Rules Pokemon: 5v5 Format: Triples DQ: 2 Days Switch: KO Items: OFF Abilities: ALL Substitutions: TWO 5 Recovers / 5 Chills Arena ASB Tournament Arena Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle. Galladiator Roman the Gallade (Move your mouse to reveal the content) Roman the Gallade (open) Roman the Gallade (close) Gallade (*) [Roman] (M) Nature: Brave (+Attack, -15% Speed, -10% Evasion) 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 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. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round. Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round. Stats: HP: 100 Atk: Rank 6 (+) Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 68 (80*.85) (-) Size Class: 3 Weight Class: 4 Base Rank Total: 21 EC: 9/9 MC: 3 DC: 5/5 (Unlocked) Moves: Night Slash Leaf Blade Growl (*) Confusion (*) Double Team (*) Teleport (*) Fury Cutter Lucky Chant (*) Magical Leaf (*) Slash Heal Pulse (*) Feint Psycho Cut False Swipe Close Combat Stored Power Confuse Ray (*) Shadow Sneak (*) Will-o-Wisp (*) Encore Return (*) Psychic (*) Shadow Ball (*) Light Screen Reflect Stone Edge Brick Break Trick Room Drain Punch Ice Punch Fire Punch ThunderPunch Total Moves: 29 Irwin the Feraligatr (Move your mouse to reveal the content) Irwin the Feraligatr (open) Irwin the Feraligatr (close) Feraligatr (*) [Irwin] (M) Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +9.3% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts 1 Rank from Defense) 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: Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14) Sheer Force (DW) (Unlocked): (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. Stats: HP: 100 Atk: Rank 4 Def: Rank 3 (-) SpA: Rank 3 SpD: Rank 3 Spe: 90 (78*1.15) (+) Size Class: 4 Weight Class: 4 Base Rank Total: 20 EC: 9/9 MC: 4 DC: 5/5 (Unlocked) Moves: Scratch (*) Leer (*) Water Gun (*) Rage (*) Bite (*) Scary Face (*) Ice Fang (*) Flail (*) Crunch Slash Superpower Aqua Tail Hydro Pump Aqua Jet (*) Dragon Dance (*) Ice Punch (*) Metal Claw Counter Waterfall (*) Shadow Claw (*) Return (*) Dragon Claw Surf Ice Beam Earthquake Hydro Cannon Outrage Total Moves: 24 Sarah the Gardevoir (Move your mouse to reveal the content) Sarah the Gardevoir (open) Sarah the Gardevoir (close) Gardevoir [Sarah] (F) Nature: Modest (Adds 1 Rank to Sp. Atk, subtracts 1 Rank from Attack) 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 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: 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. 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. Telepathy (DW) (Unlocked): (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: 100 Atk: Rank 2 (-) Def: Rank 3 SpA: Rank 6 (+) SpD: Rank 4 Spe: 80 Size Class: 3 Weight Class: 3 Base Rank Total: 21 EC: 9/9 MC: 0 DC: 5/5 Moves: Healing Wish Growl Confusion Double Team Teleport Lucky Chant Magical Leaf Heal Pulse Calm Mind Hypnosis Dream Eater Stored Power Confuse Ray Will-o-Wisp Disable Psychic Shadow Ball Thunderbolt Focus Blast Energy Ball Charge Beam Total Moves: 20 Gary the Pyroak (Move your mouse to reveal the content) Gary the Pyroak (open) Gary the Pyroak (close) Pyroak [Gary] (M) Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense) Type: 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: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. 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. Stats: HP: 120 Atk: Rank 4 (+) Def: Rank 4 SpA: Rank 3 SpD: Rank 2 (-) Spe: 60 Size Class: 4 Weight Class: 5 Base Rank Total: 20 EC: 9/9 MC: 0 DC: 5/5 (Unlocked) Moves: Flare Blitz Wood Hammer Pound Bullet Seed Sweet Scent Growth Ember Leech Seed Flame Wheel Giga Drain Fire Spin Petal Dance Leaf Tornado Synthesis Iron Defense Zap Cannon Heat Crash Blaze Kick Dragonbreath Seed Bomb Counter Earth Power Fire Blast Energy Ball Flash Cannon Will-o-Wisp Flame Charge Brick Break Total Moves: 28 Jean the Chandelure (Move your mouse to reveal the content) Jean the Chandelure (open) Jean the Chandelure (close) Chandelure [Jean] (F) Nature: Modest (+ Sp. Atk, - Atk) Type: Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. 