Arena: Airship Fortress Airship Fortress (Move your mouse to reveal the content) Airship Fortress (open) Airship Fortress (close) The battle takes place on a huge wooden airship that’s currently high up in the sky. As such, there is no external water source. There are piles of cannonballs in the corners of the arena that can be used as rocks for moves like Rock Slide; however, there is no grass for moves like Grass Knot. At the end of every round, a Bullet Bill will be fired at each pokemon (including ones that have just been KO’d). The Bullet Bills will hit during the following round on action 1 or 2 (a 50:50 chance of each for each Bullet Bill) at priority -0.5. Once it hits, a Bullet Bill explodes (treat this as a 20 BAP physical normal-type attack from rank 5 attack) and is gone for good. However, the following countermeasures exist: If the pokemon being targeted by a Bullet Bill uses Dig, Dive, Bounce, Fly, Shadow Force, Sky Drop, evasive Agility, Teleport or the Dodge command on that action (including any sustained evasive actions for those moves that get them), or if another pokemon uses Sky Drop on that pokemon in that action, the Bullet Bill will miss completely and fly off into the night. Any pokemon can destroy any Bullet Bill by targeting it with an attack or attacks that do at least 15 damage to it (treat the Bullet Bill as a Steel-type with rank 3 in both defensive stats and the abilities Clear Body and Levitate); however, if the move that destroys a Bullet Bill is a contact move not named U-Turn, the pokemon that used that attack will take half the normal Bullet Bill damage (that is, half the actual damage, not half the BAP). Also, all attacks that target the Bullet Bill cannot hit anyone else, even if they would normally hit multiple targets. The moves Sky Drop, Seismic Toss, Circle Throw, Vital Throw and Storm Throw can be used on any action to redirect one and only one Bullet Bill to an opponent as long as the pokemon using the move can use it on a pokemon with a weight class of 5. The ability Rebound can also do this, but only on the action when the Bullet Bill would normally hit, and the weight class restriction does not apply in this case. In all cases, a move that redirects a Bullet Bill does no damage to it. The redirected Bullet Bill will hit its new target on the action after it was redirected, which may be action 1 of the following round. Each Bullet Bill may only be redirected once. Protect and Detect do protect the pokemon from Bullet Bill damage, but this damage is still factored into the energy cost of the move. If a pokemon has a Substitute up when it is hit by one or more Bullet Bills, the Substitute blocks the damage from one Bullet Bill only, and the Bullet Bill destroys the Substitute regardless of how much damage it would normally do to the pokemon. If a round ends early for any reason, any pokemon who still haven’t dealt with the Bullet Bills heading towards them automatically use the Dodge command once to dodge them all (and pay the full energy cost). If a pokemon does not have enough energy to use the Dodge command, it doesn’t bother and instead gets hit by the Bullet Bills as normal. Team Texas Cloverleaf HulaCloverPig the Pignite (Move your mouse to reveal the content) HulaCloverPig the Pignite (open) HulaCloverPig the Pignite (close) Pignite, HulaCloverPig, Male Nature: Brave (+1 Atk, -15% Spe, -10% Evasion) Type: Fire/Fighting 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) (Hidden) Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) Pignite HP: 100 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 47 (-) Size Class: 2 Weight Class: 4 Base Rank Total: 15 EC: 4/9 MC: 0 DC: 4/5 Tackle Tail Whip Ember Odor Sleuth Defense Curl Flame Charge Arm Thrust Smog Rollout Take Down Heat Crash Assurance Head Smash Flare Blitz Superpower Curse Yawn Wild Charge Grass Knot Flamethrower Will-o-Wisp Taunt Total Moves: 21 Pecker the Doduo (Move your mouse to reveal the content) Pecker the Doduo (open) Pecker the Doduo (close) Doduo, Pecker, Female Nature: Adamant (+1 Atk, -1 SpA) Type: Normal/Flying Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Early Bird (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions. Run Away (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 (DW) Tangled Feet (Innate): When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, The duration of confusion doubles. Doduo HP: 90 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 75 Size Class: 3 Weight Class: 3 Base Rank Total: 14 EC: 0/6 MC: 0 DC: 0/5 Peck Growl Pursuit Quick Attack Rage Fury Attack Uproar Tri Attack Brave Bird Faint Attack Flail Toxic Substitute Protect Total Moves: 13 