OK, I just wanna get out of here, it is just so freaky with that evil uppet master and all. Rules? You really think that there are rules in an evil circus tent Kaxtar? Well, OK, I'll post them. Just so you don't get Deck Knight to infract me. I'm only asking for your teams so we can get out of here quicker FYI, but just gimme your teams! They better not Pay Day on there movesets because I'm going to rage if I see Pay Day again today. Team Galladiator Gary the Flarelm (Move your mouse to reveal the content) Gary the Flarelm (open) Gary the Flarelm (close) Flarelm [Gary] (M) Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense) Type: 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. Grass: 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: Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Stats: HP: 100 Atk: Rank 3 (+) Def: Rank 3 SpA: Rank 3 SpD: Rank 2 (-) Spe: 55 Size Class: 3 Weight Class: 4 Base Rank Total: 16 Description: While by no means the strongest fighter on G's squad, Gary does have the strongest spirit; G always knows Gary's going to give it his all when he's sent into battle. Gary's only real flaw is his temper: when provoked, he will retaliate so fiercely that sometimes not even the mighty Irwin can restrain him, usually ending badly for the offender. He tends to spend his time training solo to avoid accidentally harming his teammates. EC: 4/9 MC: 0 DC: 2/5 Moves: Leaf Blade Pound Bullet Seed Sweet Scent Growth Ember Leech Seed Flame Wheel Giga Drain Fire Spin Blaze Kick Dragonbreath Seed Bomb Fire Blast Energy Ball Flash Cannon Will-o-Wisp Flame Charge Brick Break Jack the Charmander (Move your mouse to reveal the content) Jack the Charmander (open) Jack the Charmander (close) Charmander [Jack] (M) Nature: Rash (+ Sp. Atk, - Sp. Def) Type: 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. 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): (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). Stats: HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 1 (-) Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 13 EC: 1/9 MC: 0 DC: 1/5 Moves: Scratch Growl Ember Leer Metal Claw Smoke Screen Rage Dragon Rage Scary Face Fire Fang Slash Fire Spin Dragon Pulse Flare Blitz Crunch Dig Fire Blast Overheat Elvis the Houndour (Move your mouse to reveal the content) Elvis the Houndour (open) Elvis the Houndour (close) Houndour [Elvis] (M) Nature: Lonely (+ Atk, -Def) Type: 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. 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. Abilities: Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions. Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost. Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Stats: HP: 90 Atk: Rank 3 (+) Def: Rank 1 (-) SpA: Rank 3 SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 14 EC: 0/6 MC: 0 DC: 0/5 Moves: Leer Ember Howl Smog Roar Bite Odor Sleuth Beat Up Fire Spin Nasty Plot Sucker Punch Sunny Day Fire Blast Will-o-Wisp Team Kaxtar Elekid (Move your mouse to reveal the content) Elekid (open) Elekid (close) Elekid (M) Nature: Rash (Adds One Rank to Special Attack, Subtracts One Rank from Special Defense) 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. HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 4(+) SpD: Rank 1(-) Spe: 95 EC: 3/9 MC: 0 DC: 2/5 Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. 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. Quick Attack Leer ThunderPunch Thundershock Low Kick Swift Shock Wave Light Screen Thunderbolt Psychic Hidden Power Grass Thunder Wave Substitute Protect Counter Magnet Rise Signal Beam Cross Chop Fire Punch Ice Punch Metang (Move your mouse to reveal the content) Metang (open) Metang (close) Metang [Nickname] Nature: Careful (+1 SpD, -1 SpA) 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. 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 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. HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 1 (-) SpD: Rank 4 (+) Spe: 50 EC: 7/9 MC: 0 DC: 5/5 Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Levitate: The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions. Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None Light Meta (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.) Take Down Magnet Rise Confusion Metal Claw Scary Face Meteor Mash Agility Protect Earthquake Zen Headbutt Iron Head Iron Defense Scraggy (Move your mouse to reveal the content) Scraggy (open) Scraggy (close) Sgraggy (M) Adamant Nature (+1 to Attack, -1 to Special Attack. 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. 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 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 Leer Low Kick Sand Attack Faint Attack Headbutt Swagger Brick Break Payback Hi Jump Kick Crunch Facade Focus Punch Head Smash Counter Ice Punch ThunderPunch Dig Taunt Substitute Torment OK now first up Galladiator sends out his Pokemon and equips an item if he chooses. Then Kaxtar sends out his pokemon, equips an item AND issues actions Galladiator the issues action. Now go and win/lose/tie you two!