Welcome one and all to the Park of Imagination. Here, we are in a place where the battlers are forced to rely on whatever random objects appear in this park. So, first of all, let's meet the teams: Team Shadoo Glinda the Happiny (Move your mouse to reveal the content) Glinda the Happiny (open) Glinda the Happiny (close) Happiny "Glinda" (F) Nature: Modest - Adds rank to special attack, subtracts rank from attack. Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. EC: 0/9 MC: 0 DC: 0/5 Abilities: Natural Cure: 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. (Innate) Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) (Innate) Friend Guard (DW, LOCKED): 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). (Innate) Stats: HP: 110 Atk: Rank 0 (-) Def: Rank 1 SpA: Rank 2 (+) SpD: Rank 3 Spe: 30 Elphaba the Bagon (Move your mouse to reveal the content) Elphaba the Bagon (open) Elphaba the Bagon (close) Bagon "Elphaba" (F) Nature: Naughty - adds rank to attack, subtracts rank from special defense. Type: Dragon Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. EC: 0/9 MC: 0 DC: 0/5 Abilities: Rock Head: This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. (Innate) Sheer Force (DW, Locked): 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. (Can be enabled) Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 2 SpD: Rank 1 (-) Spe: 50 Fiyero the Voodoll (Move your mouse to reveal the content) Fiyero the Voodoll (open) Fiyero the Voodoll (close) Voodoll (Fiyero) (M) Nature: Rash - adds rank to special attack, subtracts rank from special 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 deactivated) 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 will do three (3) more damage with Normal-typed attacks. 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 2 Def: Rank 2 SpA: Rank 4 (+) SpD: Rank 1 (-) Spe: 70 EC: 2/6 MC: 2 DC: 1/5 Brrr the Scratchet (Move your mouse to reveal the content) Brrr the Scratchet (open) Brrr the Scratchet (close) Scratchet (Brrr) M Nature: Timid (15% increase to speed and a 5% accuracy increase (46^2/500 rounded up), -1 attack) Type: Normal/Fighting Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Scrappy: This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. (Innate) Prankster: The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. (Innate) Vital Spirit: 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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. (DW, Innate, LOCKED) Stats: HP: 90 Attack: Rank 2 (-) Defense: Rank 3 Special Attack: Rank 1 Special Defense: Rank 3 Speed: 46 (+) EC: 0/6 MC: 0 DC: 0/5 Team Puffins Prv.Buck the Privatyke (Move your mouse to reveal the content) Prv.Buck the Privatyke (open) Prv.Buck the Privatyke (close) Privatyke[Prv.Buck](M)(*) Nature:Adamant (+attack, -special attack) Type:Water/Fighting Water:*Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1). Fighting:*Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). Abilities: Unaware:*(Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Klutz (DW):*(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, however an item is necessary to pull it off. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 2 Spe: 35 EC:3/6 MC:0 DC:2/5 Shelly the Shellder (Move your mouse to reveal the content) Shelly the Shellder (open) Shelly the Shellder (close) Shellder [Shelly] (F)(*) Nature:Careful (+special defense, -special attack) Type: Water:*Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1). Abilities: Shell Armor:(Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Skill Link:(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). Overcoat:(DW) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. Stats: HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 1 (-) SpD: Rank 2 (+) Spe: 40 EC:2/6 MC:0 DC:2/5 Pika the Pichu (Move your mouse to reveal the content) Pika the Pichu (open) Pika the Pichu (close) Pichu [Pika] (M)(*) Nature:Timid (+speed, -attack) Type: Electric:Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Abilities: Static:(Innate)This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. Lightning Rod:(DW) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round. Stats: HP: 80 Atk: Rank 1 (-) Def: Rank 1 SpA: Rank 2 SpD: Rank 2 Spe: 69 (+) (Accuracy boost: (69^2)/350=13.602857142857142857142857142857% (round to 14%)) EC:1/9 MC:1 DC:1/5 Charcoal the Embirch (Move your mouse to reveal the content) Charcoal the Embirch (open) Charcoal the Embirch (close) Embirch(Charcoal, Male) Nature:Timid (+speed; -attack) Type: Fire/Grass 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. 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: Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. MC:0 EC: 1/9 DC: 1/5 HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 57 (+) (Accuracy boost: (57^2)/350=9.2828571428571428571428571428571% (round to 10%)) So, now that we know what pokemon are being used today, let's wait and see what objects appear. It looks like two fire flowers are emerging from the grassy ground. Those will be useful to whoever can get them. But now some objects are falling from the sky. A pair of pugil sticks land in the arena near the fire flowers, followed by a big flaming rock. This rock breaks apart upon hitting the ground, leaving behind five flaming rocks. Finally, something rises up from the pond in the middle of the park. It's a large cauldron and it's got some kind of potion in it, but I'm not sure what kind. I wonder what pokemon are going to be taking advantage of these items. Objects on the ground Notes: All objects are usable by all pokemon with roughly equal capability. Picking up an object always takes an action and costs 3 energy. Sometimes you can pick up two of an object in one action. This costs 6 energy. An object that has been picked up can be dropped. This takes an action but has no energy cost. Throwing an object, swinging an object, equipping an object or using an object in any way also takes an action unless specified otherwise. The energy cost varies between items. Unless specified otherwise, an item needs to be picked up before it can be used (unless of course it can't be picked up). Giving an object to an ally takes an action and costs 3 energy. A pokemon may only hold up to two objects at once. Some objects are listed as requiring two hands, meaning that a pokemon cannot pick them up unless it is holding no other objects at all. Equipped objects do not count as being held. A pokemon can only equip one object at a time. Objects that do typed damage do not get a STAB bonus unless specified otherwise. Fire flower (Move your mouse to reveal the content) Fire flower (open) Fire flower (close) Fire Flower x 2 Requires two hands Can be picked up Can be used to shoot a fireball for 6 energy Shooting a fireball counts as an 8 BP special fire-type attack with 10% chance of 1st degree burn Base accuracy is 100 - (target's speed - user's speed) Once used three times, the fire flower disintegrates Pugil stick (Move your mouse to reveal the content) Pugil stick (open) Pugil stick (close) Pugil stick x 2 Requires two hands Can be picked up Can be swung for 6 energy Swinging is treated as an 8 BP physical typeless attack Base accuracy is 100 Flaming rock (Move your mouse to reveal the content) Flaming rock (open) Flaming rock (close) Flaming rock x 5 Up to two can be picked up in one action Can be thrown for 5 energy Throwing counts as a 4 BP physical rock-type attack and a 4 BP physical fire-type attack with 10% chance of 1st degree burn After being thrown, the rock breaks on contact with anything Base accuracy is 100 - (target's speed - thrower's speed) At the end of every action (including the action it is picked up on), holder has a 10% chance of getting a 1st degree burn Cauldron (Move your mouse to reveal the content) Cauldron (open) Cauldron (close) Cauldron x 1 Cannot be picked up Can be tipped over for 8 energy Tipping the cauldron counts as a 12 BP special attack of whatever type the tipper is If the tipper is dual typed, it counts as 6 BP of each type Base accuracy is 75 - ((target's speed - tipper's speed)/2) Son_of_Shadoo must now send out his first two pokemon. Then Puffins R Cool will send out his first two pokemon and give orders. Then Son_of_Shadoo will give orders. Then I ref.