Good evening, ladies and gentlemen.
Tonight's warriors are...
SimonSays:
Dragonair (*) Ace (F)
Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense]
Type: Dragon / Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
(Dragonite line capable of breathing underwater)
Abilities:
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.
Multiscale (DW): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 4
Spe: 80
Size Class: 4
Weight Class: 6
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Attacks:
ThunderPunch
Fire Punch
Roost
Wrap(*)
Leer(*)
Thunder Wave(*)
Twister(*)
Dragon Rage(*)
Slam(*)
Agility(*)
Safeguard
Outrage
Dragon Tail
Hurricane
Aqua Tail
Dragon Dance(*)
ExtremeSpeed(*)
Dragon Rush(*)
Dragon Pulse
Rest(*)
Waterfall(*)
Fire Blast(*)
Thunder
Blizzard
Stone Edge
Earthquake
Superpower
Moves: 27
Cleffa (Emira) [F]
Nature: Quiet [Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.]
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Friend Guard (DW): (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
Stats:
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 13 (15/1.15, rounded down)
Size Class: 1
Weight Class: 1
Base Rank Total: 10
-10 Eva.
EC: 2/9
MC: 1
DC: 1/5
Attacks:
Pound
Charm
Encore
Sing
Sweet Kiss
Copycat
Magical Leaf
Metronome
Mimic
Wish
Fire Blast
SolarBeam
Psychic
Reflect
Moves: 14
Voodoll (Knight) [M]
Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense]
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Dark: 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.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Normalize: (Can be Disabled) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon's Normal-type attacks have four (4) more Base Attack Power.
Cursed Body (DW): (Innate) When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 2
Weight Class: 2
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Baton Pass
Imprison
Counter
Protect
Taunt
Psychic
Moves: 15
And since Temp didn't specify an arena, that means I get to choose...Da Rules said:2v2 Babysitter Doubles (1 LC, 1 FE) ~OR~ 2 Middlemons.
3 Day DQ
2 Recoveries/ 5 Chills
2 Substitutions
Sequences = On
Arena = Opponent or Ref's choice
Switch=~_~
Items On
All Abilities
Yume Nikki
Field Type: Depends on the battlefield (see below)
Complexity: Ridiculously Intense
Restrictions: Depends on the battlefield (see below)
Description: The pokemon fight within the dreams of a little girl who may or may not be severely f***ed up. Who knows what could happen...
At the end of each round, unless using an effect dictates otherwise, the ref will RNG d4. Depending on what is rolled, the corresponding event happens:
1. Nothing happens - Continue the battle as normal.
2. Change battlefield - Change the arena (See Battlefields).
3. Effect - RNG a trainer. That trainer gains an effect (See Effects).
4. Arena Event - What happens depends on the arena the battle is currently in (See Battlefields).
Battlefields: If the RNG at the end of the round lands on a 2, the ref will RNG d5. Whatever number it lands on, the environment will turn into the corresponding arena:
1. The Nexus - A creepy place full of aztec-like paintings on the floor and a circle of doors in the center. This arena is pretty vanilla, as despite there being no plants, dust or even weather, it is somehow possible to use grass knot and weather moves. The only real restriction is that there's no actual water source. This is the arena at the start of the battle.
Field Type: Neutral
Restrictions: No water source
Arena Event: Strange eggs pop up in front of the pokemon. Each player gains an effect.
2. Snowfield - A vast field of snow, the occasional tree, and a few igloos. It is always hailing, and only the umbrella effect can override this. There's no water source, unless you have a fire move to melt some of the snow. Also, there's too much snow to take advantage of Grass Knot.
Field Type: Ice
Restrictions: Always hailing (only umbrella effect can change the weather), no water source initially, no Grass Knot
Arena Event: Brrr! All pokemon in play are frozen. Ice- and fire-types are immune to this.
