Ah, the life of a ref. As you came here for something completely different, I will not elaborate.
"Welcome, one and all Smogonites, Blisseys and Gallades, to today's CAP ASB match! Today, we see DarkSlay, recently a battle veteran, and newcomer Its_A_Random-even though there was nothing really random about that statement. DarkSlay started out by throwing down this challenge-"
Skorupi [Splinter] (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks. Subtracts * from Special Attack)
Type: Poison / Bug
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 and Glare have Energy Cost reduced by one (1).
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: ***
SpA: *(-)
SpD: **
Spe: 75 (65 + 10 [15%])
EC: 0 / 4
MC: 0
DC: 0 / 5
Abilities:
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Keen Eye (DW): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Attacks:
Bite (*)
Poison Sting (*)
Leer (*)
Knock Off (*)
Pin Missile (*)
Acupressure (*)
Scary Face (*)
Whirlwind (*)
Confuse Ray (*)
Pursuit (*)
Dig (*)
Swords Dance (*)
Poison Jab (*)
Slowpoke [Salmon] (F)
Nature: Bold (Adds * to Defense. Subtracts * from Attack.)
Type: Psychic / Water
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.
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).
Stats:
HP: 100
Atk: **(-)
Def: **** (+)
SpA: **
SpD: **
Spe: 15
EC: 1 / 4
MC: 0
DC: 1 / 5
Abilities:
Oblivious: (Innate)This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regeneration (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Attacks:
Curse (*)
Yawn (*)
Tackle (*)
Growl (*)
Water Gun (*)
Confusion (*)
Disable (*)
Headbutt (*)
Future Sight (*)
Block (*)
Mud Sport (*)
Calm Mind (*)
Surf (*)
Ice Beam (*)
Thunder Wave
Timburr [Lumber] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Fighting
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: ****(+)
Def: **
SpA: (-)
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.
Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Iron Fist (DW): (Innate) This base attack power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Attacks:
Pound (*)
Leer (*)
Focus Energy (*)
Bide (*)
Low Kick (*)
Rock Throw (*)
Wake-Up Slap (*)
Little By Little (*)
Drain Punch (*)
Mach Punch (*)
Detect (*)
Bulk Up (*)
Rock Slide (*)
Payback (*)
Hippopotas(*) Stortamus (M)
Nature: Impish
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).
Stats:
HP: 100
Atk: ***
Def: **** (+)
SpA: * (-)
SpD: **
Spe: 32
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush Abilities.
Sand Force (DW): (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.
Attacks:
Tackle*
Sand-Attack*
Bite*
Yawn*
Take Down*
Dig*
Sand Tomb*
Slack Off*
Curse*
Body Slam*
Roar*
Earthquake*
Rock Slide*
Gligar(*) Capers (M)
Nature: Impish
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).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: ***** (+)
SpA: * (-)
SpD: ***
Spe: 85
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) 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.
Immunity (DW): (Innate)This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Night Slash*
Agility*
Baton Pass*
Earthquake*
Rock Slide*
Swords Dance*
You might recognize that Slowpoke from an earlier battle I reffed-but enough of that. On with the battle: DarkSlay, you post which Pokemon you will use, and what ability it will use. Then, Its_A_Random will post which of his own mons he's going to use, what ability it will use, and what his actions will be. Then DarkSlay will post his reaction. Finally, I post the first round. After that we will alternate each round between Its_A_Random and DarkSlay going first.
LET THE BATTLE BEGIN!
