Open Challenge
4VS4 NFE Doubles
2 Recoveries / 5 Chills
2 Day DQ
1 Ability
Training Items
Field Type = Neutral
Complexity = Moderate
Format = Eh, whatever
No Restrictions on anything
Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.
The arena is nothing special, but Mr.Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.0), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .29). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs!
Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff.
Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label.
Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type.
Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual.
Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item.
Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss.
Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head.
Torch: Light up your favorite pal, and voila! Instant fire-type!
Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast...
Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone!
Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin.
Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train?
Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier.
Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills.
Rusty Ghostbuster: Even Mr.Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon!
Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested.
Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are a well-trained strongmon.
2 Subs + KO Subs.
King Serperior said:
Aron (Darth Vader) [Male]
Nature: Adamant (+Attack, -Special Attack)
Type: Steel/Rock
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.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
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.
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal (Dream World):
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 4
EC: 1/9
MC: 3
DC: 1/5
Attacks:
1). Tackle
2). Harden
3). Mud Slap
4). Headbutt
5). Metal Claw
6). Iron Defense
7). Roar
8). Take Down
9). Iron Head
10). Protect
11). Metal Burst
12). Double Edge
13). Head Smash
14). Endeavor
15). Dragon Rush
16). Earthquake
17). Shadow Claw
18). Rock Polish
Kadabra [Darth Plagueis] (Male)
Nature: Relaxed (+Def, -10 Evasion, -15% Speed)
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 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.
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: (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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 91 (-15% Speed, -10% evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 4/9
MC: 4
DC: 2/5
KOC: 0
Moves:
1). Teleport
2). Encore
3). Guard Split
4). Ice Punch
5). Psyshock
6). Shadow Ball
7). Energy Ball
8). Kinesis
9). Confusion
10). Disable
11). Miracle Eye
12). Ally Switch
13). Psychic
Togetic [Darth Zannah] (Female)
Rash (+1 SpA, -1 SpD)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
Serene Grace: (Inate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW-Locked): (Inate)This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+1)
SpD: Rank 3 (-1)
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 2/5
KOC: 0
Moves:
1). Growl
2). Charm
3). Metronome
4). Sweet Kiss
5). Encore
6). Yawn
7). Ancientpower
8). Follow Me
9). Bestow
10). Roost
11). Wish
12). Nasty Plot
13). Extrasensory
14). Morning Sun
15). Flamethrower
16). Shadow Ball
17). Protect
Vigoroth [El Gigante] (Male)
Nature: Adamant (+Attack, -Sp.Atk)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Vital Spirit: (Innate)This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Stats:
HP: 100
Atk: Rank 4 (+Atk)
Def: Rank 3
SpA: Rank 1 (-Sp.Atk)
SpD: Rank 2
Spe: 90
Size Class: 3
Weight Class: 3
Base Rank Total: 16
EC: 5/9
MC: 11
DC: N/A
KOC: 1
Moves:
1). Scratch
2). Yawn
3). Encore
4). Slack Off
5). Faint Attack
6). Amnesia
7). Counter
8). Focus Energy
9). Uproar
10). Fury Swipes
11). Endure
12). Hammer Arm
13). Body Slam
14). Sleep Talk
15). Rest
16). Rock Slide
17). Protect
Someoneelse sends first.Pokemon Team:
Marshtomp* [Flood] (M)
Nature: Adamant
Type:
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 Attack Power 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, locked):
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
SpA: Rank 1-
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 4/9