3. Corpse Road - A rainy, forested highway with a dead body in the center...hit by a car, most likely. It is always raining, and only the yukionna effect can override this. Puddles are everywhere, making moves like surf viable.
Field Type: Ghost
Restrictions: Always raining (only yukionna effect can change the weather)
Arena Event: Your pokemon swears it sees that corpse twitching...for the next round, all pokemon in play suffer -2 to their attack and special attack stats.
4. Pastel Lake - An island in a strangely pink body of water and balloons floating in the sky. If the pokemon is not holding an item, it can grab onto one and gain the benefits of an air balloon - however, it will only work in this arena. There's also an odd house that's home to a girl with a ponytail...and a horrifying abomination, too...
Field Type: Water
Restrictions: Pokemon gains air balloon if not already holding an item (disappears at end of battle/switching of arena)
Arena Event: It's Uboa! And he's scared the crap out of your pokemon! For the next round, each pokemon in play has a 50% chance of being unable to attack. Ghost-types are immune to this.
5. White Desert - A vast, desolate realm where the sky is black and everything else is stark white. There's no water or plants; just Monoko, a bizarre girl with limbs sticking out of every part of her body...
Field Type: Ground
Restrictions: No water source, No Grass Knot
Arena Event: Monoko starts spinning around recklessly, crashing into you. All pokemon in play suffer a fixed, typeless 15 damage that bypasses any means of protection.
Effects: Occasionally, the RNG may bestow a player with an effect. In which case, the ref will RNG d100 to determine just which effect that is. Some effects are passive and last only for a round; others allow for a single use, but can only be used within the next round. Using an effect takes up a single action, does not cost any energy, and has a priority of -9. Moreover, non-damaging effects can be used even while taunted. Only one team member at a time can use an effect, so if you get one in a doubles or triples battle, you will have to choose which pokemon gets it. The effects are as follows:
1-10: Bicycle (Passive) - The pokemon rides a bicycle, and gains +1 priority to all its attacks for the next round.
11-20: Lamp (Passive) - The pokemon's head turns into a lamp, illuminating any and all weak spots. All of the pokemon's attacks will bypass any type immunities or abilities that would negate damage for the next round. Any other effects of said abilities, however, will still take effect (e.g. using a fire attack on a pokemon with flash fire would do damage, but still boost the power of his fire moves).
21-30: Nopperabou (Passive) - The pokemon's face disappears, and gains the ghost type and all its benefits (in addition to its current types) for the next round. If the pokemon is already ghost-type, it gains +2 to its attack and special attack instead.
31-40: Frog (Passive) - The pokemon's head turns into that of a frog, and gains the water type and all its benefits (in addition to its current types) for the next round. If the pokemon is already water-type, it gains +2 to its defense and special defense instead.
41-50: Yukionna (Usable) - The pokemon turns into the snow woman and summons a hailstorm that lasts for 6 actions, even in the corpse road.
51-60: Umbrella (Usable) - The pokemon sports an umbrella and summons rain that lasts for 6 actions, even in the snowfield.
61-70: Demon (Usable) - The pokemon turns into a red-skinned demon and uses the attack Thunderbolt. If it's raining, the pokemon will use Thunder instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
71-80: Hat and Scarf (Usable) - The pokemon dons a winter hat and scarf and uses the attack Ice Beam. If it's hailing, the pokemon will use Blizzard instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
81-90: Stoplight (Usable) - The pokemon turns into a stoplight, and renders a single opponent unable to use damaging moves or taunt for the rest of the round. In that same timeframe, the user cannot use such attacks, either. Moreover, If the current arena is the white desert when this is used, The RNG will be skipped at the end of the round, and the arena event will be triggered.
91-99: Medamaude (Usable) - The pokemon's head turns into a hand with an eye in the palm and does a fixed, typeless 15 damage to a single opponent that bypasses protect/detect/substitutes. Moreover, if the current arena is not the Nexus when this is used, the end-of-round RNG will be skipped, and the arena will be changed to the Nexus.
