Dogfish44
You can call me Jiggly
King Serperior vs Complications
3v3 Singles
2 Day DQ
2 Recovery moves
5 Chills
Abilities = ALL
Switch = OK
Items = Training
Arena: The Ref's Mind
~~~
~~~
The human mind is an interesting place, full of memories, emotions, love. However, as interesting as this stuff may be, it is still limited. The imagination is still crushed by other factors. However, what happens when you explore the mind of the insane? When the ref has no more of a clue than you do, perhaps you'll unleach an incredible array of fun...
You enter the ref's mind. Unlike most minds, a nice flat plane of thought which is simple to stand upon, this mind is less habitable. It warps constantly, pulsing beneath your feet as you struggle to stand. Even as you get a grip, the surface you stand on pulses, small spikes jabbing you constantly. The plane slowly moves around further, twisting and bending in upon itself, forming a large room for you and your opponent, although it still manages to feel incredibly compact. A small melody flows through, getting slouder and more coherent, it appears to be the overture to Die Flederaus. Out of nowhere, a swarm of bats fly through the room along with the music, as the edges of this chamber turn to stone and rubble, still pulsating. In fact, it pulsates faster, and from the ceiling and floor of this place stalagmites and stalagtites shoot out, impaling whatever bat they manage to. With blood dripping from bat corpses and spikes continuing to try to strike the more nimble bats, the ref's voice booms through the terror... "Begin the battle, fools..." and I severely reccomend following this sage advice!
-The ground shakes beneath you - all those prone to seismic attacks take 2 DPA
- Spikes shoot out of the floor and ceiling as the bats move around. At the end of every action there is a 10% chance for any active Pokémon to take 5 damage - this increases to 10 damage for flying types, and 20 for any active Woobat, Zubat, Golbat, Swoobat or Crobat.
- Bat Blood has sprayed across the arena, a useful device for any demonic being. Dark Types and Ghost Types each increase their Atk and SpA rank by one.
- All moves work, although some may have modified effects... hehehe...
~~~
Complications selects his first mon to release.
King Serperior selects his first mon to release.
King Serperior issues orders.
Complications issues orders.
REFEREE
3v3 Singles
2 Day DQ
2 Recovery moves
5 Chills
Abilities = ALL
Switch = OK
Items = Training
Arena: The Ref's Mind
~~~
Complications:
Piplup (Napoleon) (M)
Nature: Relaxed +Def, -Spe, -10 Evasion
Type:
Water: Water STAB; *Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent
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)
Defiant (DW Locked)
Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Stats
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 34 (34.7>34)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Pound (*)
Growl (*)
Bubble (*)
Water Sport (*)
Peck (*)
Bubblebeam (*)
Bide (*)
Fury Attack (*)
Agility (*)
Yawn (*)
Mud Sport (*)
Ice Beam (*)
Surf (*)
Grass Knot (*)
Nature: Relaxed +Def, -Spe, -10 Evasion
Type:
Water: Water STAB; *Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent
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)
Defiant (DW Locked)
Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Stats
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 34 (34.7>34)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Pound (*)
Growl (*)
Bubble (*)
Water Sport (*)
Peck (*)
Bubblebeam (*)
Bide (*)
Fury Attack (*)
Agility (*)
Yawn (*)
Mud Sport (*)
Ice Beam (*)
Surf (*)
Grass Knot (*)
Nohface (Baal) (M)
Nature: Adamant +Atk, -SAtk
Type:
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.
Ghost: 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:
Levitate*
Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Stats
HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 10
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Scratch (*)
Iron Defense (*)
Lick (*)
Metal Burst (*)
Faint Attack (*)
Shadow Sneak (*)
Curse (*)
Meteor Mash (*)
Psycho Shift (*)
Yawn (*)
Will-O-Wisp (*)
Payback (*)
Dig (*)
Nature: Adamant +Atk, -SAtk
Type:
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.
Ghost: 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:
Levitate*
Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Stats
HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 10
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Scratch (*)
Iron Defense (*)
Lick (*)
Metal Burst (*)
Faint Attack (*)
Shadow Sneak (*)
Curse (*)
Meteor Mash (*)
Psycho Shift (*)
Yawn (*)
Will-O-Wisp (*)
Payback (*)
Dig (*)
Ferroseed (Trunk) (M)
Nature: Sassy +SDef, -Spe, -10% Evasion
Type:
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.
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:
Iron Barbs*
Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1
SpD: Rank 4 (+)
Spe: 8 (8.7>8)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
Attacks:
Tackle (*)
Harden (*)
Rollout (*)
Curse (*)
Metal Claw (*)
Pin Missile (*)
Gyro Ball (*)
Bullet Seed (*)
Spikes (*)
Stealth Rock (*)
Protect (*)
Toxic (*)
Poison Jab (*)
Nature: Sassy +SDef, -Spe, -10% Evasion
Type:
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.
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:
Iron Barbs*
Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1
SpD: Rank 4 (+)
Spe: 8 (8.7>8)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
Attacks:
Tackle (*)
Harden (*)
Rollout (*)
Curse (*)
Metal Claw (*)
Pin Missile (*)
Gyro Ball (*)
Bullet Seed (*)
Spikes (*)
Stealth Rock (*)
Protect (*)
Toxic (*)
Poison Jab (*)
King Serperior:
Kadabra [Darth Plagueis] (Male)
Nature: Relaxed (+Def, -10 Evasion, -15% Speed)
Type:
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: (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: (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: (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. Life Orb recoil is not negated.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 91 (-15% Speed, -10% evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/9
MC: 9
DC: 4/5
KOC: 0
Moves:
1). Teleport
2). Encore
3). Guard Split
4). Ice Punch
5). Psyshock
6). Shadow Ball
7). Energy Ball
8). Kinesis
9). Confusion
10). Disable
11). Miracle Eye
12). Ally Switch
13). Psychic
Aron (Darth Vader) [Male]
Nature: Adamant (+Attack, -Special Attack)
Type: Steel/Rock
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.
