Here we are, folks! A battle between two fairly new members might seem rather uneventful, but I promise this one wont be! With each player looking to achieve greatness over the other, this is sure to be a good battle. The rules are as follows: 2v2 Singles 2 Day DQ 2 subs 2 recover/chill Arena: TELEPORTATION Our first competitor is the one who called for this heated battle, Houndoomsday! His team of two may be any of: Houndour (Move your mouse to reveal the content) Houndour (open) Houndour (close) 1-1-0 Houndour [Hellhound] (Male) Nature: Mild (+SpA, -Def) Type: Dark/Fire 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. 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 bushfire areas. Abilities: Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions. Flash Fire: 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. Unnerve: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. HP: 90 Atk: Rank 2 Def: Rank 1 (-1) SpA: Rank 4 (+) SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 2 Base Rank Total: 14 EC: 2/6 MC: 0 DC: 2/5 Attacks: Bite (*) Beat Up (*) Crunch Counter (*) Ember (*) Fire Blast Fire Spin (*) Howl (*) Leer (*) Odor Sleuth (*) Roar (*) Shadow Ball Sludge Bomb (*) Smog (*) Sunny Day (*) Thunder Fang (*) Will O'Wisp (*) Sableye (Move your mouse to reveal the content) Sableye (open) Sableye (close) 1-0-0 Banquo the Sableye Nature: Naive (+15% speed, +4 acc, -1 SpD) Type: Dark/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: 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: Keen Eye: (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. Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail. Prankster (DW LOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Stats HP: 90 Atk: 3 Def: 3 SpA: 3 SpD: 2 (-) Spe: 58 (+) Size: 1 Weight: 2 BST: 16 DC: 1/5 MC: 0 Attacks: Astonish Dark Pulse Detect Fake Out Feint Foresight Fury Swipes Night Shade Leer Protect Psych Up Recover Scratch Shadow Sneak Sucker Punch Taunt Thief Torment Trick Will'O'Wisp Ivysaur (Move your mouse to reveal the content) Ivysaur (open) Ivysaur (close) 1-2-0 Bulbasaur [Bulby] (Female) Nature: Modest (+SpA, -Att) Type: 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. Abilities: Overgrow: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2) Chlorophyll (DW): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed Stats: HP: 90 Attack: Rank 2 (-) Defense: Rank 3 SpA: Rank 4 (+) SpD: Rank 3 Spe: 60 Size Class: 2 Weight Class: 2 EC: 5/9 MC: 0 DC: 5/5 Attacks: Curse (*) Double Team Giga Drain (*) Growth (*) Growl (*) Leech Seed (*) Poison Powder (*) Protect (*) Razor Leaf (*) Rest (*) Sleep Powder (*) Sleep Talk Sludge (*) Solar Beam Sunny Day Sweet Scent (*) Synthesis Tackle (*) Take Down (*) Toxic (*) Vine Whip (*) Worry Seed Our challenger is the invigorated Unitas! His team includes these two Pokemon: Jethro the Protowatt (Move your mouse to reveal the content) Jethro the Protowatt (open) Jethro the Protowatt (close) Protowatt [Jethro] (Male) Nature:Modest (+SpA -Atk) 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. 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. Shed Skin (DW): (Innate) (Locked) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. HP: 80 Atk: Rank 1 (-) Def: Rank 1 SpA: Rank 3 (+) SpD: Rank 1 Spe: 95 Size Class: 1 Weight Class: 1 Base Rank Total: 10 EC:1/6 MC:0 DC:1/5 Attacks: Level-Up Moves: Bubble Charge Tackle Thundershock Detect Zap Cannon Egg Moves: Signal Beam Counter Mirror Coat Muddy Water Shock Wave TM Moves: Substitute Toxic Protect Ice Beam Scald Volt Switch Oprah the Murkrow (Move your mouse to reveal the content) Oprah the Murkrow (open) Oprah the Murkrow (close) Murkrow [Oprah] (Female) Nature: Serious (No change) 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. 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 and energy/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 Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently. 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. Prankster: (DW) (Locked) (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Stats: HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 91 Size Class: 1 Weight Class: 1 Base Rank Total: 15 EC:0/6 MC:0 DC:0/5 Moves: Level Up: Peck Astonish Pursuit Haze Wing Attack Night Shade Assurance Egg Moves: Roost Brave Bird Drill Peck Confuse Ray Psycho Shift TM Moves: Taunt Protect Shadow Ball Psychic Payback Because the arena is TELEPORTATION, I will do a RNG for each round to pick a new stadium! With there being 314 different stadiums to choose from, each with a range of 31 numbers out of 10000 in the RNG, this should be a very interesting battle. The first RNG Number is 7080, meaning our first arena will be... Reshiram's Lair! I have attached below a description of the arena. Reshiram's Lair (Possible Gym arena) [Alpha] (Move your mouse to reveal the content) Reshiram's Lair (Possible Gym arena) [Alpha] (open) Reshiram's Lair (Possible Gym arena) [Alpha] (close) Field type: Dragon Complexity: Mild Format: IDC You step into a cave, and the first thing you notice is the heat (70 degrees Celcius). The second thing you notice is a white crystal in the middle. It gives off a ton of light and heat. As a result, all Fire-type moves gain an additional 2 BAP, and all Ice-type Pokemon lose STAB on their Ice-type moves. There is a rather large water source, however, its water is 70 degrees Celcius, so if a Pokemon uses the water, it has a 10% chance of getting burned. The target also has a 10% chance of getting burned (Scald's burn chance goes up to 40%). However, the crystal was made by Reshiram, as this is where Reshiram used to live back when the cave was part of an active volcano. This crystal offers protection for Dragon-types, so Dragons cannot be burned by the pool (They can still be burned by Scald). In addition, Dragon-types can use Outrage without losing focus, that is they are not locked into it, are not confused by it, and it is subject to same-move EN penalty. The crystal can be used for Sun, and there is plenty of Sand. Rain can be summoned, however, it does not lower the BAP of Fire-type moves. Hail cannot be summoned at all. Summary: +2 BAP for Fire-type moves -STAB on Ice-type moves 10% chance of getting burned when using the water source (does not apply to Dragons) Additional 10% chance of burn for the target of a move that uses the water source (does not apply to Dragons) Dragons can Outrage without losing focus Hail is not allowed Rain does not lower the BAP of Fire-type moves Here's how the battle will go. Houndoomsday will send out a Pokemon first with an item. Unitas will do the same and attack. Houndoomsday will retaliate. Inverse, repeat. Lets get this show on the road!