100: Knife (Usable) - The pokemon stabs a single opponent with a kitchen knife, resulting in an automatic KO that bypasses any means of protection - no ifs, ands or buts. If the trainer has already used this effect earlier in the battle, or if his/her opponent only has one pokemon left, the trainer will not gain the effect, and the ref will reroll.
Field Type: Depends on the battlefield (see below)
Complexity: Ridiculously Intense
Restrictions: Depends on the battlefield (see below)
Description: The pokemon fight within the dreams of a little girl who may or may not be severely f***ed up. Who knows what could happen...
At the end of each round, unless using an effect dictates otherwise, the ref will RNG d4. Depending on what is rolled, the corresponding event happens:
1. Nothing happens - Continue the battle as normal.
2. Change battlefield - Change the arena (See Battlefields).
3. Effect - RNG a trainer. That trainer gains an effect (See Effects).
4. Arena Event - What happens depends on the arena the battle is currently in (See Battlefields).
Battlefields: If the RNG at the end of the round lands on a 2, the ref will RNG d5. Whatever number it lands on, the environment will turn into the corresponding arena:
1. The Nexus - A creepy place full of aztec-like paintings on the floor and a circle of doors in the center. This arena is pretty vanilla, as despite there being no plants, dust or even weather, it is somehow possible to use grass knot and weather moves. The only real restriction is that there's no actual water source. This is the arena at the start of the battle.
Field Type: Neutral
Restrictions: No water source
Arena Event: Strange eggs pop up in front of the pokemon. Each player gains an effect.
2. Snowfield - A vast field of snow, the occasional tree, and a few igloos. It is always hailing, and only the umbrella effect can override this. There's no water source, unless you have a fire move to melt some of the snow. Also, there's too much snow to take advantage of Grass Knot.
Field Type: Ice
Restrictions: Always hailing (only umbrella effect can change the weather), no water source initially, no Grass Knot
Arena Event: Brrr! All pokemon in play are frozen. Ice- and fire-types are immune to this.
3. Corpse Road - A rainy, forested highway with a dead body in the center...hit by a car, most likely. It is always raining, and only the yukionna effect can override this. Puddles are everywhere, making moves like surf viable.
Field Type: Ghost
Restrictions: Always raining (only yukionna effect can change the weather)
Arena Event: Your pokemon swears it sees that corpse twitching...for the next round, all pokemon in play suffer -2 to their attack and special attack stats.
4. Pastel Lake - An island in a strangely pink body of water and balloons floating in the sky. If the pokemon is not holding an item, it can grab onto one and gain the benefits of an air balloon - however, it will only work in this arena. There's also an odd house that's home to a girl with a ponytail...and a horrifying abomination, too...
Field Type: Water
Restrictions: Pokemon gains air balloon if not already holding an item (disappears at end of battle/switching of arena)
Arena Event: It's Uboa! And he's scared the crap out of your pokemon! For the next round, each pokemon in play has a 50% chance of being unable to attack. Ghost-types are immune to this.
5. White Desert - A vast, desolate realm where the sky is black and everything else is stark white. There's no water or plants; just Monoko, a bizarre girl with limbs sticking out of every part of her body...
Field Type: Ground
Restrictions: No water source, No Grass Knot
Arena Event: Monoko starts spinning around recklessly, crashing into you. All pokemon in play suffer a fixed, typeless 15 damage that bypasses any means of protection.
Effects: Occasionally, the RNG may bestow a player with an effect. In which case, the ref will RNG d100 to determine just which effect that is. Some effects are passive and last only for a round; others allow for a single use, but can only be used within the next round. Using an effect takes up a single action, does not cost any energy, and has a priority of -9. Moreover, non-damaging effects can be used even while taunted. Only one team member at a time can use an effect, so if you get one in a doubles or triples battle, you will have to choose which pokemon gets it. The effects are as follows:
1-10: Bicycle (Passive) - The pokemon rides a bicycle, and gains +1 priority to all its attacks for the next round.
