LET THE BATTLE BEGIN! NO COMMENTING UNTIL WE'RE DONE HERE. Lord Jesseus's Team (Move your mouse to reveal the content) Lord Jesseus's Team (open) Lord Jesseus's Team (close) Abra(*) [Tau] (Male) Nature: Modest (+SpA, -Atk) 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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Stats: HP: 80 Atk: (-1) Def: * SpA: ***** (+1) SpD: ** Spe: 90 EC: 0/6 MC: 0 DC: 0/5 Abilities: Synchronise: (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 (DW): (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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Attacks: Teleport(*) Encore(*) Light Screen(*) Knock Off(*) Psychic(*) Shadow Ball(*) Charge Beam(*) ----------------------- Machop(*) [Sigma] (Male) Nature: Adamant (+Atk, -SpA) Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). Stats: HP: 100 Atk: **** (+1) Def: ** SpA: * (-1) SpD: ** Spe: 35 EC: 0/6 MC: 0 DC: 0/5 Abilities: Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. Attacks: Low Kick(*) Leer(*) Focus Energy(*) Karate Chop(*) Ankle Sweep(*) Foresight(*) Seismic Toss(*) Revenge(*) Vital Throw(*) Ice Punch(*) ThunderPunch(*) Fire Punch(*) Payback(*) Bulk Up(*) Rock Slide(*) ---------------- Gastly(*) [Iota] (Female) Nature: Timid (+Spe, -Atk) Type: Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.) Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1). Stats: HP: 90 Atk: * (-1) Def: ** SpA: **** SpD: ** Spe: 92 (+15%) EC: 0/6 MC: 0 DC: 0/5 Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit. Attacks: Hypnosis(*) Lick(*) Spite(*) Mean Look(*) Curse(*) Confuse Ray(*) Night Shade(*) Sucker Punch(*) Explosion(*) Will-O-Wisp(*) Disable(*) Thunderbolt(*) Shadow Ball(*) Sludge Bomb(*) Limewire's Team (Move your mouse to reveal the content) Limewire's Team (open) Limewire's Team (close) Gible [Chomper] (Female) Nature: Naughty Type: Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1). Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). HP: 100 Atk: *** (+1) Def: ** SpA: * SpD: * (-1) Spe: 42 EC: 0/6 MC: 0 DC: 0/5 Abilities: Sand Veil: This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. Rough Skin (DW): When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent. (DW) Attacks: Tackle(*) Sand-Attack(*) Dragon Rage(*) Sandstorm(*) Take Down(*) Sand Tomb(*) Slash(*) Outrage(*) Scary Face(*) Iron Head(*) Earthquake(*) Roar(*) Dig(*) ... Staryu [Shuriken] (Genderless) Nature: Timid Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1). HP: 90 Atk: * (-1) Def: ** SpA: *** SpD: ** Spe: 98 (85 * 1.15^) EC: 0/4 MC: 0 DC: 0/5 Abilities: Illuminate: At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash. Natural Cure: This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out. Analyze (DW): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. Attacks: Tackle(*) Harden(*) Water Gun(*) Rapid Spin(*) Recover(*) Camouflage(*) Swift(*) Bubblebeam(*) Minimize(*) Gyro Ball(*) Ice Beam(*) Thunderbolt(*) Surf(*) ... Magnemite [Thundah] (Genderless) Nature: Quiet Type: Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. HP: 80 Atk: ** Def: *** SpA: **** (+1) SpD: ** Spe: 39 (45 * 1.15) EC: 0/6 MC: 0 DC: 0/5 Abilities: Sturdy: This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Analyze (DW): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. (DW) Moves: Metal Sound(*) Tackle(*) ThunderShock(*) Supersonic(*) SonicBoom(*) Thunder Wave(*) Spark(*) Electric Ball(*) Lock-On(*) Thunderbolt(*) Flash Cannon(*) Volt Change(*) FIELD INFORMATION: Rotting Junkyard (Move your mouse to reveal the content) FIELD INFORMATION: Rotting Junkyard (open) FIELD INFORMATION: Rotting Junkyard (close) --- All manner of trash litters the area providing ample cover... *There are lots of protruding junkpiles, each about 7.5 feet from the next. Treat them as Subs that use the weakest HP/Def/SpD on the field. In the event that a Junkpile is KO'd, the remaining damage hits whatever's hiding behind it. --- ...but equally as many hazards. *The Junkpiles have the abilities Poison Point and Liquid Ooze. Getting dropped, thrown, or knocked onto a Junkpile increases the attack's damage by 20% and applies it to both colliding parties. --- A smoky haze smothers the field...it is toxic enough to potentially sicken those that inhale it. *With every Round comes a 5% to 35% chance to Haze Poison each Pokemon. This works like Normal Poison, except it stacks. The first Haze Poison does 2 per action; adding Haze Poison on top of other Poison increases the damage by 1. If a Pokemon's Energy is above 75% at the end of a Round, the Haze Poison damage decreases by 1. *Pokemon that don't breathe (anything genderless) or are otherwise immune to Poison are immune to the haze. *The formula for Haze Poison chance is: (100 - Current Energy ) * .3 + 5 100 E = 5% 75 E = 12.5% 50 E = 20% 25 E = 27.5% ORDER OF EVENTS: LJ sends out a Pokemon. Limewire sends out a Pokemon and submits actions. LJ responds with his Pokemon's actions. mewtwo15026 posts the before/after with yummy flavor added to taste. LJ acts, Lime responds, M15026 flavorizes. Lime's turn. The pattern repeats until a Pokemon is KO'd, in which case its Trainer posts the switch-in and the action sequence resumes as normal. May the best man (and 'mon) win!