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.
Abilities:
Sturdy:
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal (Dream World):
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 4
EC: 5/9
MC: 12
DC: 5/5
Attacks:
1). Tackle
2). Harden
3). Mud Slap
4). Headbutt
5). Metal Claw
6). Iron Defense
7). Roar
8). Take Down
9). Iron Head
10). Protect
11). Metal Burst
12). Double Edge
13). Head Smash
14). Endeavor
15). Dragon Rush
16). Earthquake
17). Shadow Claw
18). Rock Polish
Wailmer- Del Lago (M)
Nature: Quiet (Raise SpA by 1, decrease Spe by 15%)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Veil: (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Stats:
Hp: 120
Atk: 3
Def: 2
SpA(+): 4
SpD: 2
Spe(-): 52 (60/1.15=52.2)
SC: 4
WC: 5
BRT: 17
EC: 3/6
MC: 9
DC: 3/5
KOC: 0
Attacks:
1). Splash
2). Growl
3). Water Gun
4). Rollout
5). Whirlpool
6). Astonish
7). Water Pulse
8). Mist
9). Soak
10). Body Slam
11). Aqua Ring
12). Ice Beam
13). Earthquake
14). Surf
Kadabra [Darth Plagueis] (Male)
Nature: Relaxed (+Def, -10 Evasion, -15% Speed)
Type:
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: (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: (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: (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. Life Orb recoil is not negated.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 91 (-15% Speed, -10% evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/9
MC: 9
DC: 4/5
KOC: 0
Moves:
1). Teleport
2). Encore
3). Guard Split
4). Ice Punch
5). Psyshock
6). Shadow Ball
7). Energy Ball
8). Kinesis
9). Confusion
10). Disable
11). Miracle Eye
12). Ally Switch
13). Psychic
Aron (Darth Vader) [Male]
Nature: Adamant (+Attack, -Special Attack)
Type: Steel/Rock
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.
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.
Abilities:
Sturdy:
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal (Dream World):
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 4
EC: 5/9
MC: 12
DC: 5/5
Attacks:
1). Tackle
2). Harden
3). Mud Slap
4). Headbutt
5). Metal Claw
6). Iron Defense
7). Roar
8). Take Down
9). Iron Head
10). Protect
11). Metal Burst
12). Double Edge
13). Head Smash
14). Endeavor
15). Dragon Rush
16). Earthquake
17). Shadow Claw
18). Rock Polish
Wailmer- Del Lago (M)
Nature: Quiet (Raise SpA by 1, decrease Spe by 15%)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Veil: (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Stats:
Hp: 120
Atk: 3
Def: 2
SpA(+): 4
SpD: 2
Spe(-): 52 (60/1.15=52.2)
SC: 4
WC: 5
BRT: 17
EC: 3/6
MC: 9
DC: 3/5
KOC: 0
Attacks:
1). Splash
2). Growl
3). Water Gun
4). Rollout
5). Whirlpool
6). Astonish
7). Water Pulse
8). Mist
9). Soak
10). Body Slam
11). Aqua Ring
12). Ice Beam
13). Earthquake
14). Surf
~~~
The human mind is an interesting place, full of memories, emotions, love. However, as interesting as this stuff may be, it is still limited. The imagination is still crushed by other factors. However, what happens when you explore the mind of the insane? When the ref has no more of a clue than you do, perhaps you'll unleach an incredible array of fun...
You enter the ref's mind. Unlike most minds, a nice flat plane of thought which is simple to stand upon, this mind is less habitable. It warps constantly, pulsing beneath your feet as you struggle to stand. Even as you get a grip, the surface you stand on pulses, small spikes jabbing you constantly. The plane slowly moves around further, twisting and bending in upon itself, forming a large room for you and your opponent, although it still manages to feel incredibly compact. A small melody flows through, getting slouder and more coherent, it appears to be the overture to Die Flederaus. Out of nowhere, a swarm of bats fly through the room along with the music, as the edges of this chamber turn to stone and rubble, still pulsating. In fact, it pulsates faster, and from the ceiling and floor of this place stalagmites and stalagtites shoot out, impaling whatever bat they manage to. With blood dripping from bat corpses and spikes continuing to try to strike the more nimble bats, the ref's voice booms through the terror... "Begin the battle, fools..." and I severely reccomend following this sage advice!
-The ground shakes beneath you - all those prone to seismic attacks take 2 DPA
- Spikes shoot out of the floor and ceiling as the bats move around. At the end of every action there is a 10% chance for any active Pokémon to take 5 damage - this increases to 10 damage for flying types, and 20 for any active Woobat, Zubat, Golbat, Swoobat or Crobat.
- Bat Blood has sprayed across the arena, a useful device for any demonic being. Dark Types and Ghost Types each increase their Atk and SpA rank by one.
- All moves work, although some may have modified effects... hehehe...
~~~
Complications selects his first mon to release.
King Serperior selects his first mon to release.
King Serperior issues orders.
Complications issues orders.
REFEREE