"Welcome, one and all Smogonites, Blisseys and Gallades, to today's CAP ASB match! Today, we see DarkSlay, recently a battle veteran, and newcomer Its_A_Random-even though there was nothing really random about that statement. DarkSlay started out by throwing down this challenge-"
Shortly after, Its a Random picked the challenge up, issuing his own terms to the battle:DarkSlay said:SEEKING BATTLE
1 V 1
Singles
DQ: 3 Days
2 Recovery/Rest moves and 5 chills
Arena:
Desert Oasis (Day)
This oasis is used as a refuge for thirsty, weary travelers traversing the hot desert. This arena features a small pool of water in the center surrounded by a handful of tropical trees and a small grass patch surrounding the body of water. The oasis is surrounded by a vast sandy desert with no obstacles in sight. The sun is quite bright, but the oasis makes the surrounding area fairly comfortable for all Pokemon. However, it's nearly impossible to set up a Rain or Hail storm in this hot desert during the day. The ground is made up of a pliable sand material, meaning that Pokemon can Dig here.
An interesting setup-of course, what's the battle without Pokemon? Here are each group's team: (and yes, I'm supposed to put up the whole thing despite this being a 1v1 match...)Its_A_Random said:DarkSlay, I'll take you on.
Switch=KO (This is irrelevant anyway...)
One Ability
No Items
Skorupi [Splinter] (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks. Subtracts * from Special Attack)
Type: Poison / Bug
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 and Glare have Energy Cost reduced by one (1).
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: ***
SpA: *(-)
SpD: **
Spe: 75 (65 + 10 [15%])
EC: 0 / 4
MC: 0
DC: 0 / 5
Abilities:
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Keen Eye (DW): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Attacks:
Bite (*)
Poison Sting (*)
Leer (*)
Knock Off (*)
Pin Missile (*)
Acupressure (*)
Scary Face (*)
Whirlwind (*)
Confuse Ray (*)
Pursuit (*)
Dig (*)
Swords Dance (*)
Poison Jab (*)
Slowpoke [Salmon] (F)
Nature: Bold (Adds * to Defense. Subtracts * from Attack.)
Type: Psychic / Water
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.
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).
Stats:
HP: 100
Atk: **(-)
Def: **** (+)
SpA: **
SpD: **
Spe: 15
EC: 1 / 4
MC: 0
DC: 1 / 5
Abilities:
Oblivious: (Innate)This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regeneration (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Attacks:
Curse (*)
Yawn (*)
Tackle (*)
Growl (*)
Water Gun (*)
Confusion (*)
Disable (*)
Headbutt (*)
Future Sight (*)
Block (*)
Mud Sport (*)
Calm Mind (*)
Surf (*)
Ice Beam (*)
Thunder Wave
Timburr [Lumber] (M)
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack.)
Type: Fighting
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: ****(+)
Def: **
SpA: (-)
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.
Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Iron Fist (DW): (Innate) This base attack power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Attacks:
Pound (*)
Leer (*)
Focus Energy (*)
Bide (*)
Low Kick (*)
Rock Throw (*)
Wake-Up Slap (*)
Little By Little (*)
Drain Punch (*)
Mach Punch (*)
Detect (*)
Bulk Up (*)
Rock Slide (*)
Payback (*)
Hippopotas(*) Stortamus (M)
Nature: Impish
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).
Stats:
HP: 100
Atk: ***
Def: **** (+)
SpA: * (-)
SpD: **
Spe: 32
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush Abilities.
Sand Force (DW): (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.
Attacks:
Tackle*
Sand-Attack*
Bite*
Yawn*
Take Down*
Dig*
Sand Tomb*
Slack Off*
Curse*
Body Slam*
Roar*
Earthquake*
Rock Slide*
Gligar(*) Capers (M)
Nature: Impish
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).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: ***** (+)
SpA: * (-)
SpD: ***
Spe: 85
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) 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.
Immunity (DW): (Innate)This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Night Slash*
Agility*
Baton Pass*
Earthquake*
Rock Slide*
Swords Dance*
You might recognize that Slowpoke from an earlier battle I reffed-but enough of that. On with the battle: DarkSlay, you post which Pokemon you will use, and what ability it will use. Then, Its_A_Random will post which of his own mons he's going to use, what ability it will use, and what his actions will be. Then DarkSlay will post his reaction. Finally, I post the first round. After that we will alternate each round between Its_A_Random and DarkSlay going first.
LET THE BATTLE BEGIN!