I apologize that I took way too long to get up. So without further ado... Arena: Monster House (Move your mouse to reveal the content) Monster House (open) Monster House (close) You were traversing the dungeon. You reached the last floor before the boss battle. You found the room with the stairs. Then suddenly ... IT'S A MONSTER HOUSE! But not just any monster house, oh no. The monsters in this monster house are pokemon from the player's own ASB profiles (with the condition that only pokemon suitable for the battle can be chosen - no bringing a 40-move Tyranitar to a weakmons fight for example - and pokemon that have been sent in for the players' teams cannot be monsters as well). At the start of the battle, three suitable pokemon will be chosen by the ref from each player's profile, and then in each action, one of the six monsters will use one of its moves at random. The monsters will not use moves that affect only themselves or their allies except for stat-boosting moves, and when they use moves that affect opponents, the moves will only affect the battling pokemon, with single-target moves choosing randomly from the active battling pokemon and multi-target moves hitting all active battling pokemon. The monsters will not get any counters from the battle, including KOC. The monsters cannot be affected in any way by the battling pokemon. All moves are still usable in the monster house and, apart from the monsters' moves working slightly differently as described above, they work as normal. Monsters: From Obj: (1) Edgar the Scraggy (Move your mouse to reveal the content) (1) Edgar the Scraggy (open) (1) Edgar the Scraggy (close) Scraggy [Edgar] (M) Nature: Adamant (+Attack, -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 on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 3 Spe: 48 Size Class: 1 Weight Class: 2 Base Rank Total: 15 Moves: 17 EC: 1/6 MC: 0 DC: 1/5 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. This boost is maintained at the end of each round. Intimidate (DW): (Can be Activated) 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 thier 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 Counter Drain Punch Fake Out Taunt Protect Rock Slide Fire Punch Ice Punch ThunderPunch (2) Scroop the Scizor (Move your mouse to reveal the content) (2) Scroop the Scizor (open) (2) Scroop the Scizor (close) Scizor [Scroop] (M) Nature: Careful (+Special Defence, -Special Attack) Type: Bug/Steel Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). 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. Stats: HP: 100 Atk: Rank 5 Def: Rank 4 SpA: Rank 1 (-) SpD: Rank 4 (+) Spe: 65 Size Class: 3 Weight Class: 5 (4 with Light Metal) Base Rank Total: 20 Moves: 23 EC: 6/6 MC: 0 DC: 5/5 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). Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP. Light Metal (DW UNLOCKED): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.) Attacks: Vacuum Wave Quick Attack Leer Focus Energy Double Team Pursuit False Swipe Agility Wing Attack Fury Cutter Bullet Punch Metal Claw Iron Defense Night Slash Double Hit Iron Head Counter Endure Reversal Brick Break Aerial Ace U-turn Bug Bite Levitate (3) Rourke the Larvitar (Move your mouse to reveal the content) (3) Rourke the Larvitar (open) (3) Rourke the Larvitar (close) Larvitar [Rourke] (M) Nature: Quiet (+Special Attack, -Speed) Type: Rock/Ground Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. 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: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 2 Spe: 35 (-) (Opponent's accuracy boost: 10%) Size Class: 1 Weight Class: 4 Base Rank Total: 13 Moves: 19 EC: 2/9 MC: 0 DC: 2/5 Abilities: 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. Sand Veil (DW): (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. Attacks: Bite Leer Sandstorm Screech Chip Away Rock Slide Scary Face Thrash Earthquake Stone Edge Dark Pulse Crunch Dragon Dance Pursuit Stealth Rock Smack Down Brick Break Rock Polish Outrage From Zhengg: (4) Wendy the Chikorita (Move your mouse to reveal the content) (4) Wendy the Chikorita (open) (4) Wendy the Chikorita (close) Chikorita - Wendy (F) They say the calmest waters often hide the most turbulent undercurrents, the stillest air often the premonition to the most terrible storms. So does Wendy. She's nice and pretty, often the team's peacemaker (pacemaker too), but her spirit is indomitable. In