Hey, what time is it? The giant clock face is blocking my view!...What do you mean it's hammer time? That's not supposed to start for another half-an-hour! You meant clobberin' time? Who do you think I am, The Thing? You meant Adventure Time? I don't have time for this! I've got a match to ref at the Prague Astronomical Clock Tower and...oh, I'm already here. That was easy.
The gears are all in perfect working order here at the world's oldest working clock tower: the Prague Astronomical Clock Tower! It is here that eager competitors Son_of_Shadoo and Alchemator have come to duke it out, Dialga-style! SoS sits in one corner(?), trimming his silhouetted mustache; Alch puts on a light show with his hands in the opposite corner. Finally, the time has come forme to make more time jokes than should be physically and legally possible these two to compete to see who is the true Time Lord!
...But first, let's see all that this arena can do.
I like rules! They're comfy and easy to follow!
Shellos "Drain" (M)
Nature: Quiet - +SpA, -15% Spd, -10% Eva
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Strength (DW, LOCKED): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
EC: 4/6
MC: 4
DC: 2/5
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 30 (34/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Attacks:
Levelup
Mud Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire, 7)
Rain Dance
Egg
Counter
Mirror Coat
Yawn
TM
Protect
Ice Beam
Scald
Move Total: 13
Ferroseed "Tough Nut" (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)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 4/6
MC: 4
Attacks:
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Iron Head
TM:
Toxic
Protect
Payback
Egg:
Leech Seed
Gravity
Worry Seed
Move Total: 14
Venonat [Vladimir] (M)
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 12
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Tackle
Disable
Foresight
Supersonic
Confusion
PoisonPowder
Leech Life
Stun Spore
Psybeam
Agility
Giga Drain
Toxic Spikes
Double Team
Sludge Bomb
Substitute
Poochyena [Monty] (M)
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Tackle
Howl
Sand-Attack
Bite
Odor Sleuth
Roar
Swagger
Fire Fang
Snatch
Yawn
Dig
Torment
Facade
Psyduck [Godwin] (M)
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 55
Size Class: 2
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Water Sport
Scratch
Tail Whip
Water Gun
Disable
Confusion
Screech
Water Pulse
Encore
Mud Bomb
Yawn
Dig
Brick Break
Shadow Claw
(Time) Flow of the Match:
Son_of_Shadoo takes the time to select and send out a Pokemon.
Alchemator calls a time out to choose his Pokemon and issue actions.
SoS eats some thyme while issuing his own actions.
I time out on IRC because I'm reffing.
Reverse action order.
STOP: REFFING TIME
Son_of_Shadoo, it's time to get this show on the road! Choose your 'mon!
The gears are all in perfect working order here at the world's oldest working clock tower: the Prague Astronomical Clock Tower! It is here that eager competitors Son_of_Shadoo and Alchemator have come to duke it out, Dialga-style! SoS sits in one corner(?), trimming his silhouetted mustache; Alch puts on a light show with his hands in the opposite corner. Finally, the time has come for
...But first, let's see all that this arena can do.
Arena: Chrono Stadium
This arena resembles a giant version of the face of Prague’s Astronomical Clock. There is a moat around the edge of the arena but there are no natural elements such as grass nearby. The flow of time in this arena can change radically with the following effects:
Normal time flow - nothing special.
Fast time flow - every pokemon's attack and special attack ranks are multiplied by 1.5 with halves rounded up; every pokemon has +1 evasion.
Slow time flow - every pokemon's defence and special defence ranks are multiplied by 1.5 with halves rounded up; every pokemon has +1 accuracy.
Reverse time flow - turn order is completely reversed (ie, higher priority attacks happen after lower priority ones and a slower mon's attack happens before a faster mon's one of the same priority); for attacks with a charge-up or evasive action (eg, Focus Punch, Sky Attack, Dig), swap the priorities of the charge-up/evasive action and attacking action before reversing the turn order; the "cooldown" action for combos occurs on the action before the combo is executed rather than after.
Crazy time flow - turn order is randomised, disregarding priority and speed completely; attacks with a charge-up or evasive action still have that action occur before the attacking action.
Round 1 has normal time flow, then at the end of every round, each of the five time flows has an equal chance of being chosen for the next round. A time flow's effects remain until the time flow changes to something else.
This arena resembles a giant version of the face of Prague’s Astronomical Clock. There is a moat around the edge of the arena but there are no natural elements such as grass nearby. The flow of time in this arena can change radically with the following effects:
Normal time flow - nothing special.
