Welcome, ladies and gentlemen, to the ASB Arena! We have on our hands a battle between a fellow brony and some dude getting slapped in the face with a fish. I have a feeling that this is going to be a very interesting battle. But anyways, on with the formalities:
waterwarrior's Team!
Typon77's Team!
Gible(*) [Junior] (M)
Nature: Adamant (Attack increased by *; Special Attack reduced by *)
Type: Dragon/Ground
Dragon:Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW): (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 42
Size Class: Class 1
Weight Class: Class 2
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Outrage(*)
Body Slam(*)
Scary Face(*)
Dig(*)
Rock Slide(*)
Protect(*)
Total Moves: 13
Magnemite(*) [Resistor] (Gender)
Nature: Quiet (Special Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on an opponent's attacks.)
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:
Magnet Pull: (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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Analyze (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 39 (45/1.15)
Size Class: Class 1
Weight Class: Class 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Magic Coat(*)
Thunderbolt(*)
Magnet Rise(*)
Flash Cannon(*)
Reflect(*)
Protect(*)
Total Moves: 13
Darumaka [Shingo] (M)
Nature: Jolly (+15% Speed, +8% Accuracy, -1 SpA)
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.
Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Inner Focus (DW): (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.
Stats:
Nature: Jolly
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 0 (-)
SpD:Rank 2
Spe: 58 (50*1.15=57.5 -> 58)
Size Class: Class 1
Weight Class: Class 3
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Rollout(*)
Incinerate(*)
Rage(*)
Fire Fang(*)
Headbutt(*)
Uproar(*)
Facade(*)
Fire Punch(*)
Work Up(*)
Yawn(*)
Encore(*)
Sleep Talk(*)
Rock Slide(*)
Will-O-Wisp(*)
Brick Break(*)
Total Moves: 16
Alright, now onto Prose...
waterwarrior Sends out Pokemon
Typon77 Sends out Pokemon, then Orders
waterwarrior Orders
I Ref
Also, I'd like to issue my own challenge!
Beginners only please
3v3 NFE Singles
3 Day DQ
5 Chills/ 5 Recovers per team
ASB Arena
Ohh, my choice. Well, I think Switch = KO will do nicely. And now we have to meet our illustrious competitors!Also, I'll accept this challenge. I'm a nub too
One Ability
One Sub per Pokemon
Switch: Your call/ref's call. I don't really care
waterwarrior's Team!
[pimg]63[/pimg]
Abra* (Houdin) Male
Nature: Modest
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): (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:
Abra
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Teleport*
Encore*
Guard Swap*
Fire Punch*
Psychic*
Shadow Ball*
Psyshock*
Total Moves: 7
Abra* (Houdin) Male
Nature: Modest
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): (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:
Abra
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Teleport*
Encore*
Guard Swap*
Fire Punch*
Psychic*
Shadow Ball*
Psyshock*
Total Moves: 7
[pimg]258[/pimg]
Mudkip (Kippy) Male
Nature: Adamant
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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): (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: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle*
Growl*
Mud-Slap*
Water Gun*
Bide*
Foresight*
Mud Sport*
Avalanche*
Yawn*
Curse*
Waterfall*
Dig*
Rest*
Total moves: 13
Mudkip (Kippy) Male
Nature: Adamant
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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): (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: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle*
Growl*
Mud-Slap*
Water Gun*
Bide*
Foresight*
Mud Sport*
Avalanche*
Yawn*
Curse*
Waterfall*
Dig*
Rest*
Total moves: 13
[pimg]7[/pimg]
Squirtle (Squirts) Female
Nature: Timid
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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)
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 49 (43x1.15)
Dodge boosted by 8 (49^2/290)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle*
Tail Whip*
Bubble*
Withdraw*
Water Gun*
Bite*
Rapid Spin*
Protect*
Water Pulse*
Aqua Ring*
Yawn*
Brine*
Surf*
Ice Beam*
Double Team*
Total Moves: 15
Squirtle (Squirts) Female
Nature: Timid
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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)
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 49 (43x1.15)
Dodge boosted by 8 (49^2/290)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle*
Tail Whip*
Bubble*
Withdraw*
Water Gun*
Bite*
Rapid Spin*
Protect*
Water Pulse*
Aqua Ring*
Yawn*
Brine*
Surf*
Ice Beam*
Double Team*
Total Moves: 15
Typon77's Team!
Gible(*) [Junior] (M)
Nature: Adamant (Attack increased by *; Special Attack reduced by *)
Type: Dragon/Ground
Dragon:Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW): (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 42
Size Class: Class 1
Weight Class: Class 2
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Outrage(*)
Body Slam(*)
Scary Face(*)
Dig(*)
Rock Slide(*)
Protect(*)
Total Moves: 13
Magnemite(*) [Resistor] (Gender)
Nature: Quiet (Special Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on an opponent's attacks.)
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:
Magnet Pull: (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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Analyze (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 39 (45/1.15)
Size Class: Class 1
Weight Class: Class 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Magic Coat(*)
Thunderbolt(*)
Magnet Rise(*)
Flash Cannon(*)
Reflect(*)
Protect(*)
Total Moves: 13
Darumaka [Shingo] (M)
Nature: Jolly (+15% Speed, +8% Accuracy, -1 SpA)
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.
Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Inner Focus (DW): (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.
Stats:
Nature: Jolly
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 0 (-)
SpD:Rank 2
Spe: 58 (50*1.15=57.5 -> 58)
Size Class: Class 1
Weight Class: Class 3
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Rollout(*)
Incinerate(*)
Rage(*)
Fire Fang(*)
Headbutt(*)
Uproar(*)
Facade(*)
Fire Punch(*)
Work Up(*)
Yawn(*)
Encore(*)
Sleep Talk(*)
Rock Slide(*)
Will-O-Wisp(*)
Brick Break(*)
Total Moves: 16
Alright, now onto Prose...
waterwarrior Sends out Pokemon
Typon77 Sends out Pokemon, then Orders
waterwarrior Orders
I Ref