Only The Wanderer, Eternal Drifter, Its_A_Random, & any required sub-referees, may post in this thread until the completion of this battle. All other posts made will be deleted, & possibly subjected to moderation. Thank you. Hello, one & all, to the 9,001st battle to have taken place on this grand ASB Tournament Arena! Today, we have a 2v2 Doubles match for Little Cup eligible Pokémon between seasoned campaigners: The Wanderer, & Eternal Drifter! Not much else to say, so let us bring up the regulations! RULES & REGULATIONS 2v2 Doubles Only LC Eligible Pokémon permitted DQ Time: 48 Hours Max Recoveries per Pokémon: 2 Max Chills per Pokémon: 5 Max Substitutions per Pokémon: 1 + KO Substitutions Switch: N/A # Abilities: All Items: Training Items permitted. ASB Tournament Arena (Move your mouse to reveal the content) ASB Tournament Arena (open) ASB Tournament Arena (close) Arena: ASB Tournament Arena Field Type: Neutral Complexity: Simple Format: All Restrictions: No Restrictions Description: Surrounded by thousands of screaming Pokémon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the centre of the arena lies a dirt-based floor outlined to show two separate sides (with a white Poké Ball centre). Surrounding the dirt is a moat filled with water. The moat is about 4.5m wide & creates a perimeter around the dirt arena. The arena itself is 24m wide, 33m long. All moves, weathers, and abilities are legal for the match, since it is an outdoor arena with a large water source & packed dirt. Pokémon must stay in the arena (or the dimensions of the arena in the case of Flying Pokémon, who cannot leave the arena & cannot fly higher than 18m). This prevents Pokémon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokémon, or other elements not associated with the current battle. Now, let us see what the combatants brought for today, shall we? TEAM THE WANDERER Charles (M) (Move your mouse to reveal the content) Charles (M) (open) Charles (M) (close) Colosshale [Charles] (Male) "<I ain't no role model.>" A Colosshale that is very good at Basketball - in fact, he's capable of the Chaos Dunk. Nature: Naive (+15% Spe, +22 accuracy, -1 SpD) Type: Dark/Water 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. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Rebound, Storm Drain, Flare Boost Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. 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. Flare Boost (DW): (Innate) This Pokemon's body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power. Stats: HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 (-) Spe: 98 (+) Size Class: 4 Weight Class: 9 Base Rank Total: 16 EC: 3/6 MC: 0 DC: 3/5 Attacks (17 total): Level Up: Leer Tackle Bubblebeam Bite Rapid Spin Body Slam Bounce Pursuit Dig Muddy Water Stockpile Egg: Encore Thunder Fang Water Spout Sucker Punch Fake Out TM: Protect Taunt U-Turn Larch (M) (Move your mouse to reveal the content) Larch (M) (open) Larch (M) (close) Aron [Larch] (Male) <Hello, children! We're gonna have a swell time!> An Aron the wanderer caught in Black Sulfur Caldera. Kinda creepy and/or senile. Nature: Brave (+1 Atk, -15% Spe, -10% Evasion) 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, Rock Head Sturdy: (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: (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 (DW, Locked): (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. Stats: HP: 90 Atk: 4 (+) Def: 4 SpA: 2 SpD: 2 Spe: 26 (-) Size Class: 1 Weight Class: 4 [5 Heavy Metal] Base Rank Total: 15 EC: 3/9 MC: 0 DC: 3/5 Attacks (22 total): Level Up: Tackle Harden Mud-Slap Headbutt Metal Claw Iron Defense Roar Take Down Iron Head Protect Double Edge Metal Burst Heavy Slam Autotomize Egg: Dragon Rush Head Smash Endeavor TM: Earthquake Rock Polish Rock Slide Bulldoze Aerial Ace TEAM ETERNAL DRIFTER Decoy (-) (Move your mouse to reveal the content) Decoy (-) (open) Decoy (-) (close) Voltorb (Decoy) (Genderless) Naive Nature 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. Abilities: Soundproof: Type: Innate 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: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.) Static: Type: 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. (Dream World: Locked) Aftermath: Type: Innate If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute. HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 1- Spe: 115+ Size Class: 1 Weight Class: 2 Base Rank Total: 14 Accuracy Bonus: +30% EC: 6/6 MC: 1 DC: 5/5 Attacks: (25 Moves Known) Charge Tackle Sonicboom Spark Rollout Screech Charge Beam Light Screen Electro Ball Selfdestruct Swift Magnet Rise Gyro Ball Explosion Mirror Coat Headbutt Mimic Sucker Punch Toxic Protect Thunderbolt Thunder Teleport Double Team Refresh Fear (F) (Move your mouse to reveal the content) Fear (F) (open) Fear (F) (close) Deino (Fear) (Female) Jolly Nature Type: Dark/Dragon 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. Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Ability: Hustle: Type: Can be Enabled This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. HP: 90 Atk: 3 Def: 2 SpA: 1 (-) SpD: 2 Spe: 44 (+) Size Class: 1 Weight Class: 2 Base Rank Total: 13 Accuracy Bonus: +7% (6.6758620689655172413793103448276% Unrounded) EC: 3/9 MC: 0 Attacks: (22 Moves Known) Tackle Dragon Rage Focus Energy Bite Headbutt Dragonbreath Roar Crunch Slam Dragon Pulse Work Up Dragon Rush Body Slam Scary Face Hyper Voice Outrage Fire Fang Ice Fang Thunder Fang Toxic Protect Thief Okay, so that is the regulations & whatnot. Time to get this show on the road, shall we? Battle Begin! TURN ORDER The Wanderer sends out Charles & Larch, specifies (Training) Items for both. Eternal Drifter sends out Decoy & Fear, specifies (Training) Items for both. Eternal Drifter issues actions. The Wanderer issues actions. Its_A_Random refs.