(Curse the thread title character limit! D:<) In what promises to be an exciting and Phoenix Wright-pun-filled match, waterwarrior of underdog team The Star Gazers will be taking on Objection of heavy-favourite-to-win-it-all Cruel Britannia! (I'm not British, but I figured I should spell "favorite" that way because of the team it's talking about. :P) Let's get this show on the road! (By the way, I'm trying out a slight variation of my standard reffing format for this match, so I apologize in advance for any errors with anything.) Flamestrike's Rules of Order (Move your mouse to reveal the content) Flamestrike's Rules of Order (open) Flamestrike's Rules of Order (close) -4v4 Doubles -ASB Arena -All Abilities -No Items -5 recovers/5 chills -2 Substitutions -2 Day DQ for battlers -2/3 Day DQ for refs -Self-KO clause; in the event of a double KO to end the match, the Pokemon that KOed itself through whatever means (self-KOing move, energy exhaustion, etc) loses. waterwarrior addresses the chairman: Houdin the Alakazam (Move your mouse to reveal the content) Houdin the Alakazam (open) Houdin the Alakazam (close) Alakazam* (Houdin) Male ♫ Nature: Timid (-Atk, +Spe, +22% accuracy) 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Abilities: Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner. Inner Focus: (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. Magic Guard (DW ability- UNLOCKED): (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. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 5 SpD: Rank 3 Spe: 138 (120x1.15) (+) Size Class: 3 Weight Class: 3 Base Rank Total: 18 EC: 9/9 MC: 0 DC: 5/5 Attacks: (30 total) Physical: Counter Fire Punch* Special: Confusion Energy Ball Focus Blast Future Sight Hidden Power (Fire- 7) Hyper Beam Psybeam Psychic* Psyshock* Shadow Ball* Zap Cannon+ Status: Ally Switch Calm Mind Disable Double Team Encore* Endure Guard Swap* Kinesis Light Screen Miracle Eye Protect Recover Reflect Substitute Taunt Teleport* Thunder Wave Telekinesis+ Torment Kippy the Swampert (Move your mouse to reveal the content) Kippy the Swampert (open) Kippy the Swampert (close) Swampert (Kippy) Male ♫ Nature: Adamant 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 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings. 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 Damp (DW ability- UNLOCKED): (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: 110 Atk: Rank 5 (+) Def: Rank 3 SpA: Rank 2 (-) SpD: Rank 3 Spe: 60 Size Class: 4 Weight Class: 4 Base Rank Total: 19 EC: 9/9 MC: 0 DC: 5/5 Attacks: (27 total) Physical: Avalanche* Dig* Dive Earthquake Endeavor Giga Impact Hammer Arm Return Stone Edge Tackle* Take Down Waterfall* Brick Break+ Frustration+ Special: Hydro Pump Mud Bomb Mud-slap* Mud Shot Water Gun* Status: Bide* Curse* Double Team Foresight* Growl* Mirror Coat Mud Sport* Protect Rest* Yawn* Beast Boy the Ditto (Move your mouse to reveal the content) Beast Boy the Ditto (open) Beast Boy the Ditto (close) Ditto (Beast Boy) - Nature: Quirky Type: Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Imposter (DW ability- UNLOCKED): (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle. HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 48 Size Class: 1 Weight Class: 1 Base Rank Total: 12 EC: N/A MC: N/A DC: 5/5 Attacks: (1 total- complete movepool!) Status: Transform Fluttershy the Whimsicott (Move your mouse to reveal the content) Fluttershy the Whimsicott (open) Fluttershy the Whimsicott (close) Whimsicott (Fluttershy) Female ♫ Nature: Calm (+ SpD, - Atk) Type: 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: Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Infiltrator: (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. Chlorophyll (DW ability- UNLOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. HP: 100 Atk: Rank 2 (-) Def: Rank 3 SpA: Rank 3 SpD: Rank 4 (+) Spe: 116 Size Class: 1 Weight Class: 1 Base Rank Total: 19 EC: 6/6 MC: 1 DC: 5/5 Attacks: (23 total) Physical: Razor Leaf Special: Absorb Energy Ball Giga Drain Gust Hidden Power Fire (7) Hurricane Mega Drain Solarbeam Shadow Ball+ Status: Charm Cotton Guard Cotton Spore Encore Endeavor Grasswhistle Growth Leech Seed Poisonpowder Stun Spore Substitute Sunny Day Switcheroo Helping Hand+ Taunt Objection seconds waterwarrior's motion: Frollo the Medicham (Move your mouse to reveal the content) Frollo the Medicham (open) Frollo the Medicham (close) Medicham (*) [Frollo] (M) Nature: Jolly (+Speed, -Special Attack) Type: Fighting/Psychic 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. 