Greetings from the corner of Diagon Alley (R.I.P. Harry Potter franchise) and The Bosses' Way! Well, mostly The Bosses' Way. This will be the arena for a battle to be held shortly: a rematch between two competitors whose names can be conveniently abbreviated IAR and SoS! Here they are, taking the field(?) now, both striding confidently down the way with three Little Cup-legal Pokemon each in tow. Such grace! Such poise! Such confidence! Just kidding, this is Pokemon. :P Here's the official ASBurg Travel Guide description of The Bosses' Way. Arena Description (Move your mouse to reveal the content) Arena Description (open) Arena Description (close) Arena: The Bosses' Way Field Type: Ground/Electric Complexity: Intense Format: Singles Triples Restrictions: Limited Ceiling, Artificial Field, No Weather, No Water Source, No Digging Description: The arena is in a darkened, concrete indoor Gym with a large throne chair placed on top of a stone balcony with two flanking concrete brickwork stairwells on either side. In front of this lies a standard Gym floor pattern, with a twist. The arena is lined by 6 surrounding blue orbed poles that generate an electric field that keeps the Pokemon inside the 20 W x 40 L X 15 H (feet) arena. If any Pokemon other than an Electric or Ground type hits the barrier, they will suffer 4 HP damage. Resistance to electricity will reduce this damage by 2, while Weakness to electricity will increase it by 2. Because it is enclosed, weather moves will not work in this arena. It has no water sources and the concrete is too thick and musty to be dug through. The arena has fairly low natural lighting, but most Pokemon can see just fine, and if the electric field is hit it will generate light. Here are the rules for the battle, courtesy of our two competitors: And what's a Pokemon battle without the Pokemon? Its_A_Random's Pokemon (Move your mouse to reveal the content) Its_A_Random's Pokemon (open) Its_A_Random's Pokemon (close) Smoochum Mobius (F) Nature: Naughty Type: Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. 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. Stats: HP: 90 Atk: Rank 3 (+) Def: Rank 1 SpA: Rank 3 SpD: Rank 2 (-) Spe: 65 EC: 3/6 MC: 0 DC: 1/5 Abilities: Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm. Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy. Hydration (DW): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon. Attacks: Pound Lick Sweet Kiss Powder Snow Confusion Sing Heart Stamp Mean Look Fake Tears Ice Punch Wake-Up Slap Fake Out Ice Beam Shadow Ball Psychic Grass Knot --- Elekid Zaborg (M) Nature: Mild Type: 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. Stats: HP: 90 Atk: Rank 3 Def: Rank 1 (-) SpA: Rank 4 (+) SpD: Rank 2 Spe: 95 EC: 0/9 MC: 0 DC: 0/5 Abilities: 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. Attacks: Quick Attack Leer Thundershock Low Kick Swift Shock Wave Thunderpunch Fire Punch Ice Punch Cross Chop Thunderbolt Protect Hidden Power (Ice, 7) --- Magby Thestalos (M) Nature: Lonely 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 bushfire areas. Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 1 (-) SpA: Rank 3 SpD: Rank 2 Spe: 83 EC: 0/9 MC: 0 DC: 0/5 Abilities: Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. 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: Smog Leer Ember Smokescreen Faint Attack Fire Spin Confuse Ray Thunderpunch Cross Chop Flare Blitz Will-O-Wisp Flamethrower Psychic Son_of_Shadoo's Pokemon (Move your mouse to reveal the content) Son_of_Shadoo's Pokemon (open) Son_of_Shadoo's Pokemon (close) Plicowatt "Hijinks" (F) Nature: Modest - adds rank to SpA, subtracts rank from Atk. Type: Electric/Water 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. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: 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. Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Shed Skin (DW, LOCKED): (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. EC: 0/6 MC: 0 DC: 0/5 Stats: HP: 80 Atk: Rank 1 (-) Def: Rank 1 SpA: Rank 3 (+) SpD: Rank 1 Spe: 95 Attacks: Levelup: Bubble Charge Tackle Thundershock Detect TM: Scald Toxic Ice Beam Egg: Me First Counter Mirror Coat Mime Jr. "Lil SoS" (M) Nature: Modest - adds rank to SpA, subtracts rank from Atk. 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 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. Stats: HP: 80 Atk: Rank 0 (-) Def: Rank 2 SpA: Rank 4 (+) SpD: Rank 3 Spe: 60 EC: 5/6 MC: 0 DC: 3/5 Abilities: Soundproof: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar. (Innate) Filter: This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2). (Innate) Technician (DW, LOCKED): This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). (Innate) Attacks: Levelup: Tickle Barrier Confusion Copycat Meditate Encore Doubleslap Mimic Light Screen Reflect Psybeam BW TM: Thunderbolt Protect Shadow Ball Egg: Nasty Plot Fake Out Charm Ferroseed "Boq" (M) Nature: Brave (Adds one Rank to Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks) Type: Grass/Steel 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. 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. 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 3 (+) Def: Rank 3 SpA: Rank 1 SpD: Rank 3 Spe: 8 (10/1.15v) EC: 0/6 MC: 0 Attacks: Tackle Harden Rollout Curse Metal Claw Pin Missile Gyro Ball TM: Toxic Protect Payback Egg: Leech Seed Gravity Worry Seed Flow of the Match: I send out both trainers' Pokemon. Son_of_Shadoo gives orders. Its_A_Random gives orders. I ref where no ref has ever gone befo-OH WAIT Its_A_Random gives orders. Son_of_Shadoo gives orders. I ref- like a boss. etc. This looks like a very interesting matchup. Son_of_Shadoo, make your move!