Hello, and welcome to today's battle between up-and-comer Pwnemon and an old favorite, Banryu!
I come to you live from The Anomoly, like some kind of large, omniscient presence(sort of like Lord Ao) hovering over the blank battlefield!
The two trainers float in negative space, waiting for the battle to begin!
Our challengers:
Syclar (*) Icefly (F)
Nature: Modest (Sp. Atk increased by *, Atk reduced by *)
Type: Bug/Ice
Bug: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
Ice: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
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 mutli-hit attacks is increased by two (2).
Stats:
HP: 90
Atk: ** (-)
Def: **
SpA: **** (+)
SpDef: **
Spe: 91
EC: 0/6
MC: 0
DC 0/5
Attacks:
Leer(*)
Leech Life(*)
Ice Shard(*)
Focus Energy(*)
Slash(*)
Icy Wind(*)
Scratch(*)
Bug Bite(*)
Icicle Spear(*)
Earth Power(*)
Tail Glow(*)
Water Pulse(*)
Blizzard(*)
Hidden Power(Fire,7)(*)
Taunt(*)
Rebble (*) Hoverock (U)
Nature: Modest (Raises SpAtk by *, lowers Atk by *)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Technician: (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).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Stats:
HP: 90
Atk: * (-)
Def: **
SpAtk: **** (+)
SpDef: **
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Defense Curl(*)
Rollout(*)
Rock Blast(*)
Disable(*)
Accupressure(*)
Mud Shot(*)
Power Gem(*)
Earth Power(*)
AncientPower(*)
Metal Sound(*)
Energy Ball(*)
Flamethrower(*)
Shadow Ball(*)
Monohm(*) Cloud Nine (M)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1).
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (DW): (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.
Stats:
HP: 90
Atk: * (-)
Def: ***
SpAtk: **** (+)
SpDef: **
Spe: 60
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Growl(*)
Dragon Rage(*)
Charge(*)
Thundershock(*)
Rain Dance(*)
Sonicboom(*)
Leer(*)
Twister(*)
Spark(*)
Hydro Pump(*)
Power Gem(*)
Heal Bell(*)
Flamethrower(*)
Dragon Pulse(*)
Thunder Wave(*)
Charmander (*) Aether (m)
Nature: Rash
Personality: Very reckless and impetuous, eager to charge into battle and quick to attack with nothing held back. His mental defenses are a little weak as a result, but his passion for the thrill of battle and enthusiasm to earn his trainer's approval are unmatched. His battle style is aggressive and unrelenting, and he likes to put his opponents on the defensive with a wide variety of attacking methods.
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: 90
Atk: **
Def: **
SpA: **** (+)
SpD: * (-)
Spe: 65
EC: 2/9
MC: 0
DC: 2/5
Abilities: Blaze, Solar Power (DW)
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 Locked]: (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).
Attacks:
(*) Scratch
(*) Growl
(*) Ember
(*) Smokescreen
(*) Metal Claw
(*) Dragon Rage
(*) Rage
(*) Scary Face
(*) Fire Fang
(o) Flame Burst
(o) Fire Spin
(*) Dragon Dance
(*) Dragon Pulse
(*) Ancientpower
(*) Sunny Day
(*) Will-O-Wisp
(*) Hidden Power (Grass, 7)
Feebas (*) Phoebus (F)
Nature: Bold
Personality: Quite strong-willed, and very tenacious for a Pokemon that is otherwise quite weak. The nature of her shabby appearance and equally bland fighting style cause her to be a little self-conscious, and she thus feels the need to work that much harder to impress her opponents as well as her own trainer. Being a fish Pokemon, she is entirely aquatic, and does her best to play a strong defensive game utilizing her high underwater mobility.
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 80
Atk: * (-)
Def: ** (+)
SpA: *
SpD: **
Spe: 80
EC: 0/6
MC: 0
DC: 0/5
Abilities: Swift Swim, Adaptability (DW)
Swift Swim: (innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability [DW Locked]: (innate) The moves that match this Pokemon’s type deal two (2) more damage.
Attacks:
(*) Splash
(*) Tackle
(*) Confuse Ray
(*) Mirror Coat
(*) Haze
(*) Boiling Water / Scald
(*) Ice Beam
(*) Toxic
Chikorita Agrith (f)
Nature: Bashful
Personality: Shy and easily frightened, but also kind and warm-hearted as well as very in-tune with the natural environment, like most Grass-types. She doesn't much like having to attack other Pokemon, but will not hesitate to defend herself offensively if need be. Her skill set focuses mainly on support and healing, a role which she wholeheartedly embraces.