Fast time flow - every pokemon's attack and special attack ranks are multiplied by 1.5 with halves rounded up; every pokemon has +1 evasion.
Slow time flow - every pokemon's defence and special defence ranks are multiplied by 1.5 with halves rounded up; every pokemon has +1 accuracy.
Reverse time flow - turn order is completely reversed (ie, higher priority attacks happen after lower priority ones and a slower mon's attack happens before a faster mon's one of the same priority); for attacks with a charge-up or evasive action (eg, Focus Punch, Sky Attack, Dig), swap the priorities of the charge-up/evasive action and attacking action before reversing the turn order; the "cooldown" action for combos occurs on the action before the combo is executed rather than after.
Crazy time flow - turn order is randomised, disregarding priority and speed completely; attacks with a charge-up or evasive action still have that action occur before the attacking action.
Round 1 has normal time flow, then at the end of every round, each of the five time flows has an equal chance of being chosen for the next round. A time flow's effects remain until the time flow changes to something else.
I like rules! They're comfy and easy to follow!
And, of course, what is a Pokemon battle without Pokemon?2v2 NFE Singles
2 Day DQ
1 Sub
2 Recovers, 5 chills
All abilities.
Switch = KO
No items (Training are fine if you have them, but I don't!)
Shellos "Drain" (M)
Nature: Quiet - +SpA, -15% Spd, -10% Eva
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Strength (DW, LOCKED): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
EC: 4/6
MC: 4
DC: 2/5
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 30 (34/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Attacks:
Levelup
Mud Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire, 7)
Rain Dance
Egg
Counter
Mirror Coat
Yawn
TM
Protect
Ice Beam
Scald
Move Total: 13
Ferroseed "Tough Nut" (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)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 4/6
MC: 4
Attacks:
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Iron Head
TM:
Toxic
Protect
Payback
Egg:
Leech Seed
Gravity
Worry Seed
Move Total: 14
Venonat [Vladimir] (M)
- Nature: Mild (Adds one (1) Rank to Special Attack, Subtracts one (1) Rank from Defense.)
- [Bug]: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
- [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.
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 12
EC: 0/6
MC: 0
DC: 0/5
Abilities:
- Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
- Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
- Run Away (DW LOCKED): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Tackle
Disable
Foresight
Supersonic
Confusion
PoisonPowder
Leech Life
Stun Spore
Psybeam
Agility
Giga Drain
Toxic Spikes
Double Team
Sludge Bomb
Substitute
Poochyena [Monty] (M)
- Nature: Adamant (Adds one (1) Rank to Attack, subtracts one (1) Rank from Special Attack.)
- 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.
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 0/6
MC: 0
DC: 0/5
Abilities:
- Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
- Quick Feet: (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
- Rattled (DW LOCKED): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Tackle
Howl
Sand-Attack
Bite
Odor Sleuth
Roar
Swagger
Fire Fang
Snatch
Yawn
Dig
Torment
Facade
Psyduck [Godwin] (M)
- Nature: Lonely (Adds one (1) Rank to Attack, subtracts one (1) Rank from Defense.)
- Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 55
Size Class: 2
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Abilities:
- Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
- Cloud Nine: (Trait) Pokemon with Cloud Nine will not suffer any negative effects of weather, but will benefit from all positive effects. Sunny Day and Rain Dance do not increase the damage of attacks against them, or decrease the damage of their attacks. They suffer no damage in Hail and Sandstorm. Their SolarBeam will retain its BAP in Hail, Rain Dance, and Sandstorm, while the charge is still removed under Sunny Day. SolarBeam always charges against them, Blizzard, Thunder and Hurricane will always check with their 70% accuracy (or 50% if a weather effect reduces it.) Cloud Nine also has a command that can nullify weather on the field.
- Swift Swim (DW LOCKED): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Water Sport
Scratch
Tail Whip
Water Gun
Disable
Confusion
Screech
Water Pulse
Encore
Mud Bomb
Yawn
Dig
Brick Break
Shadow Claw
(Time) Flow of the Match:
Son_of_Shadoo takes the time to select and send out a Pokemon.
Alchemator calls a time out to choose his Pokemon and issue actions.
SoS eats some thyme while issuing his own actions.
I time out on IRC because I'm reffing.
Reverse action order.
STOP: REFFING TIME
Son_of_Shadoo, it's time to get this show on the road! Choose your 'mon!