A quick battle is a good battle.
OPEN CHALLENGE
1v1 Singles
1 Day DQ
2 Recoveries, 5 Chills per Pokemon
PM only 1 Pokemon to the ref
Arena: Deferred to the opponent. NO ASB TOURNAMENT ARENA!!!
I'll take it, IAR. FireBlast is busy, so use the Arena above.
Switch = OK (lol jk)
No items
1 Ability
Ref please. =]
Forest without Consequence.
Fairly neutral area, about 15 foot tall trees creating a tranquil green canopy. Open clearing inbetween the trainers, with a 10 foot deep lake about 50 feet from the center of the clearing. All moves are usable, and the trees themselves are unbreakable. Simple, chilled, shaded. Great for an obligatory nap afterwards. =]
Zubat Flapper (M)
Nature: Mild
Type:
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 55
EC: 3/9
MC: 0
DC: 1/5
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.
Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Attacks:
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Air Cutter
Acrobatics
Air Slash
Zen Headbutt
Faint Attack
Giga Drain
Shadow Ball
Sludge Bomb
Venoshock
Growlithe (*) Prometheus (M)
Nature: Naughty [Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense]
Type: Fire
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.
Abilites:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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.
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 by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Bite(*)
Roar(*)
Ember(*)
Leer(*)
Odour Sleuth(*)
Flame Wheel(*)
Reversal(*)
Take Down(*)
Close Combat(*)
Flare Blitz(*)
Morning Sun(*)
Dig(*)
Flame Charge(*)
Wild Charge(*)
NOW, LET'S SEE IF I CAN ACTUALLY DO A 1 DAY DQ
FIVE BUCKS SAYS NAY
simon actions, random actions