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).
Stats:
HP: 90
Atk: **
Def: ***
SpA: **
SpD: ***
Spe: 45
EC: 0/9
MC: 0
DC: 0/5
Abilities: Overgrow, Leaf Guard [DW]
Overgrow: (innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).
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.
Attacks:
(*) Tackle
(*) Growl
(*) Razor Leaf
(*) Poisonpowder
(*) Synthesis
(*) Reflect
(*) Magical Leaf
(*) Natural Gift
(*) Leech Seed
(*) Healing Pulse
(*) Nature Power
(*) Attract
(*) Sunny Day
(*) Hidden Power (Fire, 6)
Order of Operations:
1.Pwnemon will send out his pokemon.
2.Banryu will send out his pokemon and issue actions.
3.Pwnemon issues actions.
4.I ref.
5.Pwnemon isssues actions
6.Banryu issues.
7.I ref.
And so forth..
Let's see some battling,Gents!
Originally Posted by Fat Pwnemon /Banryu
I'm throwing out an open challenge:
OPEN CHALLENGE
Match Type: 1vs1 Singles
DQ Time: 3 Days
Restricted Moves: No direct recovery, 5 chills/Pokemon
One ability,
no items.
Switch=?
Arena:
The Anomaly
Nobody knows how the anomaly got there. Nobody knows what the Anomaly really is. All they know is that it's the perfect stage to conduct battles. When the fight begins, there will be simply nothing, just a blank blanket of white which makes you think you're going mad. However, as the battle progresses, the Anomaly will shift to adapt to the requirements. If a fish pokemon is sent out, then suddenly a pond will appear to swim in. If a Pokemon uses Rock Slide, rocks will be created from nothing. All that is required the anomaly provides.
ON THE OTHER HAND. This is likely to induce hallucinations, because it's seriously like pretty crazy. So every action a Pokemon is in a battle, there increases a chance by 1% that the pokemon will lose their mind for the action and will use any possible move in the game or chill, and the counter does not reset. If the Pokemon uses something that they are not able to do because of this, (i.e. Swords Dance while under Taunt or a Recovery move) they will instead cause themselves 5% recoil damage.
Who's up for a zany battle?
I'm throwing out an open challenge:
OPEN CHALLENGE
Match Type: 1vs1 Singles
DQ Time: 3 Days
Restricted Moves: No direct recovery, 5 chills/Pokemon
One ability,
no items.
Switch=?
Arena:
The Anomaly
Nobody knows how the anomaly got there. Nobody knows what the Anomaly really is. All they know is that it's the perfect stage to conduct battles. When the fight begins, there will be simply nothing, just a blank blanket of white which makes you think you're going mad. However, as the battle progresses, the Anomaly will shift to adapt to the requirements. If a fish pokemon is sent out, then suddenly a pond will appear to swim in. If a Pokemon uses Rock Slide, rocks will be created from nothing. All that is required the anomaly provides.
ON THE OTHER HAND. This is likely to induce hallucinations, because it's seriously like pretty crazy. So every action a Pokemon is in a battle, there increases a chance by 1% that the pokemon will lose their mind for the action and will use any possible move in the game or chill, and the counter does not reset. If the Pokemon uses something that they are not able to do because of this, (i.e. Swords Dance while under Taunt or a Recovery move) they will instead cause themselves 5% recoil damage.
Who's up for a zany battle?
I come to you live from The Anomoly, like some kind of large, omniscient presence(sort of like Lord Ao) hovering over the blank battlefield!
The two trainers float in negative space, waiting for the battle to begin!
Our challengers:
Syclar (*) Icefly (F)
Nature: Modest (Sp. Atk increased by *, Atk reduced by *)
Type: Bug/Ice
Bug: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
Ice: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
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 mutli-hit attacks is increased by two (2).