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. Abilities: Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost. 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. Shadow Tag (DW) (Unlocked): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 7 (+) SpD: Rank 3 Spe: 80 Size Class: 2 Weight Class: 3 Base Rank Total: 19 EC: 9/9 MC: 0 DC: 5/5 Moves: Ember Astonish Minimize Smog Fire Spin Confuse Ray Night Shade Will-o-Wisp Flame Burst Imprison Hex Inferno Curse Pain Split Overheat Acid Armor Clear Smog Heat Wave Shadow Ball Fire Blast Energy Ball Calm Mind Toxic Psychic Flamethrower Total Moves: 25 dogfish44 Rawk the Archeops (Move your mouse to reveal the content) Rawk the Archeops (open) Rawk the Archeops (close) Archeops [Rawk] (Male) Nature: Mild (+1 SpA, -1 Def) Type: Rock/Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. 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: Defeatist (Trait): The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear. Stats: Archeops HP: 100 Atk: Rank 5 Def: Rank 2 (-) SpA: Rank 5 (+) SpD: Rank 3 Spe: 110 Size Class: 3 Weight Class: 3 Base Rank Total: 22 EC: 6/6 MC: 0 DC: N/A Attacks: Acrobatics Agility AncientPower Crunch Double Team DragonBreath Dragon Claw Endeavor Leer Pluck Quick Attack Quick Guard Rock Slide Rock Throw Scary Face Thrash U-Turn Wing Attack Bite Dragon Pulse Earth Power Head Smash Steel Wing Dig Dragon Tail Earthquake Focus Blast Hone Claws Protect Roar Smack Down Stone Edge Substitute Taunt Torment Toxic ASM Unlocked Moves: Aerial Ace Knock Off Pluck Sandstorm Shadow Claw Swagger Rest Total Attacks: 35 Teresa the Hydreigon (Move your mouse to reveal the content) Teresa the Hydreigon (open) Teresa the Hydreigon (close) Hydreigon [Teresa] (F) Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def) Type: Dark/Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. 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: Levitate (Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All other 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: Hydreigon HP: 100 Atk: Rank 4 Def: Rank 2 (-) SpA: Rank 5 SpD: Rank 3 Spe: 113 (+) Size Class: 4 Weight Class: 5 Base Rank Total: 22 EC: 9/9 MC: 0 DC: N/A Attacks: Bite Body Slam Crunch Double Hit Dragon Pulse Dragon Rage Dragon Rush Dragonbreath Focus Energy Headbutt Hyper Voice Outrage Roar Scary Face Slam Tackle Tri Attack Work Up Dark Pulse Earth Power Fire Fang Ice Fang Head Smash Screech Thunder Fang Acrobatics Charge Beam Double Team Earthquake Fire Blast Flash Cannon Fly Focus Blast Hidden Power (Grass, 7) Protect Reflect Stone Edge Substitute Surf Taunt Thunder Wave Torment Toxic U-Turn Draco Meteor Total moves: 45 Short Fuse the Electivire (Move your mouse to reveal the content) Short Fuse the Electivire (open) Short Fuse the Electivire (close) Electivire [Short Fuse] (M) Type: 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. Nature: Mild (+SpAtk -Def) Abilities: Ability 1: Motor Drive (Innate) - This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.. Ability 2: Vital Spirit (DW) (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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Stats: Electivire HP: 100 Atk: Rank 5 Def: Rank 2 (-) SpA: Rank 4 (+) SpD: Rank 3 Spe: 95 Size Class: 3 Weight Class: 5 Base Rank Total: 20 EC: 9/9 MC: 0 DC: 5/5 Attacks: Attract Barrier Bide Body Slam Brick Break Bulldoze Captivate Charge Beam Counter Cross Chop Curse Detect Dig Discharge Dizzy Punch Double Edge Double Team DynamicPunch Earthquake Electro Ball Endure Facade Feint Fire Punch Flamethrower Flash Fling Focus Blast Focus