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. Stats: HP: 90 Atk: Rank 2 [5 with Pure Power] Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 3 Spe: 92 (+) (Accuracy boost: 10% (9.7287356321839080459770114942529% unrounded)) Size Class: 3 Weight Class: 3 Base Rank Total: 18 Moves: 41 EC: 6/6 MC: 0 DC: 5/5 Abilities: Pure Power: (Trait) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank. Telepathy (DW UNLOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. Attacks: Bide (*) Meditate (*) Confusion (*) Detect (*) Hidden Power Fighting 6 (*) Swagger Mind Reader (*) Feint (*) Calm Mind (*) Force Palm Recover Hi Jump Kick Reversal Psych Up Drain Punch (*) Ice Punch (*) ThunderPunch (*) Fire Punch Foresight Bullet Punch Fake Out DynamicPunch Psycho Cut Bulk Up (*) Brick Break (*) Rock Slide(*) Telekinesis Low Sweep Light Screen Reflect Focus Punch Protect Double Team Substitute Magic Coat Zen Headbutt Counter Pain Split Endure Metronome Low Kick Dispel Oogie Boogie the Dusknoir (Move your mouse to reveal the content) Oogie Boogie the Dusknoir (open) Oogie Boogie the Dusknoir (close) Dusknoir [Oogie Boogie] (M) Nature: Quiet (+Special Attack, -Speed) Type: Ghost 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. Stats: HP: 90 Atk: Rank 4 Def: Rank 5 SpA: Rank 4 (+) SpD: Rank 5 Spe: 39 (-) (Opponent's accuracy boost: 10%) Size Class: 4 Weight Class: 5 Base Rank Total: 21 Moves: 42 EC: 9/9 MC: 0 Abilities: Pressure: (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. Attacks: Leer Night Shade Disable Foresight Astonish Confuse Ray Shadow Sneak Pursuit Will-O-Wisp Hex Fire Punch ThunderPunch Ice Punch Gravity Bind Curse Shadow Punch Mean Look Payback Future Sight Destiny Bond Imprison Pain Split Dark Pulse Grudge Toxic Taunt Shadow Ball Trick Room Earthquake Rest Brick Break Focus Punch Psychic Rock Slide Torment Focus Blast Substitute Sleep Talk+ DynamicPunch Sucker Punch Counter Endure Scar the Tomohawk (Move your mouse to reveal the content) Scar the Tomohawk (open) Scar the Tomohawk (close) Tomohawk [Scar] (M) Nature: Modest (+Special Attack, -Attack) Type: Flying/Fighting 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. 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: HP: 110 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 5 (+) SpD: Rank 3 Spe: 85 Size Class: 2 Weight Class: 3 Base Rank Total: 19 Moves: 43 EC: 6/6 MC: 0 DC: 5/5 Abilities: Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again. Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Justified (DW UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Attacks: Fury Swipes Harden Focus Energy Rock Smash Roar Sunny Day Aura Sphere Aerial Ace Morning Sun Whirlwind Air Slash Earth Power Healing Wish Rain Dance Heat Wave Hurricane Hyper Voice Sky Drop Work Up Rest Superpower Baton Pass Roost Yawn Nature Power Stealth Rock Rapid Spin Confuse Ray Haze Memento Toxic Bulk Up Taunt Substitute Safeguard Quash SolarBeam Reflect Hidden Power Ice 7 Focus Blast Protect Double Team Swagger Grass Knot+ Flash+ Hyper Beam+ Dispel 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: 40 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 Feint Detect Faint Attack Wide Guard Helping Hand+ Protect Rock Slide Substitute Payback Swagger Giga Impact Earthquake Brick Break Smack Down Dig Low Sweep Fire Punch Ice Punch Magic Coat ThunderPunch Low Kick waterwarrior had no preference in switch style, while Objection selected Switch = OK. Therefore, this match will be Switch = OK! Both of you PM me your starting 'mons and we can get this match going!