Ivory the Slowking (Move your mouse to reveal the content) Ivory the Slowking (open) Ivory the Slowking (close) Slowking, Female, Ivory Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion) Type: Water/Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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. Abilities: Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Own Tempo (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. (DW) Regenerator *Unlocked*: When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy. Slowking HP: 100 Atk: Rank 3 Def: Rank 4 (+) SpA: Rank 4 SpD: Rank 4 Spe: 26 (-) Size Class: 3 Weight Class: 4 Base Rank Total: 19 EC: 6/6 MC: 8 DC: 5/5 Curse Yawn Tackle Growl Water Gun Confusion Disable Headbutt Slack Off Psychic Heal Pulse Psych Up Nasty Plot Sleep Talk Belly Drum Zen Headbutt Rest Toxic Scald Zap Cannon Ice Beam Flamethrower Trick Room Total Moves: 23 Cannon the Steelix (Move your mouse to reveal the content) Cannon the Steelix (open) Cannon the Steelix (close) Steelix, Cannon, Male Nature: Sassy (+1 SpD, -1 Spe, -10% Evasion) Type: Ground/Steel Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. 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. 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. Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. (DW) Sheer Force (Can be Enabled) *Unlocked*: 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. Steelix HP: 100 Atk: Rank 3 Def: Rank 8 SpA: Rank 2 SpD: Rank 4 (+) Spe: 26 (-) Size Class: 7 Weight Class: 8 Base Rank Total: 21 EC: 6/6 MC: 5 DC: 5/5 Fire Fang Ice Fang Thunder Fang Mud Sport Tackle Harden Bind Screech Rock Throw Rage Rock Tomb Smack Down Sandstorm Slam Stone Edge Double-Edge Crunch Iron Tail Curse Stealth Rock Explosion Rock Blast Toxic Dig Taunt Earthquake Total Moves: 26 Team Galladiator Carlos the Luxray (Move your mouse to reveal the content) Carlos the Luxray (open) Carlos the Luxray (close) Luxray [Carlos] (M) Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +8% increase in accuracy on this Pokemon's attacks; Subtracts 1 Rank from Special 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: Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen). 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. Guts (DW) (Unlocked): (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Stats: HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 (-) SpD: Rank 3 Spe: 81 (70*1.15) (+) Size Class: 4 Weight Class: 3 Base Rank Total: 20 EC: 9/9 MC: 1 DC: 5/5 Moves: Tackle Leer Charge Spark Bite Roar Swagger Crunch Ice Fang Thunder Fang Take Down Night Slash Wild Charge Return Double Team Facade Total Moves: 16 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): (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: 4/5 Moves: Growl Confusion Double Team Teleport Lucky Chant Magical Leaf Heal Pulse Calm Mind Hypnosis Stored Power Confuse Ray Will-o-Wisp Disable Psychic Shadow Ball Thunderbolt Focus Blast Energy Ball Total Moves: 18 Harvey the Volcarona (Move your mouse to reveal the content) Harvey the Volcarona (open) Harvey the Volcarona (close) Volcarona [Harvey] (M) Nature: Rash (+ Sp. Atk, - Sp. Def) Type: Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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: 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. Swarm (DW) (Unlocked): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10) Stats: HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 6 (+) SpD: Rank 3 (-) Spe: 100 Size Class: 3 Weight Class: 3 Base Rank Total: 22 EC: 6/6 MC: 0 DC: 5/5 Moves: Ember String Shot Leech Life Take Down Flame Charge Silver Wind Quiver Dance Bug Buzz Hurricane Fiery Dance Magnet Rise Morning Sun Zen Headbutt Toxic Fire Blast Acrobatics Overheat Hyper Beam Total Moves: 18 Lloyd the Scyther (Move your mouse to reveal the content) Lloyd the Scyther (open) Lloyd the Scyther (close) Scyther [Lloyd] (M) Nature: Jolly (+15% Speed, +30% Accuracy, -1 SpA) Type: Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Abilities: Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10) Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Steadfast (DW): (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. HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 3 Spe: 121 (+) Size Class: 3 Weight Class: 4 Base Rank Total: 19 EC: 0/6 MC: 0 DC: 0/5 Moves: Vacuum Wave Quick Attack Leer Focus Energy Double Team Pursuit False Swipe Agility Wing Attack Fury Cutter Counter Night Slash Reversal Brick Break Aerial Ace U-Turn Total Moves: 16 Brief note: all pokemon except Ivory the Slowking and Cannon the Steelix only warrant 1 sub. Anywho, you know what, just PM orders to me.