Nightmare Jigglypuff: Hello there! This is Nightmare Jigglypuff with a Muchlax nomming my stub of an arm, say hi Munchlax! Munchlax: *Garble garble* Nightmare Jigglypuff: That's good to know, anyway, here we have a battle in the tournament arena, but what's this? The teams have little teeny tiny pokemons! Aww, so cute! What do you say we take a look into this battle, Munchlax? Munchlax: *Garble garble* Nightmare Jigglypuff: Let's take a look at the rules. Munchlax: *Garble garble* Zarator's Team (Move your mouse to reveal the content) Zarator's Team (open) Zarator's Team (close) Monohm (Bahamut) (M) Nature: Modest (Attack lowered by *; Special Attack raised by *) Type: Electric/Dragon 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. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Stats HP: 100 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 2 Spe 60 EC: 4/9 MC: 0 DC: 2/5 Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) 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. Sheer Force (DW): (Can be Enabled) 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. Attacks: Charge Discharge Double Hit Dragon Rage Flamethrower Growl Heal Bell Hurricane Hydro Pump Leer Rain Dance Signal Beam Sonicboom Spark Tackle Taunt Thunderbolt Thundershock Thunder Wave Twister The Shiny Umbreon's Team (Move your mouse to reveal the content) The Shiny Umbreon's Team (open) The Shiny Umbreon's Team (close) Ralts(*) (Kit) (M) Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack) 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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). 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. Trace: (Can be activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Telepathy (DW): (Innate) this Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. Stats: HP: 90 Atk: Rank 1 Def: Rank 1 SpA: Rank 1 (-) SpD: Rank 2 Spe: 46 (+) EC: 2/9 MC: 5 DC: 2/5 Attacks: Growl(*) Confusion(*) Double Team(*) Teleport(*) Lucky Chant(*) Magical Leaf(*) Heal Pulse(*) Shadow Sneak(*) Destiny Bond(*) Confuse Ray(*) Psychic(*) Shadow Ball(*) Thunderbolt(*) Bronzor (Katoptris) (Genderless) Nature: Brave (Adds One (1) Rank to 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) on an opponent’s attacks. Type: Steel/Psychic 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. 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: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half. Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back. Stats: HP: 90 Atk: Rank 2 (+) Def: Rank 3 SpA: Rank 1 SpD: Rank 3 Spe: 20 (-) EC: 0/6 MC: 0 DC: 0/5 Attacks: Tackle Confusion Hypnosis Imprison Confuse Ray Extrasensory Payback Gyro Ball Safeguard Earthquake Charge Beam Flash Cannon Venonat(*) (Nita) (F) Nature: Modest (Adds * to Special Attack; Subtracts * From Attack) Type: Bug/Poison Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral). Run Away (DW): (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. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 2 Spe: 45 EC: 0/6 MC: 0 DC: 0/5 Attacks: Tackle Disable Foresight Supersonic Confusion Poisonpowder Leech Life Stun Spore Psybeam Signal Beam Toxic Spikes Giga Drain Venoshock Psychic Sludge Bomb Order of Operations: Zarator posts Duclohm (oops, gave it away.) TSU posts mon and actions Zarator posts actions I attempt to ref and FAIL Zarator posts actions TSU posts actions I attempt to ref and FAIL It's go time! Also... 11:27 Objection oh yeah, with the battle you're reffing, I think you're supposed to say somewhere that I'm tutoring you 11:32 NJigglypuff I am? 11:32 NJigglypuff Okay then, i will put that in the OP. And there you go.