Good evening, ladies and gentlemen. There will be blood tonight.
Matezoide:
<Mankey> [Steve] (Male)
Nature: Jolly (+16% accuracy)
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:
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. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Anger Point: (Innate)
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Defiant (DW LOCKED): (Innate)
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 81 (+)
Size Class: 1
Weight Class: 3
Base Rank Total: 14
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Covet(*)
Scratch(*)
Low Kick(*)
Leer(*)
Focus Energy(*)
Fury Swipes(*)
Karate Chop(*)
Seismic Toss(*)
Screech(*)
Assurance(*)
Close Combat(*)
Reversal(*)
Encore(*)
Counter
Dig(*)
Acrobatics(*)
Rock Slide(*)
Thunder-Punch
<Corphish> [Rob] (Male)
Nature: Adamant
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Hyper Cutter: (Innate)
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Shell Armor: (Innate)
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Adaptability: (DW LOCKED,Innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Stats
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Bubble(*)
Harden(*)
Vice-Grip(*)
Leer(*)
BubbleBeam(*)
Protect(*)
Knock Off(*)
Crunch
Dragon Dance (*)
Mudsport(*)
Trump Card(*)
Waterfall(*)
Brick-Break(*)
Double-Team(*)
X-Scissor
<Ponyta> [Twilight] (Female)
Nature: Naive (+25% accuracy)
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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.
Flash-Fire (Innate):
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body (DW LOCKED,Innate):
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Ponyta
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 104 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Growl(*)
Tackle(*)
Tail Whip(*)
Ember(*)
Flame Wheel(*)
Stomp(*)
Flame-Charge(*)
Fire-Spin(*)
Fire-Blast(*)
Wild-Charge(*)
Sunny-Day(*)
Hypnosis(*)
Low-Kick(*)
Charm(*)
Tonight's warriors are...Da Rules said:3 vs 3 LC Doubles
All abilites
1 day DQ
Items = Training
2 subs
Switch = KO
1 recovery, 5 chills
ASB Arena
Matezoide:
<Mankey> [Steve] (Male)
Nature: Jolly (+16% accuracy)
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:
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. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Anger Point: (Innate)
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Defiant (DW LOCKED): (Innate)
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 81 (+)
Size Class: 1
Weight Class: 3
Base Rank Total: 14
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Covet(*)
Scratch(*)
Low Kick(*)
Leer(*)
Focus Energy(*)
Fury Swipes(*)
Karate Chop(*)
Seismic Toss(*)
Screech(*)
Assurance(*)
Close Combat(*)
Reversal(*)
Encore(*)
Counter
Dig(*)
Acrobatics(*)
Rock Slide(*)
Thunder-Punch
<Corphish> [Rob] (Male)
Nature: Adamant
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Hyper Cutter: (Innate)
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Shell Armor: (Innate)
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Adaptability: (DW LOCKED,Innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Stats
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Bubble(*)
Harden(*)
Vice-Grip(*)
Leer(*)
BubbleBeam(*)
Protect(*)
Knock Off(*)
Crunch
Dragon Dance (*)
Mudsport(*)
Trump Card(*)
Waterfall(*)
Brick-Break(*)
Double-Team(*)
X-Scissor
<Ponyta> [Twilight] (Female)
Nature: Naive (+25% accuracy)
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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.
Flash-Fire (Innate):
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body (DW LOCKED,Innate):
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Ponyta
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 104 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Growl(*)
Tackle(*)
Tail Whip(*)
Ember(*)
Flame Wheel(*)
Stomp(*)
Flame-Charge(*)
Fire-Spin(*)
Fire-Blast(*)
Wild-Charge(*)
Sunny-Day(*)
Hypnosis(*)
Low-Kick(*)
Charm(*)
VS.
EndQuote:
Chimchar Kindle (M)
Nature: Lonely (Adds one (1) Rank to Attack, Subtracts one (1) Rank from Defense)
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist (DW): (Locked, Innate) The 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)
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 61
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 4/9
MC: 0
DC: 4/5
Attacks: (30)
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Flamethrower
Slack Off
Acrobatics
Fire Spin
Facade
Counter
Encore
ThunderPunch
Fake Out
Stealth Rock
Role Play
Dig
Shadow Claw
U-turn
Attract
Sunny Day
Focus Punch
Low Sweep
Brick Break
Endure
Grass Knot
Will-O-Wisp
Ralts Paradox (M)
Nature: Brave: Adds * to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
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 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:
Synchronize: (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.
Trace: (Can be activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.
Telepathy (DW): (Locked, Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 2 (+)
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 35 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 3/9
MC: 0
DC: 3/5
Attacks: (29)
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Future Sight
Hypnosis
Dream Eater
Disable
Encore
Confuse Ray
Destiny Bond
Skill Swap
Pain Split
Snatch
Icy Wind
Thunderbolt
Shadow Ball
Psychic
Attract
Grass Knot
Will-O-Wisp
Taunt
Psyshock
Thunder Wave
Torment
Budew: Aloe (F)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank from Attack)
Type:
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.
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.
Abilities:
Natural Cure: (Innate) 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.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Leaf Guard (DW): (Locked, Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/9
MC: 0
DC: 3/5
Attacks: (23)
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Sleep Powder
Extrasensory
Spikes
Cotton Spore
Mud-Slap
Swift
Endure
Sleep Talk
Giga Drain
Shadow Ball
Sludge Bomb
Venoshock
Toxic
Attract
Protect
Substitute
Rest
Chimchar Kindle (M)
Nature: Lonely (Adds one (1) Rank to Attack, Subtracts one (1) Rank from Defense)
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist (DW): (Locked, Innate) The 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)
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 61
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 4/9
MC: 0
DC: 4/5
Attacks: (30)
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Flamethrower
Slack Off
Acrobatics
Fire Spin
Facade
Counter
Encore
ThunderPunch
Fake Out
Stealth Rock
Role Play
Dig
Shadow Claw
U-turn
Attract
Sunny Day
Focus Punch
Low Sweep
Brick Break
Endure
Grass Knot
Will-O-Wisp
Ralts Paradox (M)
Nature: Brave: Adds * to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
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 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:
Synchronize: (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.
Trace: (Can be activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.
Telepathy (DW): (Locked, Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 2 (+)
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 35 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 3/9
MC: 0
DC: 3/5
Attacks: (29)
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Future Sight
Hypnosis
Dream Eater
Disable
Encore
Confuse Ray
Destiny Bond
Skill Swap
Pain Split
Snatch
Icy Wind
Thunderbolt
Shadow Ball
Psychic
Attract
Grass Knot
Will-O-Wisp
Taunt
Psyshock
Thunder Wave
Torment
Budew: Aloe (F)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank from Attack)
Type:
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.
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.
Abilities:
Natural Cure: (Innate) 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.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Leaf Guard (DW): (Locked, Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/9
MC: 0
DC: 3/5
Attacks: (23)
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Sleep Powder
Extrasensory
Spikes
Cotton Spore
Mud-Slap
Swift
Endure
Sleep Talk
Giga Drain
Shadow Ball
Sludge Bomb
Venoshock
Toxic
Attract
Protect
Substitute
Rest
The order will be performed as follows:
Matezoide will send forth his first pokemon
EndQuote will do the same, as well as give out orders
Matezoide will give out orders to his own pokemon
I will give an excessively verbose description of the ensuing combat
Matezoide will send forth his first pokemon
EndQuote will do the same, as well as give out orders
Matezoide will give out orders to his own pokemon
I will give an excessively verbose description of the ensuing combat