DarkSlay
Guess who's back? Na na na! *breakdances*
ASB HIGHLIGHT MATCH
HLM #1 | WEEK OF 6 / 6 / 2011
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 KNIGHTBATTLE NAME: The Bonds of Friendship
Format: 2 v 2
Style: Singles
Chills/Recovery: 5 Chills / 2 Recoveries per Pokemon
Disqualification: 1 Day DQ / 2 Day Ref DQ
Switch Rules: Switch=KO
Item Rules: No Items
Ability Rules: All Abilities
ARENA/SPECIAL CONDITIONS: Standard tournament arena. All moves are allowed in this arena. Pokemon are restricted from leaving the arena. SPECIAL RULE: Participants must use the first three Pokemon they chose when they started ASB. If the participant(s) only started with two Pokemon, it is then the first three Pokemon on their team.
Referee: DARKSLAY
RISING DUSK'S TEAM
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 (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 (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
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
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
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!