rules (Move your mouse to reveal the content) rules (open) rules (close) 4vs4 Doubles (He brings 6 and choses 4) DQ: 2 Days Restrictions: 5 Chills/2 Recoveries Switch: OK Abilities: All Items: On Special: Coin Flip determines who sends out first (like a gym battle) Arena: Flareon Training Grounds Long ago, Cinnabar Island was a technological mecca, a hub for the brightest minds of a generation. But a volcano erupted on the island, destroying everything there was, or ever will be. There isn’t anything here anymore, in “The Ravaged Town of the Past”… But is there? Finally, you reach the topmost layer of Cinnabar Island. Flashes of red dart past the corner of your eye. You turn, but see nothing. The once-charred ground stares resolutely back at you, covered by a hair of swaying grass. Another flash. Turn again, but this time, the emptiness seems to be watching you. The sun is shining brightly, but through a thin veil of steam, which the sun evaporated from the surrounding ocean. A drop of your sweat falls, caught by an outstretched blade of grass that lowers it gently to the ground. The ground here is hard, very hard. What kinds of vegetation are these? A flash, a turn, a howl, and then you flinch. But then, in the distance, you see the rough, chalked outline of the arena. Determined, you walk to it, and release your Pokemon. The sun shines mercilessly, the steam chokes, and you have a mission to fulfil. Welcome to the Flareon Training Grounds. After the eruption of the volcano, an elite society of Flareons have cultivated the land. Here, they practice skills that are not privy to the knowledge of the outside world. Flare blitzes right and left, the Flareon here are practically legends in their own right. Thankfully, it is not them who you will be fighting today, but Gym Leader orcinus, who grew up in Canada and hates the weather here as much as you. He’s befriended the Flareons here, and it is here that he learns from the skills of these skilled fighters to beat challengers like you. There are some special rules here, so pay attention. Spread moves, for fear of invoking the wrath of the nearby Flareons, may not be used in their full capacity, as a safety rule set by orcinus. Instead, Earthquake, Rock Slide, Surf and the like must be focused and directed only at one Pokemon. However, while orcinus wants to obey safety rules, he does not want to disrupt the spirit of the game. And so, spread moves can still hit Pokemon that are using evasive actions, and can wipe out all of the clones of one Pokemon. The arena is in a stage of permanent sun and steam, which is from the nearby water. This acts as sun in every respect (including the including the BAP reduction of water-typed moves, since the sun evaporates much of the water and steam doesn’t actually hurt), but one—it heals dry skin Pokemon instead of harming then. There is no natural water source on the Arena. You are too far from the surrounding ocean to use that water. Orcinus' Fire Mons are intensely familiar with the environment, and thus are able to navigate everything with ease--rocks included. As such, all of orcinus' mons have an increases resistance to Stealth Rocks. Finally, orcinus gets a fan and a cooler. You do not. Summary: Attacking moves that affect more than one opponent must be targeted at one opponent. However, they can still hit Pokemon that are using evasive actions, and can wipe out clones from Double Team. Permanent Sun/Steam is in effect, acting like Sun in every respect except healing Pokemon with the ability dry skin. This can only be changed by weather rock holders. No natural water source. Stealth Rocks reduced effectiveness against Leader's mons (-4 damage) ED's mons are as follows: Butler the Audino (Move your mouse to reveal the content) Butler the Audino (open) Butler the Audino (close) Audino* (Butler) (Male) Calm Nature Type: Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Healer: Type: Innate This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed. Regenerator: Type: Innate When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy. (Dream World: Locked) Klutz: Type: Can be Disabled The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off. HP: 110 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 2 SpD: Rank 4 (+) Spe: 50 Size Class: 2 Weight Class: 3 Base Rank Total: 16 MC: 0 DC: 5/5 Attacks: (30 Moves Known) Pound* Growl* Helping Hand* Refresh* Doubleslap* Attract* Secret Power* Entrainment* Heal Pulse Simple Beam Encore Heal Bell* Wish* Sweet Kiss* Drain Punch Hyper Voice Toxic* Ice Beam Light