NUMBER OF POKEMON: 2v2
BATTLE TYPE: Singles
RECOVERIES: Two Recovers per Pokemon | Five Chills per Pokemon
SWITCH: Switch=KO
ITEMS: Items OFF
ABILITIES: All Abilities
The ASB Tournament Arena
Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.
THE TEAMS:
Solstice
Breloom(*) (M) (Bushido)
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, Special Attack reduced by *.)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 81 (70x1.15)
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Technician(DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Attacks:
Absorb (*)
Tackle (*)
Stun Spore (*)
Leech Seed (*)
Mega Drain (*)
Headbutt (*)
Poison Powder (*)
Spore
Mach Punch
Counter
Seed Bomb (*)
Drain Punch (*)
Worry Seed (*)
Facade (*)
Double Team (*)
Safeguard (*)
Bulk Up
Stone Edge
Sigilyph (F) (Aviatrix)
Nature: Bold (Adds One Rank to Defense, Subtracts One Rank from Attack)
Type: Psychic/Flying
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 97
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Magic Guard: (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.
Tinted Lens(DW): (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Ancientpower
Roost
Stored Power
Calm Mind
Charge Beam
Shadow Ball
rickheg
Whimisicott (Levi) (M)
Nature: Modest (Adds to Special Attack; Subtracts from Attack)
Type: Grass
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.
Abilties:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll: (Innate)(Dream World Locked) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 116
EC: 6/6
MC: 2
DC: 1/5
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
Poison Powder
Encore
Sunny Day
Solarbeam
Worry Seed
GrassWhistle
Encore
Protect
Substitute
Energy Ball
Arcanine(*) Ziggy (F)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 3(-)
SpD: Rank 3
Spe: 95
EC: 6/6
MC: 3
DC: 4/5
Abilities:
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Attacks:
Bite(*)
Roar(*)
Ember(*)
Leer(*)
Odor Sleuth(*)
Take Down(*)
Helping Hand(*)
Flame Wheel(*)
Reversal(*)
ExtremeSpeed
Thunder Fang
Crunch(*)
Morning Sun(*)
Close Combat(*)
Flamethrower(*)
Wild Charge(*)
Will-O-Wisp(*)
Heads is DA BEZT, so rickheg will be sending out his Pokemon first.
BATTLE TYPE: Singles
RECOVERIES: Two Recovers per Pokemon | Five Chills per Pokemon
SWITCH: Switch=KO
ITEMS: Items OFF
ABILITIES: All Abilities
The ASB Tournament Arena
Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.
THE TEAMS:
Solstice
Breloom(*) (M) (Bushido)
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, Special Attack reduced by *.)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 81 (70x1.15)
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Technician(DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Attacks:
Absorb (*)
Tackle (*)
Stun Spore (*)
Leech Seed (*)
Mega Drain (*)
Headbutt (*)
Poison Powder (*)
Spore
Mach Punch
Counter
Seed Bomb (*)
Drain Punch (*)
Worry Seed (*)
Facade (*)
Double Team (*)
Safeguard (*)
Bulk Up
Stone Edge
Sigilyph (F) (Aviatrix)
Nature: Bold (Adds One Rank to Defense, Subtracts One Rank from Attack)
Type: Psychic/Flying
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 97
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Magic Guard: (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.
Tinted Lens(DW): (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Ancientpower
Roost
Stored Power
Calm Mind
Charge Beam
Shadow Ball
rickheg
Whimisicott (Levi) (M)
Nature: Modest (Adds to Special Attack; Subtracts from Attack)
Type: Grass
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.
Abilties:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll: (Innate)(Dream World Locked) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 116
EC: 6/6
MC: 2
DC: 1/5
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
Poison Powder
Encore
Sunny Day
Solarbeam
Worry Seed
GrassWhistle
Encore
Protect
Substitute
Energy Ball
Arcanine(*) Ziggy (F)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 3(-)
SpD: Rank 3
Spe: 95
EC: 6/6
MC: 3
DC: 4/5
Abilities:
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Attacks:
Bite(*)
Roar(*)
Ember(*)
Leer(*)
Odor Sleuth(*)
Take Down(*)
Helping Hand(*)
Flame Wheel(*)
Reversal(*)
ExtremeSpeed
Thunder Fang
Crunch(*)
Morning Sun(*)
Close Combat(*)
Flamethrower(*)
Wild Charge(*)
Will-O-Wisp(*)
Heads is DA BEZT, so rickheg will be sending out his Pokemon first.