Now zen...ve ah about to project ze trainers eento your head, Ben. Just relax und let ze macheen do eetz vork.
Alright, doc...hey, has anyone been hurt using this thing?
Vat? Of course not! Zees eez the first time I've tried it on a human!
Wait, what?!
Now zen...prepare ze projection lazer!
*The machine's laser thing starts to glow. Meanwhile, right next to Ben....*
I'm not liking the look of this...
<Hey! I'll bet that machine tastes like the letter D.>
Seth, no!
*Seth walks into the machine's path just as Dr. Verylongname fires the projection laser, transporting Madotsuki and AOPS into the Togekiss's head!*
OH NO! VHY DEED YOU DO ZAT, YOU FOOL?!
<Something in my head tickles.>
Da Rules said:Switch = Why.jpg
2 day DQ
2 subs
1 recovery/3 chills
all abilities
items = training
Arena=The Ref'sSethim's Mind - Where whatever the fuck I feel like happens!
Tonight's warriors are...
Madotsuki:
Deino [Jack Noir] (M)
Nature: Mild (+Special Attack, -Defense)
Type:
Dark/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Hustle (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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13
MC: 0
EC: 0/9
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dark Pulse
Earth Power
Head Smash
Dragon Tail
Taunt
Work Up
Breezi [Feferi] (F)
Nature: Quirky (No change)
Type: Poison/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (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.
Unburden(DW): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 85
Size Class: 1
Weight Class: 1
Base Rank Total: 14
MC: 0
DC: 1/5
EC: 2/6
Attacks:
Gust
Tailwind
Encore
Rapid Spin
Knock Off
Copycat
Whirlwind
Razor Wind
Sludge Bomb
Toxic Spikes
Spikes
Stealth Rock
Wish
Trick Room
Taunt
U-turn
Madotsuki:
Deino [Jack Noir] (M)
Nature: Mild (+Special Attack, -Defense)
Type:
Dark/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Hustle (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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13
MC: 0
EC: 0/9
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dark Pulse
Earth Power
Head Smash
Dragon Tail
Taunt
Work Up
Breezi [Feferi] (F)
Nature: Quirky (No change)
Type: Poison/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (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.
Unburden(DW): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 85
Size Class: 1
Weight Class: 1
Base Rank Total: 14
MC: 0
DC: 1/5
EC: 2/6
Attacks:
Gust
Tailwind
Encore
Rapid Spin
Knock Off
Copycat
Whirlwind
Razor Wind
Sludge Bomb
Toxic Spikes
Spikes
Stealth Rock
Wish
Trick Room
Taunt
U-turn
VS.
AOPSUser:
Machoke "Fists of Glory" (M)
Nature: Quiet (+Special Attack, -10% Speed)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Steadfast (DW Locked): (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. This Speed boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 39 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 16
-10% Evasion
EC: 6/9
MC: 0
DC: 2/5
Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Cross Chop
Dynamicpunch
Submission
Wake-Up Slap
Close Combat
Counter
Encore
Toxic
Fire Blast
Earthquake
Total: 19
Metang "CPU" (U)
Nature: Sassy (+Special Defense, -15% Speed, -10% Evasion)
Type: Psychic/Steel
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.
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:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW Locked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 43 (-)
Size Class: 2
Weight Class: 6 [5 Light Metal]
Base Rank Total: 16
-10% Evasion
EC: 7/9
MC: 1
DC: 4/5
Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Pursuit
Miracle Eye
Meteor Mash
Bullet Punch
Agility
Iron Defense
Psychic
Hyper Beam
Headbutt
Iron Head
Zen Headbutt
Earthquake
Total: 17
Starting Arena:
The sound that the color yellow makes: The famous M.C. Escher painting with the staircases, except the place is made entirely out of Larch trees that breathe fire. There are also Robo-ref yukkuris all over. If a steel-type attack is not used at all this round, things will happen.
How this shit goes down
Mado attaches any items
AOPS does the same + orders
Mado orders
You guys learn just how fucked up my Togekiss is
Machoke "Fists of Glory" (M)
Nature: Quiet (+Special Attack, -10% Speed)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Steadfast (DW Locked): (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. This Speed boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 39 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 16
-10% Evasion
EC: 6/9
MC: 0
DC: 2/5
Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Cross Chop
Dynamicpunch
Submission
Wake-Up Slap
Close Combat
Counter
Encore
Toxic
Fire Blast
Earthquake
Total: 19
Metang "CPU" (U)
Nature: Sassy (+Special Defense, -15% Speed, -10% Evasion)
Type: Psychic/Steel
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.
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:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW Locked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 43 (-)
Size Class: 2
Weight Class: 6 [5 Light Metal]
Base Rank Total: 16
-10% Evasion
EC: 7/9
MC: 1
DC: 4/5
Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Pursuit
Miracle Eye
Meteor Mash
Bullet Punch
Agility
Iron Defense
Psychic
Hyper Beam
Headbutt
Iron Head
Zen Headbutt
Earthquake
Total: 17
Starting Arena:
The sound that the color yellow makes: The famous M.C. Escher painting with the staircases, except the place is made entirely out of Larch trees that breathe fire. There are also Robo-ref yukkuris all over. If a steel-type attack is not used at all this round, things will happen.
How this shit goes down
Mado attaches any items
AOPS does the same + orders
Mado orders
You guys learn just how fucked up my Togekiss is