Screen Protect* Safeguard Thunderbolt Thunder Psychic Shadow Ball* Double Team Reflect Flamethrower Thunder Wave Grass Knot Dream slayer the Golbat (Move your mouse to reveal the content) Dream slayer the Golbat (open) Dream slayer the Golbat (close) Dream Slayer (Golbat) (Male) Jolly Nature Type: Poison/Flying 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 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. Abilties: Inner Focus: Type: Innate When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. (Dream World: Unlocked!) Infiltrator: Type: Innate Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks. HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2- SpD: Rank 3 Spe: 104+ Size Class: 3 Weight Class: 4 Base Rank Total: 18 Accuracy Bonus: +18.46939655% (or +18%) EC: 5/9 MC: 0 DC: 5/5 Attacks: (23 Moves Known) Leech Life Screech Supersonic Astonish Bite Wing Attack Confuse Ray Swift Air Cutter Mean Look Poison Fang Acrobatics Haze Air Slash Faint Attack Hypnosis Quick Attack Mimic Roost Zen Headbutt Toxic Protect Aerial Ace Itsumo the Spiritomb (Move your mouse to reveal the content) Itsumo the Spiritomb (open) Itsumo the Spiritomb (close) Itsumo (Spiritomb) (Male) Relaxed Nature Type: Ghost/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. Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Abilities: Pressure: Type: Innate This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. (Dream World: Unlocked!) Infiltrator: Type: Innate Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks. HP: 90 Atk: Rank 3 Def: Rank 5 (+) SpA: Rank 3 SpD: Rank 4 Spe: 29 (-) (29.75 Unrounded) (-10% Evasion) Size Class: 2 Weight Class: 5 Base Rank Total: 18 MC: 0 DC: 5/5 Attacks: (25 Moves Known) Curse Pursuit Confuse Ray Spite Shadow Sneak Faint Attack Hypnosis Dream Eater Ominous Wind Sucker Punch Nasty Plot Memento Dark Pulse Destiny Bond Imprison Pain Split Smokescreen Toxic Protect Psychic Shadow Ball Shock Wave Rock Tomb Thief Will-O-Wisp Hope the Chimecho (Move your mouse to reveal the content) Hope the Chimecho (open) Hope the Chimecho (close) Chimecho (Hope) (Female) Bold Nature 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. Ability: Levitate: Type: Trait This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate. HP: 100 Atk: Rank 1- Def: Rank 4+ SpA: Rank 3 SpD: Rank 3 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 16 EC: 6/6 MC: 0 Attacks: (23 Moves Known) Wrap Growl Astonish Confusion Uproar Last Resort Entrainment Take Down Yawn Heal Bell Safeguard Heal Pulse Hypnosis Recover Wish Mimic Recycle Signal Beam Swift Toxic Protect Shock Wave Thunder Wave Orcinus's Mons: Simion (Move your mouse to reveal the content) Simion (open) Simion (close) Infernape-Simion (M) Nature: Naughty 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. 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: Trait The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: 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: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 4 SpD: Rank 2 Spe: 108 Size Class: 3 Weight Class: 4 EC: 9/9 MC: 1 DC: 5/5 Attacks: (72) Mach Punch Flame Wheel Feint Punishment Close Combat Fire Spin Calm Mind Flare Blitz Facade Scratch Leer Ember Taunt Fury Swipes Flame Wheel Nasty Plot Torment Focus Punch Fake Out Encore Endeavor Counter Blast Burn Covet Dual Chop Gunk Shot Heat Wave Helping Hand Iron Tail Low Kick Role Play Sleep Talk Stealth Rock Thunderpunch Flamethrower Brick Break Acrobatics U-Turn Roar Toxic Hyper Beam Protect Solarbeam Earthquake Dig Double Team Rock Tomb Aerial Ace Flame Charge Rest Low Sweep Focus Blast Incinerate Shadow Claw Retaliate Stone Edge Bulldoze Rock Slide Grass Knot Swagger Substitute Rock Smash Hidden Power Ice (7) Endure Quick Guard Slack Off Will-o-Wisp Fire Blast Fire Punch Cut Focus Energy Fling Soul (Move your mouse to reveal the content) Soul (open) Soul (close) Chandelure - Soul (F) Nature: Timid Type:Fire/Ghost 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. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Abilities: 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 (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. Shadow Tag (DW) (Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 6 SpD: Rank 3 Spe: 92 (+10% Accuracy) Size Class: 2 Weight Class: 3 EC: 9/9 MC: 1 DC: 5/5 Attacks (45): Ember Astonish Minimize Smog Fire Spin Confuse Ray Night Shade Will-O-Wisp Flame Burst Imprison Shadow Ball Pain Split Hex Curse Memento Clear Smog Endure Heat Wave Dark Pulse Spite Trick Acid Armor Calm Mind Fire Blast Taunt Protect Toxic Hyper Beam Safeguard Psychic Shadow Ball Substitute Trick Room Solarbeam Hidden Power Ground 7 Thief Energy Ball Telekinesis Rest Flame Charge Flamethrower Double Team Sunny Day Hidden Power Ice 7 Sleep Talk Tim (Move your mouse to reveal the content) Tim (open) Tim (close) Charizard - Tim (M) Nature: Naughty 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. Superior senses in volcanic or brushfire areas. 