Someoneelse
Why am I here?
Here today, we have two battlers: The Wanderer (Lad) and Ragnarokalex. Lad is a battler with way too many characters, such as ROBO-REF C12, El Sabueso, and Steven Robertson Albertson Leonard Stevenson Stevensonagain Stevensonathirdtime George, AKA Dr. Verylongname. I wonder which he will be this time. Anyway, Ben seems to have brought two Pokemon that he has given some fairly strange personalities to: Mollux and Cupra.Rules said:2v2 Doubles (1 NFE, 1 FE)
2 day DQ
2 recoveries/5 chills
2 subs FE, 1 sub NFE
Also ASB arena
Items: Training
Abilities: ALL
Ragnarokalex has brought two, more aggresive Pokemon in Golurk and Kadabra, that seem to have a type advantage, but anything could happen (he also gave me the rules, which I definitely didn't forget he did .-.)The Wanderer said:Hey, thanks.
Mollux [Harya] (Female)
"<I LOVE CHESS!!! IT IS LIKE BALLET BUT WITH MORE EXPLOSIONS!!!>"
A truly strange Mollux belonging to a trainer that has not yet been established in Wanderer canon. Everything Harya says is cryptic, confusing, and just plain nonsense.
Nature: Bold (+1 Def, -1 Atk)
Type: Fire/Poison
Fire: Fire STAB; immune to burn, 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.
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: Dry Skin
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW, locked): (Can Be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20
MC: 0
DC: 0/5
Attacks (14 total):
Level Up:
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Egg:
Aqua Ring
Stealth Rock
Heal Bell
TM:
Protect
Thunderbolt
Hidden Power (Grass, power 7)
Cupra [Teleia] (Female)
"<I'M the leader while that she-bitch is gone, so I'M the one who gets to give our strategies ominous sounding names! Got it?!>"
A Cupra that belongs to a trainer who has not yet been established in Wanderer canon. Teleia hates being second banana to anyone - least of all a certain Zoroark...
Nature: Quiet (+1 SpA, -15% speed, -10 evasion)
Type: Bug/Psychic
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).
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: Shield Dust, Keen Eye
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Illusion (DW, locked): (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 38 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Level Up:
Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Egg:
Bug Buzz
Counter
Hydro Pump
TM:
Psyshock
Protect
Shadow Ball
YES ONION_BUBS I DID JUST HANG THE PALADIN OUT THE WINDOW!
Sorry about that. Anyway,
Lettuce begin!Ragnarokalex said:
Golurk [Armstrong]
Nature:
Quiet
Type:
Ground: STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ghost: STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Iron Fist:
Type: Trait
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz:
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard (DW):
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7
EC: 6/6
MC: 1
DC: 5/5
Attacks: 32 Total
Brick Break
Bulldoze
Curse
Defense Curl
Drain Punch
Dynamicpunch
Earthquake
Earth Power
Fire Punch
Focus Blast
Focus Punch
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Ice Beam
Ice Punch
Iron Defense
Magnitude
Mega Punch
Mud Slap
Pound
Protect
Psychic
Rest
Rock Slide
Rollout
Shadow Ball
Shadow Punch
Sleep Talk
Stone Edge
Toxic
Kadabra (Therail) Male
Nature:
Timid
Type:
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize:
Type: 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.
Inner Focus:
Type: 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.
Magic Guard (DW):
Type: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 121 (+25% Accuracy and Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/9
DC: 5/5
MC: 0
Attacks: 34 Total
Ally Switch
Confusion
Counter
Dig
Disable
Double Team
Encore
Endure
Energy Ball
Future Sight
Hidden Power (Ground, 7)
Kinesis
Light Screen
Magic Coat
Miracle Eye
Protect
Psybeam
Psychic
Psycho Cut
Psyshock
Recover
Reflect
Roleplay
Safeguard
Shadow Ball
Skill Swap
Snatch
Substitute
Taunt
Telekinesis
Teleport
Trick
Torment
Toxic
0o0
Lad sends out with items
Ragnarok sends out with items and orders
Lad orders
I accidentaLLY PUT CAPS LOCK ON AGAIN AND REF