OOOOOOOOHHHHHH! HERE IT COMES! The ride of the minute! Let Boxing begin! But First the rules... 1v1 FEs 1 Day DQ 2 Subs No recover or Chill All Abilities No items Arena: Boxing Arena The Boxing arena (Move your mouse to reveal the content) The Boxing arena (open) The Boxing arena (close) Field Type: Fighting Complexity: Moderate Format: Singles Restrictions: No Seismic Moves or Digging; No Water Source; No Natural Plant Life; Other (see below) A boxing ring in a crowded, noisy arena. The spectators are excited to see an excellent display of Pokemon boxing. The rules are as follows: This will be a standard Pokemon battle, with a few twists. First, since Fighting-type attacks are specifically designed for regulated close-quarters combat, they gain 3 Base Power. All moves that involve punching receive this boost as well; after all, what's a boxing match without punching? That said, the crowd doesn't like kickboxing, so any and all moves involving kicking will have their BP reduced by 3, unless the Pokemon using is Fighting-type, in which case the move receives no boost or reduction. Psychics find the crowd rather hostile, and as a result cannot adequately focus, meaning all Psychic-type attacks (even those used by Fighting types) have their Base Power reduced by 3. Due to the nature of the arena, seismic moves are banned, as is the move Dig. This is a boxing pay-per-view, not a sandbox or a beach. Lastly, the match will last up to five rounds. If neither Pokemon is KOed by the end of Round 5, the match will go to a judge's decision. The referee will determine the winner based on three criteria, listed below: Accuracy: This criterion measures the accuracy of each Pokemon's attacks. Each attack landed, including status and stat-altering moves, aids the user; each miss counts against the user. Note that self-targeted moves such as Swords Dance, etc. will not count; nor will moves blocked by Protect, Detect, etc. Power: This criterion depends on the total damage done by the Pokemon. Each point of damage inflicted will be added and totaled to determine the Pokemon's Power rating. Stamina: This criterion deals with the efficiency with which the Pokemon used moves. This rating is determined by the amount of Energy the Pokemon has left. Technique: This criterion rewards Pokemon for maintaining awareness of the opponent's weaknesses. Points in this category are awarded for super-effective hits. Level of weakness will not affect how many points are awarded; you'd get the same amount of points hitting an Aggron with Earthquake as you would hitting it with Surf, for example. Creativity: This final criterion takes into account the variety and power of combination attacks used. Note that the combo must successfully hit in order to count. This category is mostly up to the ref's discretion, although in general you're better off combing two different moves rather than one giant, ultra-powered combo of the same move twice (in other words, Ice Punch + Mach Punch would score better than Ice Punch + Ice Punch). The Pokemon that wins each category wins a point; the Pokemon that wins the most points is declared the winner. In the event of a tie, the Pokemon will fight in a sudden-death bout, which will last until one Pokemon KOs the other. The stage is set, and the crowd is ready. Step up and take your chance at the Pokemon Boxing Championship! Summary: -Fighting attacks and punching moves gain +3 BP (does not stack) -Kicking moves lose -3 BP unless used by a Fighting-type -Psychic attacks lose -3 BP regardless of the type using them -Seismic moves illegal, as well as Dig -Fight lasts up to 5 rounds, after which the battle ends and the ref determines the winner based on set criteria: Accuracy: Number of moves that hit, including status (Protect, Detect, etc. do not affect this rating) Power: Total damage done to the opponent Stamina: Energy remaining Technique: Super-effective moves used Creativity: Combos used -The Pokemon that performs best in each category receives a point; the Pokemon with the most points wins the match -In the event of a tie, the winner is determined by a sudden-death bout which lasts until one Pokemon is KOed ALL RIGHT! In the Blue corner we have Galladiator! With his Blaziken Named Kyle Blaziken (Move your mouse to reveal the content) Blaziken (open) Blaziken (close) Blaziken [Kyle] (M) (OT: SevenDeadlySins) Nature: Hasty (+Spe, +10% accuracy, -Def) 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. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Abilities: Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected). Stats: HP: 100 Atk: Rank 5 Def: Rank 2 (-) SpA: Rank 4 SpD: Rank 3 Spe: 92 (+) Size Class: 3 Weight Class: 4 Base Rank Total: 21 EC: 9/9 MC: 0 DC: 3/5 Moves: Fire Punch Hi Jump Kick Growl Focus Energy Ember Peck Sand-Attack Fire Spin Quick Attack Mirror Move Brave Bird Sky Uppercut Flare Blitz Flame Burst Low Kick Rock Slide Fire Blast Aerial Ace Flame Charge Brick Break Overheat Total Moves: 21 And in the Red corner THE WANDERER! With his Gallade(ironic?) Quass! Gallade (Move your mouse to reveal the content) Gallade (open) Gallade (close) Gallade [Quass] (Male) "<The blood of the wicked shall flow like a river!>" A Gallade the wanderer caught en route to the ruined Tower of Heaven, then just a Ralts. Quass's valiance and tendency to protect his allies have earned him the nickname 'The Paladin' among his fans. Also like a paladin, he has an overbearing sense of righteousness, and thanks to his intolerance of even the slightest of infractions, it's not uncommon to see him butting heads with his teammates. Nature: Hardy (no effect on stats) Type: Psychic/Fighting 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. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Abilities: Steadfast, Justified (DW) 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, Unlocked): (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Stats: HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 80 Size Class: 3 Weight Class: 4 Base Rank Total: 21 EC: Mastered! MC: 0 DC: Mastered! Attacks (33 total): Level Up: Growl Confusion Double Team Teleport Lucky Chant Magical Leaf Heal Pulse Calm Mind Psychic Imprison Future Sight Hypnosis Charm Dream Eater Stored Power Leaf Blade Night Slash Leer Fury Cutter Slash Psycho Cut Egg: Confuse Ray Shadow Sneak Encore TM: Thunderbolt Psyshock Protect Thunder Wave Will-o-Wisp Shadow Ball Brick Break Past Gen: Ice Punch Thunderpunch Now this should be interesting folks! The Wanderer will through the first punch! ding-ding FIGHT!