11-20: Lamp (Passive) - The pokemon's head turns into a lamp, illuminating any and all weak spots. All of the pokemon's attacks will bypass any type immunities or abilities that would negate damage for the next round. Any other effects of said abilities, however, will still take effect (e.g. using a fire attack on a pokemon with flash fire would do damage, but still boost the power of his fire moves).
21-30: Nopperabou (Passive) - The pokemon's face disappears, and gains the ghost type and all its benefits (in addition to its current types) for the next round. If the pokemon is already ghost-type, it gains +2 to its attack and special attack instead.
31-40: Frog (Passive) - The pokemon's head turns into that of a frog, and gains the water type and all its benefits (in addition to its current types) for the next round. If the pokemon is already water-type, it gains +2 to its defense and special defense instead.
41-50: Yukionna (Usable) - The pokemon turns into the snow woman and summons a hailstorm that lasts for 6 actions, even in the corpse road.
51-60: Umbrella (Usable) - The pokemon sports an umbrella and summons rain that lasts for 6 actions, even in the snowfield.
61-70: Demon (Usable) - The pokemon turns into a red-skinned demon and uses the attack Thunderbolt. If it's raining, the pokemon will use Thunder instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
71-80: Hat and Scarf (Usable) - The pokemon dons a winter hat and scarf and uses the attack Ice Beam. If it's hailing, the pokemon will use Blizzard instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
81-90: Stoplight (Usable) - The pokemon turns into a stoplight, and renders a single opponent unable to use damaging moves or taunt for the rest of the round. In that same timeframe, the user cannot use such attacks, either. Moreover, If the current arena is the white desert when this is used, The RNG will be skipped at the end of the round, and the arena event will be triggered.
91-99: Medamaude (Usable) - The pokemon's head turns into a hand with an eye in the palm and does a fixed, typeless 15 damage to a single opponent that bypasses protect/detect/substitutes. Moreover, if the current arena is not the Nexus when this is used, the end-of-round RNG will be skipped, and the arena will be changed to the Nexus.
100: Knife (Usable) - The pokemon stabs a single opponent with a kitchen knife, resulting in an automatic KO that bypasses any means of protection - no ifs, ands or buts. If the trainer has already used this effect earlier in the battle, or if his/her opponent only has one pokemon left, the trainer will not gain the effect, and the ref will reroll.
Tonight's warriors are...
SimonSays:
Dragonair (*) Ace (F)
Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense]
Type: Dragon / Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
(Dragonite line capable of breathing underwater)
Abilities:
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.
Multiscale (DW): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 4
Spe: 80
Size Class: 4
Weight Class: 6
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Attacks:
ThunderPunch
Fire Punch
Roost
Wrap(*)
Leer(*)
Thunder Wave(*)
Twister(*)
Dragon Rage(*)
Slam(*)
Agility(*)
Safeguard
Outrage
Dragon Tail
Hurricane
Aqua Tail
Dragon Dance(*)
ExtremeSpeed(*)
Dragon Rush(*)
Dragon Pulse
Rest(*)
Waterfall(*)
Fire Blast(*)
Thunder
Blizzard
Stone Edge
Earthquake
Superpower
Moves: 27
Cleffa (Emira) [F]
Nature: Quiet [Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.]
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Friend Guard (DW): (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
Stats:
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 13 (15/1.15, rounded down)
Size Class: 1
Weight Class: 1
Base Rank Total: 10
-10 Eva.
EC: 2/9
MC: 1
DC: 1/5
Attacks:
Pound
Charm
Encore
Sing
Sweet Kiss
Copycat
Magical Leaf
Metronome
Mimic
Wish
Fire Blast
SolarBeam
Psychic
Reflect
Moves: 14
Voodoll (Knight) [M]
Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense]
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Dark: 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.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Normalize: (Can be Disabled) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon's Normal-type attacks have four (4) more Base Attack Power.
