, -1 SpA Type: Dark / Ice 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. 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. 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. Pickpocket (DW): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Stats: HP: 100 Atk: 4 Def: 3 SpA-: 1 SpD: 3 Spe+: 144 EC: 6/6 MC: 0 DC: 5/5 Attacks: Scratch* Leer* Taunt* Quick Attack* Screech* Faint Attack* Fury Swipes* Agility* Beat Up Embargo Revenge Assurance Nasty Plot Night Slash Hone Claws Ice Shard* Ice Punch* Pursuit* DynamicPunch Counter Swords Dance* Brick Break* Aerial Ace* Reflect Hail Snatch Shadow Claw Dig Protect Aerodactyl (Move your mouse to reveal the content) Aerodactyl (open) Aerodactyl (close) Aerodactyl (F) Nature: Jolly +15% Spe, +22.5% Accuracy, -1 SpA Type: Rock / Flying Rock STAB; take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. 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: Rock Head: (Innate) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. 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. Unnerve (DW): (Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Stats: HP: 100 Atk: 4 Def: 3 SpA-: 1 SpD: 3 Spe+: 150 MC: 0 DC: 2/5 Attacks: Ice Fang- Fire Fang- Thunder Fang- Wing Attack- Supersonic- Bite- Scary Face- Roar- Agility- AncientPower- Rock Slide Crunch Roost- Tailwind- Whirlwind- Stone Edge- Earthquake- Taunt- Stealth Rock Sky Attack Toxic Smack Down Substitute Reflect DECK KNIGHT'S TEAM AquaVelva (Move your mouse to reveal the content) AquaVelva (open) AquaVelva (close) Gastrodon(*) [AquaVelva] (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. Type: Water/Ground Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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. Stats: HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 4(+) SpD: Rank 3 Spe: 33 (39 / 1.15v = 33) (-) EC: 6/6 MC: 0 DC: 5/5 (Unlocked) Abilities: Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round. Sand Strength (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage. Attacks: Mud-Slap(*) Mud Sport(*) Harden(*) Water Pulse(*) Mud Bomb(*) Hidden Power (Fire 7)(*) Rain Dance(*) Body Slam Muddy Water Recover Ancientpower Clear Smog(*) Stockpile(*) Yawn(*) Toxic Ice Beam(*) Protect Earthquake Sandstorm Rest(*) Scald(*) Substitute Will Powers (Move your mouse to reveal the content) Will Powers (open) Will Powers (close) Steelix [Will Powers] (M) Nature: Brave (Adds One (1) Rank to 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. Type: Steel/Ground 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. 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: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. 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. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 8 SpA: Rank 2 SpD: Rank 3 Spe: 26 (30 / 1.15v = 26) (-) EC: 6/6 MC: 0 DC: 5/5 (Unlocked) Attacks: Thunder Fang Ice Fang Fire Fang Mud Sport Tackle Harden Bind Screech Rock Throw Rage Rock Tomb Knock Down Sandstorm Slam Rock Polish Dragonbreath Curse Crunch Double-Edge Sand Tomb Iron Tail Stone Edge Rock Blast Flail Stealth Rock Taunt Earthquake Dragon Tail Explosion Chew Toshio (Move your mouse to reveal the content) Chew Toshio (open) Chew Toshio (close) Beedrill [Chew Toshio] (M) Nature: Adamant (Adds 1 Rank to Attack; Subtracts 1 Rank from SpA) Type: Bug/Poison Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. 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) Sniper (DW): (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 3 Spe: 75 EC: 5/5 MC: 0 DC: 2/5 Attacks: Poison Sting String Shot Bug Bite Harden Fury Attack Focus Energy Twinneedle Rage Pursuit Toxic Spikes Agility Poison Jab Endeavor Brick Break Swords Dance TURN ORDER Rising Dusk will send out his first Pokemon. Deck Knight will send out his first Pokemon and order attacks. Rising Dusk will order attacks. REFEREE Good luck, and may the best battler win! Please, do not post unless you are battling and/or refereeing. Thanks!