Welcome everybody to the ASB tourament arena! But because the ASB tourament is going on we've been pushed down to arena T12 but we still have a specicle on today! Objection vs Korski but more indo will be displayed on the big screen! I can't believe someone did not take this job before me as this battle is bound to be awesome! Now, upon the screen you will now see the two battlers teams! Team Korski Itasca the KRILOWATT (Move your mouse to reveal the content) Itasca the KRILOWATT (open) Itasca the KRILOWATT (close) Krilowatt Itasca (F) Type: Electric/Water Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Trace, Magic Guard, Shell Armor Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. 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. Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Nature: Timid (+15% Speed, +17% Accuracy, -1 Atk) Stats: HP: 125 Atk: Rank 2 (-) Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 121 (+) Size Class: 1 Weight Class: 2 Base Rank Total: 21 EC: 6/6 MC: 0 DC: 5/5 Attacks (52): Ice Shard Bubble Charge Tackle Thundershock Detect Confuse Ray Aqua Jet Mirror Coat Bubblebeam Counter Imprison Volt Switch Copycat Heart Swap Zap Cannon Discharge Guillotine Thunder Hydro Pump Muddy Water Follow Me Me First Mind Reader Sheer Cold Signal Beam Whirlpool Dive Earth Power Helping Hand Icy Wind Hone Claws Toxic Hail Hidden Power-Fire (7) Ice Beam Blizzard Protect Rain Dance Safeguard Thunderbolt Earthquake Torment Rest Attract Scald Endure Thunder Wave Sleep Talk Substitute Surf Waterfall Polecat the SKUNTANK (Move your mouse to reveal the content) Polecat the SKUNTANK (open) Polecat the SKUNTANK (close) Skuntank Polecat (M) Type: Poison/Dark 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. 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. Abilities: Stench, Aftermath, Keen Eye Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move. Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute. Keen Eye (DW): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy. Nature: Brave (+1 Atk, -15% Spe, -10% Evasion) Stats: HP: 110 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 73 (-) Size Class: 2 Weight Class: 3 Base Rank Total: 19 EC: 6/6 MC: 0 DC: 5/5 Attacks (32): Scratch Focus Energy Poison Gas Screech Fury Swipes Smokescreen Feint Slash Toxic Acid Spray Flamethrower Night Slash Memento Explosion Crunch Double-edge Iron Tail Sucker Punch Roar Venoshock Taunt Protect Dig Sludge Bomb Fire Blast Torment Rest Snatch Payback Poison Jab Substitute Rock Smash Rebonita the ZOROARK (Move your mouse to reveal the content) Rebonita the ZOROARK (open) Rebonita the ZOROARK (close) Zoroark Rebonita (F) Type: Dark 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. Abilities: Illusion Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] Nature: Timid (+15% Spe, +17% Accuracy, -1 Atk) Stats: HP: 90 Atk: Rank 3 (-) Def: Rank 2 SpA: Rank 5 SpD: Rank 2 Spe: 121 (+) Size Class: 3 Weight Class: 4 Base Rank Total: 19 EC: 6/6 MC:: 0 Attacks (33): U-turn Scratch Leer Pursuit Fake Tears Hone Claws Fury Swipes Faint Attack Scary Face Taunt Torment Agility Imprison Night Daze Counter Dark Pulse Detect Extrasensory Memento Snatch Sucker Punch Roar Toxic Hidden Power-Ice (7) Hyper Beam Protect Dig Flamethrower Attract Low Sweep Focus Blast Grass Knot Substitute Yonderwear the BLAZIKEN (Move your mouse to reveal the content) Yonderwear the BLAZIKEN (open) Yonderwear the BLAZIKEN (close) Blaziken Yonderwear (M) Type: Fire/Fighting 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. Superior senses in volcanic or brushfire areas. 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: Blaze, Speed Boost Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (e.g. Flamethrower goes from 10 to 12, Fire Blast from 12 to 14). Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected). Nature: Mild (+1 SpA, -1 Def) Stats: HP: 100 Atk: Rank 5 Def: Rank 2 (-) SpA: Rank 5 (+) SpD: Rank 3 Spe: 80 Size Class: 3 Weight Class: 4 Base Rank Total: 21 EC: 9/9 MC: 0 DC: 5/5 Attacks (25): Fire Punch Hi Jump Kick Scratch Growl Focus Energy Ember Double Kick Peck Sand-Attack Fire Spin Quick Attack Brave Bird Mirror Move Sky Uppercut Flare Blitz Counter Baton Pass Rock Slide Magic Coat Protect SolarBeam Dig Will-o-Wisp Flamethrower Substitute And Next up Team Objection ] Facilier the Honchkrow (Move your mouse to reveal the content) Facilier the Honchkrow (open) Facilier the Honchkrow (close) Honchkrow (*) [Facilier] (M) Nature: Rash (+Special Attack, -Special Defence) Type: Dark/Flying 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. 