Stats:
HP: 90
Atk: ** (-)
Def: **
SpA: **** (+)
SpDef: **
Spe: 91
EC: 0/6
MC: 0
DC 0/5
Attacks:
Leer(*)
Leech Life(*)
Ice Shard(*)
Focus Energy(*)
Slash(*)
Icy Wind(*)
Scratch(*)
Bug Bite(*)
Icicle Spear(*)
Earth Power(*)
Tail Glow(*)
Water Pulse(*)
Blizzard(*)
Hidden Power(Fire,7)(*)
Taunt(*)
Rebble (*) Hoverock (U)
Nature: Modest (Raises SpAtk by *, lowers Atk by *)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Technician: (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).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Stats:
HP: 90
Atk: * (-)
Def: **
SpAtk: **** (+)
SpDef: **
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Defense Curl(*)
Rollout(*)
Rock Blast(*)
Disable(*)
Accupressure(*)
Mud Shot(*)
Power Gem(*)
Earth Power(*)
AncientPower(*)
Metal Sound(*)
Energy Ball(*)
Flamethrower(*)
Shadow Ball(*)
Monohm(*) Cloud Nine (M)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1).
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (DW): (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.
Stats:
HP: 90
Atk: * (-)
Def: ***
SpAtk: **** (+)
SpDef: **
Spe: 60
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Growl(*)
Dragon Rage(*)
Charge(*)
Thundershock(*)
Rain Dance(*)
Sonicboom(*)
Leer(*)
Twister(*)
Spark(*)
Hydro Pump(*)
Power Gem(*)
Heal Bell(*)
Flamethrower(*)
Dragon Pulse(*)
Thunder Wave(*)
Charmander (*) Aether (m)
Nature: Rash
Personality: Very reckless and impetuous, eager to charge into battle and quick to attack with nothing held back. His mental defenses are a little weak as a result, but his passion for the thrill of battle and enthusiasm to earn his trainer's approval are unmatched. His battle style is aggressive and unrelenting, and he likes to put his opponents on the defensive with a wide variety of attacking methods.
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: 90
Atk: **
Def: **
SpA: **** (+)
SpD: * (-)
Spe: 65
EC: 2/9
MC: 0
DC: 2/5
Abilities: Blaze, Solar Power (DW)
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 Locked]: (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).
Attacks:
(*) Scratch
(*) Growl
(*) Ember
(*) Smokescreen
(*) Metal Claw
(*) Dragon Rage
(*) Rage
(*) Scary Face
(*) Fire Fang
(o) Flame Burst
(o) Fire Spin
(*) Dragon Dance
(*) Dragon Pulse
(*) Ancientpower
(*) Sunny Day
(*) Will-O-Wisp
(*) Hidden Power (Grass, 7)
Feebas (*) Phoebus (F)
Nature: Bold
Personality: Quite strong-willed, and very tenacious for a Pokemon that is otherwise quite weak. The nature of her shabby appearance and equally bland fighting style cause her to be a little self-conscious, and she thus feels the need to work that much harder to impress her opponents as well as her own trainer. Being a fish Pokemon, she is entirely aquatic, and does her best to play a strong defensive game utilizing her high underwater mobility.
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 80
Atk: * (-)
Def: ** (+)
SpA: *
SpD: **
Spe: 80
EC: 0/6
MC: 0
DC: 0/5
Abilities: Swift Swim, Adaptability (DW)
Swift Swim: (innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability [DW Locked]: (innate) The moves that match this Pokemon’s type deal two (2) more damage.
Attacks:
(*) Splash
(*) Tackle
(*) Confuse Ray
(*) Mirror Coat
(*) Haze
(*) Boiling Water / Scald
(*) Ice Beam
(*) Toxic
Chikorita Agrith (f)
Nature: Bashful
Personality: Shy and easily frightened, but also kind and warm-hearted as well as very in-tune with the natural environment, like most Grass-types. She doesn't much like having to attack other Pokemon, but will not hesitate to defend herself offensively if need be. Her skill set focuses mainly on support and healing, a role which she wholeheartedly embraces.
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).
Stats:
HP: 90
Atk: **
Def: ***
SpA: **
SpD: ***
Spe: 45
EC: 0/9
MC: 0
DC: 0/5
Abilities: Overgrow, Leaf Guard [DW]
Overgrow: (innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).
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.
Attacks:
(*) Tackle
(*) Growl
(*) Razor Leaf
(*) Poisonpowder
(*) Synthesis
(*) Reflect
(*) Magical Leaf
(*) Natural Gift
(*) Leech Seed
(*) Healing Pulse
(*) Nature Power
(*) Attract
(*) Sunny Day
(*) Hidden Power (Fire, 6)
Order of Operations:
1.Pwnemon will send out his pokemon.
2.Banryu will send out his pokemon and issue actions.
3.Pwnemon issues actions.
4.I ref.
5.Pwnemon isssues actions
6.Banryu issues.
7.I ref.
And so forth..
Let's see some battling,Gents!