Format: 1 v 1 Singles DQ Time: 2 Days Max 1 Recovery move Max 3 Chills Switch: KO Items: Off Abilities: Off ~~~ Arena: Unown Soup Restrictions: All moves are available Description: The battlers are on a solid platform in the middle of a giant bowl filled with delicous broth. No move restrictions at all, because you can safely go earthquake on the platform and there is plenty of broth to swamp your enemies with. In the soup, there is one of each letter unown floating in around aimlessly. They are all close enough to pick up, and a battler may use one action each round (they can't just use three unowns) to use any move that begins with that letter. Once an unown is used, it cannot be used again. Hi folks! This huge soup is becoming a popular arena and I'm starving, so let's get started! Albinoloon Chingling (F) (Move your mouse to reveal the content) Chingling (F) (open) Chingling (F) (close) ***** Chingling (Reia[F]) Nature: Modest(Increases Special Attack one stage; Reduces Attack one stage) Type: Psychic 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. Ability: Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate. Stats: HP:90 Atk: Rank 1(-) Def: Rank 2 SAtk: Rank 4(+) SDef: Rank 2 Spe: 45 Size Class: 1 Weight Class: 1 Rank Total: 11 Moves: Wrap Growl Astonish Confusion Uproar Disable Hypnosis Recover Taunt Psyshock Thunder Wave Total moves: 11 Shiraz Dratini (M) (Move your mouse to reveal the content) Dratini (M) (open) Dratini (M) (close) Dratini (Male) Nature: Quiet Type: Dragon: Rare and powerful, Dragon types have sturdy scales, excellent elemental resistance and affinity, and legendary vitality. Abilities vary based on the Dragon, with the Dragonite line capable of breathing underwater while the Kingdra line can breath on land. Dragons do not particularly like Ice, however all of them are warm-blooded. Dragon attacks are very powerful, and only Steel-type skin can truly reduce the might of their mystically backed attacks. Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Rarity: 2 Abilities: Ability 1: Shed Skin: Type: Innate 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. Marvel Scale (DW) Type: Innate This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2). Stats: HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 (+1) SpD: Rank 2 Spe: 44 (/1.15) Size Class: 2 Weight Class: 1 Base Rank Total: 13 EC: 3/9 MC: 4 DC: 2/5 Attacks: Wrap * Leer * Agility * Thunder Wave * Dragon Rage * Twister * Slam * Dragon Dance * ExtremeSpeed * LightScreen * Surf * Thunder * Rain Dance * Total moves: 13 Sneasel (F) (Move your mouse to reveal the content) Sneasel (F) (open) Sneasel (F) (close) Sneasel (Sharingan) (Female) Nature: Adamant Type: Dark: Dark types are often portrayed as inherently malevolent, but this is not the case. What Dark types do posses is a fierce mental presence that makes them immune to the effects of psychic suggestion and control. This presence also disables psychic waves surrounding an incoming object, stopping it dead in its tracks as it falls harmlessly to the ground. Dark types are nocturnal for the most part, and thus battle very effectively in caves, at night, or in otherwise darkened conditions. While any total darkness will do, dark types are also the best at navigating confusing half-light situations such as twilight or dawn battles, where shadows can confuse or disorient other Pokemon. This perception does not necessarily extend to structural problems deep in caves, as while Dark-types can discern anything in their immediate vicinity, they aren't naturally in-tune with the echoes of earth vibrations. Dark types are very vengeful by nature and happily use retaliatory attacks. Dark types are also more endeared to trickery and deviousness, and can use attacks like Nasty Plot and Taunt even if infatuated. Summary: 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. Ice: There are two varieties of Ice-type Pokemon. The first are more naturally occurring fauna or flora that have adapted to wintry conditions and the latter are Pokemon whose genetic structure chills the air around them to about 20 degrees Fahrenheit (Glalie/Froslass line, Regice, Vanilluxe line, Beartic line, and Cryogonal). Ice types of all kinds can break down any ice around their bodies and synthesize it into their skin, making them effectively immune to freezing. Hail has no effect on either their vision or their bodies, as they either synthesize it like all other ice or their bodies can even use it to regenerate. Additionally, Hail makes their Blizzards perfectly accurate and capable of bursting through Protect because of the enhanced debris cracking the field. Summary: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Abilities: Ability 1: Keen Eye: Type: 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. Ability 2: Inner Focus: Type: 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. Pickpocket (DW): Type: Innate This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand. Command: [Ability: Pickpocket (Ally Item Swap) ] Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 3 Spe: 115 Size Class: 2 Weight Class: 3 Base Rank Total: 17 EC: 3/6 MC: 4 DC: 2/5 Attacks: Agility * Faint Attack * Screech * Fury Swipe * Scratch * Taunt * Leer * Quick Attack * Ice Punch * Reflect * Fake Out * Brick Break * Swords Dance * Double Team * Total Moves: 14 Gligar (M) (Move your mouse to reveal the content) Gligar (M) (open) Gligar (M) (close) Gligar (Male) Nature: Adamant Type: Ground: Most Ground-type Pokemon have a strong attachment to deserts, caves, and other dry areas where they make their burrows. What few exceptions there are crave muddy wallows to call home. While Digging to evade an opponent, Ground-type Pokemon only suffer a 2 energy per action drain compared to the 3 energy per action drain experienced by opponents less in tune with the earth. Ground types are used to navigating underground in dark places, and thus have better vision in tunnels and underground caverns. This is unique from Dark-types, who can use total darkness or confusing half-light in any context, but are not particularly in tune with earth movements. Ground types require their surroundings to be largely tunnels and other earthen formations to be effective at utilizing their underground "night vision." While most Pokemon with wings or Levitate can avoid Ground's strongest physical attacks, Earthquake and Magnitude, Bone Club/Merang/Rush, Dig, Earth Power, Mud Bomb/Shot/Slap can still hit them effectively. True Flying types are the only Pokemon that seem to be able to intuit damaging Ground attacks perfectly and have the agility to dodge them. Ground types have thick, watertight skin that acts as a grounding agent against electric attacks, which never penetrate and instead just follow along the outside harmlessly into the ground. Although the skin is watertight, it must be kept dry because it cannot completely keep water out forever, and has a spongy quality when drenched. Rain alone will not agitate the skin enough to bring on this effect, although it does make Ground types uncomfortable. Ground types also have an excellent sense of the rock formations around them, and can easily use several Rock moves to augment their offense. Summary: 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. Flying: Flying Pokemon are gifted with extraordinary senses of vibration and often a set of wings that enable them to fly, giving them a massive tactical advantage over grounded Pokemon. Even Flying types without wings have a keen sense of ground vibrations, and can always evade Ground attacks whether they shake the earth or not. Flying types can take wing in almost any weather condition, and to that end they can also create massive wind gusts without a large deal of recoil. Summary: 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. Rarity: 4 Abilities: Ability 1: Sand Veil: Type: 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. Ability 2: Hyper Cutter: Type: Innate This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Ability 3: Immunity: (DW) LOCKED Type: Innate This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 4 SpA: Rank 1 (-) SpD: Rank 3 Spe: 85 Size Class: 2 Weight Class: 4 Base Rank Total: 18 Poison Sting* Sand Attack* Harden* Knock Off* Quick Attack* Fury Cutter* Faint Attack* Counter* Agility* Baton Pass* Earthquake* Sandstorm* Toxic* Total Moves: 13 Shiraz, please release 1 Pokémon to battle Chingling. Then select the orders you're giving that Pokémon. Albinoloon, you then give orders. I then ref.