battle, Wendy wields the very force of nature itself - the plants and the wind that blows between leaves are her primary defences. Wendy is very trusting of strangers, despite Charla's frequent rebukes, but the fact that they're inseparable makes most Daycare visitors hesitate - except for Zheng. Wendy looks upon Natsu and Gray as big brothers, and they respond in kind - protective of their siblings as if of the same lineage. Nature: Calm (+1 SpD, -1 Atk) Type: Grass type: 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: Ability 1: Overgrow Type: Innate When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). Ability 2: Leaf Guard (DW) Type: Innate In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 2 SpD: Rank 4 (+) Spe: 45 Size Class: 1 Weight Class: 1 EC: 2/9 Next Evolution at 4 MC: 0 DC: 2/5 Attacks: Tackle Growl Razor Leaf Reflect PoisonPowder Synthesis Magical Leaf Natural Gift Light Screen Safeguard Solarbeam Ancient Power Counter Leaf Storm Giga Drain Leech Seed Magic Coat Protect Double Team Sunny Day Energy Ball (5) Gray the Riolu (Move your mouse to reveal the content) (5) Gray the Riolu (open) (5) Gray the Riolu (close) Riolu(*) Gray (M) Gray the Riolu first clapped eyes on Zt when he hatched, and has followed him ever since, after bidding goodbye to his birth parents. His desire to be as good as his father (who was a well-known Pokemon in Sinnoh) drives him to perfect his body and trademark Aura Sight in all forms of training. Gray is Natsu’s rival in every way, however it’s not unusual to see them interrupt their fights just to face ‘outsiders’. Like his Ice-Making namesake, Gray is a thinking brawler. His intuition for fights, along with his uncanny ability to read his opponents movements, means he can usually counter the same instant his opponent makes a move. Oddly enough, despite numerous brawls, he sometimes still can’t read Natsu’s moves correctly. Nature: Adamant (+1 Atk, -1 SpAtk) Type: Fighting type: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Abilities: Ability 1: Steadfast Type: 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. This Speed boost is maintained at the end of each round. Ability 2: Inner Focus Type: Innate When an opponent attempts to flinch Riolu, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Ability 3: Prankster (DW unlocked) Type: Innate Riolu is always prepared for engaging in subtle tactics, giving its non-damaging attacks an increase in priority level. Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 2 EC: 5/6 Next Evolution at 6 MC: 0 DC: 5/5 Attacks: Foresight (*) Quick Attack (*) Endure (*) Counter (*) Feint (*) Force Palm (*) Copycat (*) Screech (*) Reversal Nasty Plot Final Gambit Bullet Punch (*) Crunch (*) Blaze Kick (*) Circle Throw Agility Mind Reader Hi Jump Kick Earthquake (*) Rock Slide (*) Substitute (*) Shadow Claw Drain Punch Ice Punch Zen Headbutt ThunderPunch Toxic Brick Break Protect Dual Chop Magnet Rise Sleep Talk Iron Tail Poison Jab Dig Rest (6) Juvia the Snorunt (Move your mouse to reveal the content) (6) Juvia the Snorunt (open) (6) Juvia the Snorunt (close) Snorunt - Juvia (F) Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and she has been tagging along ever since. There's nothing Zheng could do to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - so some of his actions towards Juvia was probably misleading, as well. Nature: Timid (+15% Speed, +8% Accuracy, -1 Atk) Type: Ice type: 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: Ability 1: Inner Focus Type: Innate When an opponent attempts to flinch Juvia, she stands firm and continues its attack by reminding herself of her love towards Gray. Ability 2: Ice Body Type: Innate Juvia loves ice and hail, thriving in Icy conditions and able to absorb energy from Hailstones to recover two (2) HP/action in Hail. Ability 3: Moody (DW) Type: Innate Juvia's unreciprocated love causes her feelings to always fluctuate, and its greatly influencing her capabilities from one round to the next. In addition to her general nature, Juvia displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 58 (+8%) Size Class: 1 Weight Class: 2 EC: 0/6 Next Evolution at 6 MC: 0 DC: 0/5 Attacks: Powder Snow Leer Double Team Bite Icy Wind Headbutt Protect Bide Block Spikes Frost Breath Hail Rain Dance OoO: Obj sends out their 'mons. Zhengg sends out their 'mons and gives actions. Obj gives actions. I take forever to ref.