Cursed Body (DW): (Innate) When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 2
Weight Class: 2
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Baton Pass
Imprison
Counter
Protect
Taunt
Psychic
Moves: 15
VS.
Temperantia:
Buneary- Electra (F)
Nature: Impish (+Def, - SpA)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Klutz: (Can be disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
Limber (DW): (Innate) This Pokemon’s body is well trained and immune to paralysis.
Stats:
HP: 90
Atk: 3
Def(+): 3
SpA(-): 1
SpD: 2
Spe: 85
SC: 1
WC: 1
BRT: 14
EC: 0/6
DC: 0/5
MC: 0
Attacks:
Splash
Pound
Defense Curl
Foresight
Endure
Frustration
Quick Attack
Jump Kick
Ice Punch
Fake Out
Encore
Substitute
Protect
Double team
Total Moves: 14
Munchlax- Biggoron (M)
Nature: Quiet (Increase Sp Atk by 1, divide speed by 1.15, decrease Evasion by flat 10%)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
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.)
Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Stats:
HP: 120
Atk: 3
Def: 2
SpA(+): 3
SpD: 3
Spe(-): 4 (5/1.15=4.34~4)
SC: 1
WC: 5
BRT: 16
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Metronome
Oder Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Counter
Double-Edge
Zen Headbutt
Fire Blast
Ice Beam
Thunderbolt
Total Moves: 16
Cinccino- Foxy Brown (F) [OT: rickheg]
Nature: Adamant (Adds 1 to Attack; Subtracts 1 from Special Attack)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Skill Link (DW=Unlocked): (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Stats:
HP: 100
Atk(+): 4
Def: 2
SpA(-): 2
SpD: 2
Spe: 115
SC: 1
WC: 1
BRT: 17
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Bullet Seed
Rock Blast
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Aqua Tail
Iron Tail
Flail
Thunder Wave
U-Turn
Dig
Double Team
Total Moves: 18
Buneary- Electra (F)
Nature: Impish (+Def, - SpA)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Klutz: (Can be disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
Limber (DW): (Innate) This Pokemon’s body is well trained and immune to paralysis.
Stats:
HP: 90
Atk: 3
Def(+): 3
SpA(-): 1
SpD: 2
Spe: 85
SC: 1
WC: 1
BRT: 14
EC: 0/6
DC: 0/5
MC: 0
Attacks:
Splash
Pound
Defense Curl
Foresight
Endure
Frustration
Quick Attack
Jump Kick
Ice Punch
Fake Out
Encore
Substitute
Protect
Double team
Total Moves: 14
Munchlax- Biggoron (M)
Nature: Quiet (Increase Sp Atk by 1, divide speed by 1.15, decrease Evasion by flat 10%)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
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.)
Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Stats:
HP: 120
Atk: 3
Def: 2
SpA(+): 3
SpD: 3
Spe(-): 4 (5/1.15=4.34~4)
SC: 1
WC: 5
BRT: 16
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Metronome
Oder Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Counter
Double-Edge
Zen Headbutt
Fire Blast
Ice Beam
Thunderbolt
Total Moves: 16
Cinccino- Foxy Brown (F) [OT: rickheg]
Nature: Adamant (Adds 1 to Attack; Subtracts 1 from Special Attack)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Skill Link (DW=Unlocked): (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Stats:
HP: 100
Atk(+): 4
Def: 2
SpA(-): 2
SpD: 2
Spe: 115
SC: 1
WC: 1
BRT: 17
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Bullet Seed
Rock Blast
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Aqua Tail
Iron Tail
Flail
Thunder Wave
U-Turn
Dig
Double Team
Total Moves: 18
How this is gonna go down
Simon sends out mons + items
Temp sends out mons + items + orders
Simon orders
Let the nightmare begin
Simon sends out mons + items
Temp sends out mons + items + orders
Simon orders
Let the nightmare begin