Welcome to this day in the wonderful world of battling. Here with us today is your not so lovely host loudkirbyking! Now, how about we check on what our conditions for battle are. 2v2 doubles No move restrictions whatsoever (yes, that means unlimited recoveries and chills) Send in only two pokemon: one fully evolved and one unevolved (unevolved cannot be single stage) DQ time: 3 days for battlers, 7 days for the ref Switching=KO No Items All Ablities Looks like a nice double battle for us today. This should make for a fun area. Now, for our arena! The Dream Wo-, oh wait. It's not the dream world? It's... some weird park? Oh, my bad! Looks like it really was... Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Arena: Park of Imagination A grassy park with a pond in the middle. Pokemon cannot be damaged by any moves. They are susceptible to status effects and other non-damaging effects of moves and any abilities that might cause damage can still do so, but they cannot be damaged directly by attacks. Instead, before each round begins, several random objects will appear (the ref decides how many and what they are - they can be literally anything so go nuts) and pokemon must use these objects to do damage to their opponents. Good luck to all competitors! Speaking of which, let's show what we're using! Objection's Squad Hades the Charizard (Move your mouse to reveal the content) Hades the Charizard (open) Hades the Charizard (close) Charizard [Hades] (M) Nature: Lonely (+Attack, -Defence) Type: Fire/Flying Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Flying: 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. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 2 (-) SpA: Rank 4 SpD: Rank 3 Spe: 100 EC: 9/9 MC: 0 DC: 5/5 Abilities: Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Solar Power (DW UNLOCKED): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2). Attacks: Heat Wave Dragon Claw Air Slash Scratch Growl Ember Leer Metal Claw Smokescreen Dragon Rage Scary Face Fire Fang Rage Flamethrower Flare Blitz Rock Slide Swords Dance Dig Brick Break Will-o-Wisp Shadow Claw Sunny Day ThunderPunch Scar the Scratchet (Move your mouse to reveal the content) Scar the Scratchet (open) Scar the Scratchet (close) Scratchet [Scar] (M) Nature: Modest (+Special Attack, -Attack) Type: Normal/Fighting Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Stats: HP: 90 Atk: Rank 2 (-) Def: Rank 3 SpA: Rank 2 (+) SpD: Rank 3 Spe: 40 EC: 0/6 MC: 0 DC: 0/5 Abilities: Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Attacks: Fury Swipes Harden Focus Energy Rock Smash Roar Baton Pass Roost Yawn Toxic Bulk Up Taunt Solstice's Squad Rogue the Murkrow (Move your mouse to reveal the content) Rogue the Murkrow (open) Rogue the Murkrow (close) Murkrow(M) (Rogue) Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Defense reduced by *.) Type: Dark-Flying Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1). Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1). Stats: HP: 90 Atk: Rank 3 Def: Rank 1 SpA: Rank 3 SpD: Rank 2 Spe: 105 (91x1.15) EC: 2/6 MC: 1 DC: 1/5 Abilities: Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time. Prankster(DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Attacks: Peck(*) Astonish(*) Pursuit(*) Haze(*) Wing Attack(*) Night Shade(*) Assurance(*) Roost(*) Confuse Ray(*) Perish Song(*) Snarl(*) Shadow Ball(*) Psychic(*) Bushido the Breloom (Move your mouse to reveal the content) Bushido the Breloom (open) Bushido the Breloom (close) Breloom(*) (M) (Bushido) Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Special Attack reduced by *.) Type: Grass Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1). Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). Stats: HP: 90 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 81 (70x1.15) EC: 6/6 MC: 0 DC: 5/5 Abilities: Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate. Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled. Technician(DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Attacks: Absorb (*) Tackle (*) Stun Spore (*) Leech Seed (*) Mega Drain (*) Headbutt (*) Poison Powder (*) Spore Mach Punch Counter Seed Bomb (*) Drain Punch (*) Worry Seed (*) Facade (*) Double Team (*) Safeguard (*) Bulk Up Stone Edge Now you know who you're up against, so let's go on to who does what. Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide (Objection sends out pokemon) (Solstice sends out pokemon) Solstice does orders Objection does orders I ref Objection does orders Solstice does orders I ref. Same cycle, but without sending out pokemon. At the start, you all notice that there are unclaimed: three Party Poppers(2 fixed damage, instant flinch 100% accuracy), five of Dodge balls(Assault, base power is double your attack, accuracy is whatever your speed is), two sleeping Koffing (When woken, will poison or Toxic whoever is closest. Accuracy is unknown.), and two magical darts(Base power is double your special attack, accuracy is whatever your speed is. 10% chance of flinch) You also get the feeling that the dodge balls and darts might vanish at the end of the round. Good luck, and may my imagination scare thee. Also, oddly enough, there are no items in a game filled with me making items... something sounds wrong(Kidding.)!