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) Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2). Stats: HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 (+) SpD: Rank 2 (-) Spe: 100 Size Class: 3 Weight Class: 4 EC: 9/9 MC: 1 DC: 5/5 Attacks: (59) Scratch Growl Ember Leer Metal Claw Smokescreen Rage Dragon Rage Scary Face Fire Fang Heat Wave Dragon Claw Shadow Claw Air Slash Flame Burst Wing Attack Slash Flamethrower Fire Spin Flare Blitz Crunch Counter Focus Punch Thunderpunch Blast Burn Dragon Pulse Outrage Roost Sleep Talk Tailwind Dig Rock Slide Substitute Roar Toxic Hyper Beam Protect Solarbeam Earthquake Brick Break Double Team Flamethrower Rock Tomb Aerial Ace Façade Flame Charge Rest Attract Focus Blast Sky Drop Incinerate Will-o-Wisp Dragon Tail Rock Smash Fly Hidden Power Ground 7 Bide Endure Fire Blast Trace (Move your mouse to reveal the content) Trace (open) Trace (close) Pyroak - Trace (M) Nature:Brave Type: Fire/Grass 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. 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. Abilities: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Stats: HP: 120 Atk: Rank 4(+) Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 52(-) (-10% Evasion) Size Class: 4 Weight Class: 5 EC: 9/9 MC: 1 DC: 5/5 Attacks:(61) Bullet Seed Sweet Scent Absorb Growth Ember Leech Seed Flame Wheel Giga Drain Leaf Tornado Fire Spin Petal Dance Flame Burst Synthesis Lava Plume Wood Hammer Flare Blitz Iron Defense Amnesia Zap Cannon Heat Crash Counter Aromatherapy Blaze Kick Earth Power Heat Wave Iron Tail Low Kick Seed Bomb Psybeam Dragonbreath Grasswhistle Revenge Block Solarbeam Flamethrower Double Team Toxic Sunny Day Facade Flame Charge Rock Slide Grass Knot Swagger Protect Flash Cannon Substitute Rest Sleep Talk Earthquake Dragon Tail Hyper Beam Low Sweep Sunny Day Endure Stealth Rock Fire Blast Energy Ball Hidden Power Ice 7 Light Screen Pompeii (Move your mouse to reveal the content) Pompeii (open) Pompeii (close) Camerupt - Pompeii (M) Nature: Brave Type: Fire/Ground 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. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings. Abilities: Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1). Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2). Anger Point (DW): (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). Stats: HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 (+) SpD: Rank 3 Spe: 34 (-) Size Class: 4 Weight Class: 6 EC: 6/6 MC:0 DC: 5/5 Attacks: (48) Growl Tackle Ember Magnitude Focus Energy Flame Burst Amnesia Lava Plume Curse Yawn Eruption Endure Heat Wave Iron Head After You Sleep Talk Stealth Rock Protect Dig Rock Tomb Earthquake Toxic Rock Slide Rest Flame Charge Bulldoze Flamethrower Earth Power Roar Hidden Power Ice 7 Sunny Day Hyper Beam Solarbeam Double Team Sandstorm Fire Blast Façade Attract Overheat Incinerate Will-o-Wisp Explosion Stone Edge Swagger Substitute Flash Cannon Rock Smash Selfdestruct Dream (Move your mouse to reveal the content) Dream (open) Dream (close) Mollux - Dream (F) Nature: Bold Type: Fire/Poison 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. 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: Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. Illuminate (DW Locked): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released. Stats: HP: 100 Atk: Rank 1 (-) Def: Rank 4 (+) SpA: Rank 5 SpD: Rank 4 Spe: 76 Size Class: 3 Weight Class: 3 Base Rank Total: 20 MC: 0 DC: 5/5 Attacks: (51) Bide Ember Acid Withdraw Acid Spray Confuse Ray Clear Smog Lava Plume Moonlight Acid Armor Heat Wave Recover Toxic Spikes Gunk Shot Eruption Heal Bell Heal Pulse Stealth Rock Bind Bug Bite Gastro Acid Helping Hand Iron Defense Knock Off Sleep Talk Snatch Trick Sludge Wave Thunderbolt Protect Flamethrower Toxic Venoshock Sunny Day Hyper Beam Light Screen Rain Dance Solarbeam Thunder Double Team Sludge Bomb Flame Charge Rest Thief Will-o-Wisp Explosion Thunder Wave Substitute Rapid Spin Fire Spin Hidden Power Ice 7 And the coinflip is: (4031/10000) HEADS! Eternal Drifter, send out your mons!