Punch Frustration Giga Impact Hammer Arm Headbutt Helping Hand Hidden Power Grass Hyper Beam Ice Punch Iron Tail Karate Chop Leer Light Screen Low Kick Low Sweep Magnet Rise Meditate Mega Kick Mega Punch Metronome Mimic Mud-Slap Natural Gift Protect Psychic Psywave Pursuit Quick Attack Rage Rain Dance Reflect Rest Return Rock Climb Rock Slide Rock Smash Rock Tomb Rolling Kick Round Screech Secret Power Seismic Toss Shock Wave Signal Beam Skull Bash Sleep Talk Snore Strength Submission Substitute Swagger Swift Take Down Taunt Teleport Thief Thunder ThunderPunch Thunder Wave Thunderbolt Thundershock Torment Toxic Uproar Volt Switch Wild Charge Zap Cannon Total Moves: 95 - Movepool Complete Nimbus the Cyclohm (Move your mouse to reveal the content) Nimbus the Cyclohm (open) Nimbus the Cyclohm (close) Cyclohm [Nimbus] (M) Nature: Modest (+1 Sp.Atk, -1 Atk) Type: Electric/Dragon 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 STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. 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. Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1). HP: 110 Atk: Rank 1 (-) Def: Rank 4 SpA: Rank 5 (+) SpD: Rank 3 Spe: 80 Size Class: 4 Weight Class: 4 Base Rank Total: 20 EC: 9/9 MC: 0 DC: 5/5 Attacks: Bide Charge Discharge Double Hit Dragon Pulse Dragon Rage Dragon Tail Growl Hurricane Hyper Beam Leer Outrage Rain Dance Slack Off Sonicboom Tackle Thrash Thundershock Tri Attack Twister Weather Ball Whirlwind Zap Cannon Dragonbreath Dragon Dance Dragon Rush Gust Heal Bell Hydro Pump Magnet Rise Mud-Slap Power Gem Shock Wave Spark Thrash Water Pulse Blizzard Charge Beam Double Team Earthquake Endure Fire Blast Flamethrower Flash Hail Hidden Power (Ground) Ice Beam Light Screen Protect Rest Roar Substitute Surf Thunder Thunderbolt Thunder Wave Torment Toxic Volt Switch Waterfall Wild Charge Draco Meteor Headbutt Signal Beam Snore Swift Twister Total moves: 65 Formula the Krilowatt (Move your mouse to reveal the content) Formula the Krilowatt (open) Formula the Krilowatt (close) Krilowatt [Formula] (M) Nature: Modest (+1 SpA, -1 Atk) Type: Electric/Water: 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. Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Trace (Can be Activated): When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced. Magic Guard (Innate): This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Shell Armor (DW) (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Stats: HP: 125 Atk: Rank 2 (-) Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 3 Spe: 105 Size Class: 1 Weight Class: 2 Base Rank Total: 21 EC: 6/6 MC: 0 DC: 5/5 Attacks: Aqua Jet Bubble Bubblebeam Charge Confuse Ray Copycat Detect Discharge Guillotine Heart Swap Hydro Pump Ice Shard Imprison Muddy Water Tackle Thunder Thundershock Zap Cannon Counter Metronome Mirror Coat Signal Beam Dive Double Team Earthquake Endure Hidden Power Fire Hyper Beam Ice Beam Protect Rain Dance Safeguard Scald Shock Wave Substitute Surf Thunder Wave Thunderbolt Torment Toxic Volt Switch Earth Power Total Moves: 42 A couple of points and clarifications that will be of use going forward - By virtue of Galladiator not providing a choice in the PM we are running with dogfish's choice of Switch=KO, and thank the good lord for it. - Two substitutions means two total substitutions per mon, not two verses each opponent. - In the event of a double KO the person who is ordering second for the upcoming round will be requited to send out the replacement first. - df, your Defeatist description was outdated and is not entirely more hamstringing. I have updated accordingly in this thread. E: Trace was old too but this is not as bad for you.. That should cover it all I think, send me some PMs and we can get this started. Of course good luck to you both. Turn Order Both participants PM me their starting 3 Pokemon. deadfox081 referees.