MC: 1
DC: 3/5
Attacks:
Tackle*
Growl*
Mud Slap*
Water Gun*
Bide*
Mud Shot
Foresight*
Mud Sport*
Mud Bomb
Take Down
Whirlpool
Muddy Water
Protect
Hydro Pump
Earthquake
Endeavor
AncientPower
Avalanche*
Bite*
Counter
Curse
Double-Edge*
Ice Ball
Mirror Coat
Refresh
Sludge
Stomp
Uproar
Wide Guard
Yawn
Aqua Tail
Body Slam
Defense Curl
DynamicPunch
Earth Power
Headbutt
Ice Punch
Icy Wind
Low Kick
Mega Kick
Mega Punch
Mimic
Rollout
Snore
Superpower
Water Pledge
Water Pulse (PG)
Toxic
Hail
Hidden Power
Ice Beam
Blizzard
Rain Dance
Frustration
Iron Tail (PG)
Return
Dig*
Double Team
Sludge Wave
Rock Tomb
Facade
Secret Power (PG)
Rest
Attract
Endure (PG)
Stealth Rock (PG)
Captivate (PG)
Round
Echoed Voice
Fling
Bulldoze
Scald
Rock Slide*
Sleep Talk (PG)
Natural Gift (PG)
Swagger
Substitute
Surf
Strength
Rock Smash
Waterfall*
Dive
Roselia* [Fleur] (F)
Nature: Timid
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Poison Point:
Can Be Disabled
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Natural Cure:
Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Leaf Guard (DW, locked):
Innate
In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: Rank 1-
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 75+
+10% Accuracy
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 0/5
Attacks:
Absorb*
Growth*
Water Sport*
Poison Sting
Stun Spore*
Mega Drain*
Worry Seed*
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain*
Toxic Spikes
Sweet Scent
Ingrain
Petal Dance
Toxic*
Aromatherapy
Synthesis*
Cotton Spore
Extrasensory*
Leaf Storm
Mind Reader
Pin Missile
Razor Leaf
Seed Bomb
Sleep Powder
Spikes
Body Slam
Covet
Double-Edge
Fury Cutter
Mimic
Mud-Slap
Nightmare
Snore
Swift
Uproar
Venoshock*
Bullet Seed
Hidden Power
Sunny Day
Protect
Rain Dance
Frustration
Solarbeam
Return
Shadow Ball*
Double Team
Sludge Bomb
Facade
Secret Power
Rest
Attract
Round
Energy Ball
Endure
Flash
Swords Dance
Psych Up
Captivate
Sleep Talk
Natural Gift
Poison Jab
Grass Knot
Swagger
Substitute
Cut
(Venipede)
Larvesta* [Firefly] (M)
Nature: Hasty
Type:
Fire: Fire STAB; immune to burn, 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.
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Abilities:
Flame Body:
Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm (DW, locked):
Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 69 (+)
+11% Accuracy
Size Class: 2
Weight Class: 3
Base Rank Total: 13
EC: 4/6
MC: 2
DC: 3/5
Attacks:
Ember*
String Shot*
Leech Life*
Take Down*
Flame Charge
Bug Bite
Double-Edge
Flame Wheel
Bug Buzz
Amnesia
Thrash
Flare Blitz
Endure*
Foresight
Harden
Magnet Rise
Morning Sun*
Zen Headbutt*
Giga Drain
Heat Wave
Signal Beam
Sleep Talk
Snore
Calm Mind
Toxic
Hidden Power
Sunny Day
Light Screen
Protect
Safeguard
Frustration
SolarBeam
Return
Psychic*
Double Team
Flamethrower*
Fire Blast
Facade
Rest
Round
Overheat
Incinerate
Will-O-Wisp
Acrobatics
Struggle Bug
Swagger
U-turn
Substitute
Wild Charge*
Sneasel [OP] (M)
Nature: Adamant
Type:
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.
Ice: 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:
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.
Keen Eye:
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.
Pickpocket (DW, locked):
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.
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: 1/6
MC: 0
DC: 1/5
Attacks
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Icy Wind
Fury Swipes
Agility
Metal Claw
Hone Claws
Beat Up
Slash
Snatch
Punishment
Assist
Bite
Counter
Crush Claw
Double Hit
Fake Out
Feint
Foresight
Ice Punch
Ice Shard
Pursuit
Spite
Double-Edge
Foul Play
Knock Off
Low Kick
Mimic
Mud-Slap
Focus Punch
Calm Mind
DynamicPunch (PG)
Headbutt (PG)
Curse (PG)
Toxic
Rock Smash
Psych Up
Hail
Hidden Power
Snore
Sunny Day
Ice Beam
Blizzard
Protect
Rain Dance
Endure (PG)
Frustration
Iron Tail (PG)
Return
Dig
Shadow Ball
Brick Break
Mud Slap (PG)
Double Team
Reflect
Aerial Ace
Torment
Facade
Secret Power (PG)
Swagger
Sleep Talk
Swift (PG)
Defense Curl (PG)
Dream Eater
Detect (PG)
Rest
Attract
Thief
Fury Cutter (PG)
Nightmare (PG)
Low Sweep
Round
False Swipe
Fling
Embargo
Shadow Claw
Payback
Avalanche
Retaliate
Swords Dance
Captivate (PG)
Dark Pulse (PG)
X-Scissor
Natural Gift (PG)
Poison Jab
Substitute
Snarl
Cut
Surf
Strength
Whirlpool (PG)