Rules: 2v2 Singles Switch = KO 2 Recovers/5 Chills All Abilities No Items Arena: Tournament Arena #20 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. IceBug's Team: Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Sigilyph(*) Herald (F) Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.) Type: Psychic/Flying Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1). 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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Stats: HP: 100 Atk: *(-) Def: *** SpA: **** SpD: *** Spe: 112 (97*115%) MC: 1 DC: 2/5 Abilities: 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. 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. 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(*) Psychic Psycho Shift(*) Ancientpower(*) Roost(*) Psycho Shock(*) Toxic(*) Thunder Wave(*) Reflect Vanillish(*) Haagendazs (M) Nature: Mild (Adds * to Special Attack; Subtracts * From Defense) Type: Ice Ice: 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. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.) Stats: HP: 90 Atk: *** Def: **(-) SpA: ****(+) SpD: *** Spe: 59 EC: 4/9 MC: 0 DC: 2/5 Abilities: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail. Weak Armor: (DW)(Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. Attacks: Icicle Spear(*) Harden(*) Astonish(*) Uproar(*) Icy Wind(*) Mist(*) Avalanche(*) Taunt(*) Hail Blizzard Imprison(*) Autotomize(*) Magnet Rise(*) Toxic(*) Explosion(*) Frost Breath(*) C$FP's Team: Electro the Magneton (Move your mouse to reveal the content) Electro the Magneton (open) Electro the Magneton (close) Magneton* [Electro] (Genderless) Nature: Modest (+ * to Special Attack, - * from Attack) Type: Electric/Steel 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. 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. Abilities: Ability 1: Magnet Pull Type: Can Be Activated This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) ) Ability 2: Sturdy Type: Innate This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Ability 3 (DW): Analytic Type: Can Be Enabled If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 3 SAtk: Rank 5 (+) SDef: Rank 3 Spd: 70 EC: 4/9 MC: 0 DC: 2/5 Attacks: Metal Sound * Tackle * Thundershock * Supersonic * Sonicboom * Thunderwave * Spark * Magnet Bomb * Discharge * Magnet Rise * Lock-On Zap Cannon Tri-Attack Thunderbolt * Explosion * Flash Cannon * Hidden Power (Water, 7) Swamp Thing the Marshtomp (Move your mouse to reveal the content) Swamp Thing the Marshtomp (open) Swamp Thing the Marshtomp (close) Marshtomp* [Swamp Thing] (Male) Nature: Adamant (+ * to Attack, - * from Special Attack) Type: Water/Ground Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Abilities: Ability 1: Torrent Type: 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) Ability 2 (DW): Damp Type: Innate This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 3 SAtk: Rank 1 (-) SDef: Rank 3 Spd: 50 EC: 4/9 MC: 0 DC: 1/5 Attacks: Tackle * Growl * Mud-Slap * Water Gun * Bide * Foresight * Mudsport * Superpower Mud Shot Mud Bomb Avalanche * Curse * Yawn * Dig * Rock Slide * Waterfall * RNG roll (To send out Pokemon first) [<=500 IceBug]: 361/1000 (IceBug) So Icebug is the first to send out his Pokemon. Good look to both of you, and may the best battler win!