okie dokie then
2v2
Little Cup
whatever arena
3day DQ
Infinte Chills and Recoveries.
Team DarkaxisI'll take this.
Switch=MAH BOIIIIIIIIIIIIIII
Items=Training if you got 'em
Abilities=One
And the arena is...
Field Type- Bug/water
Complexity- Moderate
Format- All
Restrictions- No earthquakes, No weather
Jamestown, 1607: The first permanent English settlement in america, and whose colonization eventually led to the birth of america, you will be fighting back when the fort was still young, in 1607! You will be fighting out side the great fort, which at the time stood 18 feet all around. the southern wall that bordered the river was 420 feet long, while the other two sides were 300 feet long. surrounding the fort for about 20 feet all around there is tall, wild grass (no lawnmowers in the 17th century). the southern area of the arena is beach, with fine sand and the shoreline coated in cattails and other plants. the water is very warm, and brackish, so its not super fresh. to the north, east, and west of the fort lies the dense woods of virginia, which are inhabited with Powhatan Indians and other dangers. the forest is very thick due to no tampering with the vegetation (yay for no pollution and negative human interaction!), and the grass is still thick. the setting is in the beginning of fall, but it was still very hot, and if you dont know anything about virginia weather, its that if you are near water and its hot, it will be very very humid. the humidity leaves the air everywhere thick and steamy, which makes battling very uncomfortable. however bug pokemon will have no problem with this. the conditions that jamestown provide are perfect for them to thrive and battle, as the settlers experience that all too well (k.o by malaria!). Bug pokemon gain 30 base speed (e.g bug mon with 70 base speed now has 100) and 2BP to bug moves. ice pokemon will abhor the climate here, so their speed loses a flat 20 and their ice attacks lose 2BP. the weather cannot be changed, for that would surely affect the settlers (which in turn would cause an alternate dimension, yadda yadda yadda), and earthquakes cannot be generated. Also during every even round indians will dart of the woods and try to attack jamestown, but the settlers are prepared! at the points of the triangular fort lie a single but powerful cannon, that will blast the pesky native americans! sadly the settlers arent bright, so they might hit your pokemon! watch out! if your pokemon gets hit they lose 20 damage. (rng for getting hit by cannon is 20% out of 100%)
Dratini The Lake Monster (M)
Nature: Jolly(Speed increased by 15%, Accuracy +12%; -1 from Special Attack)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Shed Skin:
Type: 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.
Marvel Scale: (DW)
Type: Innate
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Dratini
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 58 (50*1.15^)
Size Class: 2
Weight Class: 1
Base Rank Total: 13
EC: 0/4/9
MC: 0
DC: 0/5
No. of moves: 13
Attacks:
Wrap(*)
Leer(*)
Thunder Wave(*)
Twister(*)
Dragon Rage(*)
Slam(*)
Agility(*)
Dragon Dance(*)
Extremespeed(*)
Dragon Pulse(*)
Thunderbolt(*)
Flamethrower(*)
Surf(*)
...
Scraggy The (BAN ME PLEASE) (F)
Nature: Adamant (+1 Rank to Attack, -1 Rank from Special Attack)
Type: Fighting / Dark
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Abilities: Shed Skin, Moxie
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 LOCKED): (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 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 as an Action, and will affect all opponents. (Not yet Active)
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
EC: 0/6
MC: 0
DC: 0/5
Attacks (14)
Leer (*)
Low Kick(*)
Sand Attack(*)
Faint Attack (*)
Headbutt(*)
Swagger(*)
Brick Break (*)
Payback (*)
Dragon Claw(*)
Rock Slide(*)
Double Team(*)
Fire Punch(*)
Ice Punch(*)
Thunderpunch(*)
...
Mudkip the Hunky (M)
Nature: Adamant(One more for Attack; one less for Special Attack)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp:
Type: (DW locked)
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Mudkip
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/4/9
MC: 0
DC: 0/5
No. of moves: 13
Moves:
Tackle (*)
Growl (*)
Mud-Slap (*)
Water Gun (*)
Bide (*)
Foresight (*)
Mud Sport (*)
Counter(*)
Mirror Coat(*)
Avalanche(*)
Toxic(*)
Dig(*)
Rock Slide(*)
Team the Wanderer
Shinx(*) [Alexander] (Male)
"<BLOOD FOR THE BLOOD GOD!>"
A shinx the wanderer had recently caught. While all of the wanderer's pokemon are blood knights to some degree, Alex is especially bloodthirsty.
Nature: Jolly (+15% speed, +9% accuracy, -1 SpA)
Type: Electric
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.
Abilities: Rivalry, Intimidate
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Intimidate: (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 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 as an Action, and will affect all opponents.
Guts (DW): (Innate, Locked) 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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 52 (45*1.15^)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/9
MC: 0
DC: 1/5
Attacks (15 total):
Level up:
Tackle(*)
Leer(*)
Charge(*)
Spark(*)
Bite(*)
Roar(*)
Swagger(*)
Thunder Fang
Crunch
Egg:
Fire Fang(*)
Ice Fang(*)
Quick Attack(*)
TM:
Protect(*)
Thunder Wave(*)
Light Screen(*)
Ralts [Quass] (Male)
"<The blood of the wicked shall flow like a river!>"
A ralts the wanderer had caught en route to the Tower of Heaven.
Nature: Hardy (no effect on stats)
Type: Psychic
Psychic:Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Synchronize, Trace
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
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.
Telepathy (DW): (Innate, Locked) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/9
MC: 0
DC: 0/5
Attacks (14 total):
Level Up:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Egg:
Confuse Ray
Shadow Sneak
Encore
TM:
Thunderbolt
Psyshock
Protect
Thunder Wave
Will-o-Wisp
Darkaxis sends out, chooses items and ability
The Wanderer does the same + actions.
Darkaxis issues actions.