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. Stats: HP: 110 Atk: Rank 5 Def: Rank 2 SpA: Rank 5 (+) SpD: Rank 1 (-) Spe: 71 Size Class: 2 Weight Class: 3 Base Rank Total: 20 Moves: 30 EC: 6/6 MC: 0 DC: 5/5 Abilities: Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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. Super Luck: (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time. Moxie (DW UNLOCKED): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. Attacks: Peck (*) Astonish (*) Pursuit (*) Haze (*) Wing Attack (*) Night Shade (*) Assurance (*) Sucker Punch Swagger Night Slash Torment Quash Dark Pulse Mean Look Confuse Ray (*) Faint Attack (*) Whirlwind (*) Roost Sky Attack Perish Song Brave Bird Psycho Shift Taunt (*) Aerial Ace (*) Snarl (*) Hidden Power Ground 7 Payback Heat Wave Superpower Icy Wind Cruella de Vil the Roserade (Move your mouse to reveal the content) Cruella de Vil the Roserade (open) Cruella de Vil the Roserade (close) Roserade [Cruella de Vil] (F) Nature: Bold (+Defence, -Attack) Typing: Grass/Poison 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. Stats: HP: 90 Atk: Rank 2 (-) Def: Rank 3 (+) SpA: Rank 5 SpD: Rank 4 Spe: 90 Size Class: 2 Weight Class: 2 Base Rank Total: 20 Moves: 29 EC: 9/9 MC: 0 DC: 5/5 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 Poison-type attacks will inflict Toxic level poison. Technician (DW UNLOCKED): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Attacks: Absorb Growth Water Sport Stun Spore Mega Drain Worry Seed Magical Leaf GrassWhistle Weather Ball Poison Sting Sweet Scent Leech Seed Toxic Spikes Ingrain Extrasensory Giga Drain Sleep Powder Synthesis Spikes Toxic Venoshock Shadow Ball Sunny Day Solarbeam Hidden Power Rock 6 Sludge Bomb Energy Ball Grass Knot Substitute Ratcliffe the Empoleon (Move your mouse to reveal the content) Ratcliffe the Empoleon (open) Ratcliffe the Empoleon (close) Empoleon [Ratcliffe] (M) Nature: Brave (+Attack, -Speed) Type: Water/Steel Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 4 SpD: Rank 4 Spe: 52 (-) (Opponent's accuracy boost: 10%) Size Class: 3 Weight Class: 4 Base Rank Total: 19 Moves: 28 EC: 9/9 MC: 0 DC: 5/5 Abilities: Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14) Defiant (DW UNLOCKED): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages. Attacks: Pound Growl Bubble Water Sport Peck Bide Bubblebeam Fury Attack Tackle Metal Claw Swords Dance Swagger Hydro Pump Aqua Jet Brine Mud-Slap Mud Sport Yawn Agility Aqua Ring Ice Beam Dig Waterfall Surf Water Pulse Grass Knot Dive Hydro Cannon Pete the Hariyama (Move your mouse to reveal the content) Pete the Hariyama (open) Pete the Hariyama (close) Hariyama [Pete] (M) Nature: Careful (+ Special Defence, - Special Attack) 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. Stats: Hariyama HP: 125 Atk: Rank 5 Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 3 (+) Spe: 50 Size Class: 4 Weight Class: 6 Base Rank Total: 19 Moves: 30 EC: 6/6 MC: 0 DC: 5/5 Abilities: Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) 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 (DW UNLOCKED): (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. Attacks: Tackle Focus Energy Sand-Attack Arm Thrust Vital Throw Fake Out Whirlwind Knock Off SmellingSalt Belly Drum Brine Force Palm Endure Reversal Heavy Slam Counter Focus Punch Foresight Revenge Bullet Punch Protect Rock Slide Substitute Payback Swagger Giga Impact Fire Punch Ice Punch Magic Coat ThunderPunch Ooooo, looks like we have mail-function with attacks but otherwise we are almost set to go! Order of actions Korski sends out first pokemon Objection sends out first pokemon and issues actions Korski issiues actions I ref Objection issues action Korski issues actions I ref Korski issues Objection issues actions I ref etc, etc, etc. And finally before this matchgets underway, I will post the switching rules up on the big screen as they may confuse some people! switching phase (Move your mouse to reveal the content) switching phase (open) switching phase (close) A Switching phase has only two possible outcomes: 1. Player A Switch > Player B Declines Switch > Player A Orders > Player B Orders. 2. Player A Switch > Player B Counterswitch and Orders > Player A Orders. Now I'm holding this battle up though, so lets GO! EDIT: For the first round, please let me go over DQ because I have something on tomorow, but I'll make it up to you guys with quick reffing fo the rest of the match. And who knows, I might not even go over DQ.