Heaven or Hell... ~The deafening cries of the capacity crowd intoxicate the ASB stadium, reverberating their excitement throughout the structure. Deep in the center lies the standard clay arena which has seen the rise of many great champions, fierce combat, and intense collateral damage in its many years of use. Extending over 100 yards long and spread over 50 yards wide, the field is marked with the Pokeball insignia and lines dividing the two sides in white chalk. With the crowd's energy coming to a crescendo, two eager combatants step forward, each wielding their Pokemon firmly. Which Pokemon will be called forth and what kind of action will this audience experience today?~ RULES Battle Type: 2v2 Singles DQ Time: 2 Days (48 hour period) Restoration: 2 Recoveries/5 Chills Substitutions: Two Items: OK Switch: KO Abilities: All Music: Meccaheadz - Night Skool Arena: ASB Tournament Arena The Wanderer OO Cyclohm (Move your mouse to reveal the content) Cyclohm (open) Cyclohm (close) Cyclohm [Karamazov (From left head: Mitya, Alyosha and Ivan)] (Male) *Ceaseless squabbling* A Cyclohm the wanderer had caught shortly after his first battle hall challenge. Each head has a personality of its own, and combined, they're legendary for their inability to get along. Nature: Modest (+1 SpA, -1 Atk) 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 Thrash without losing focus. Abilities: Shield Dust, Static, Overcoat (DW) 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, Unlocked): (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). Stats: 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: Mastered! MC: 0 DC: Mastered! Attacks (27 total): Level Up: Tackle Growl Twister Dragon Rage Charge Thundershock Rain Dance Sonicboom Double Hit Dragon Pulse Whirlwind Bide Weather Ball Tri-attack Leer Hurricane Egg: Hydro Pump Heal Bell Power Gem Magnet Rise TM: Flamethrower Thunderbolt Thunder Wave Ice Beam Light Screen Thunder Protect Gallade (Move your mouse to reveal the content) Gallade (open) Gallade (close) Gallade [Quass (AKA 'The Paladin')] (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. Although valiant, he's also lawful stupid, and his intolerance of even the slightest of infractions has led to butting heads with his teammates from time to time. 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 (36 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 Taunt Light Screen Other: Ice Punch Thunderpunch Drain Punch VS. SubwayJ OO Catan the Venomoth (F) (Move your mouse to reveal the content) Catan the Venomoth (F) (open) Catan the Venomoth (F) (close) Nature: Timid (+Speed, -Atk) Type: Bug/Poison Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains 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: 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.) 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). Wonder Skin (DW UNLOCKED): (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers. Stats (Timid Nature) HP: 100 Atk: Rank 2 (-) Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 104 (+12 ACC) (+) Size Class: 3 Weight Class: 2 Base Rank Total: 17 EC: 6/6 MC: 0 DC: 5/5 Moves: Tackle Disable Foresight Supersonic Confusion PoisonPowder Leech Life Stun Spore Psybeam Silver Wind Signal Beam Sleep Powder Quiver Dance Psychic Gust Morning Sun Rage Powder Baton Pass Protect Toxic Venoshock Giga Drain Total Moves: 22 Cranium the Pyroak (M) (Move your mouse to reveal the content) Cranium the Pyroak (M) (open) Cranium the Pyroak (M) (close) Nature: Quiet (+Sp Atk, -Speed) Type: Fire/Grass 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: 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 UNLOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Stats: (Quiet Nature) HP: 120 Atk: Rank 3 Def: Rank 4 SpA: Rank 4 (+) SpD: Rank 3 Spe: 52 (-10EVA) (-) Size Class: 4 Weight Class: 5 Base Rank Total: 20 EC 9/9 MC 0 DC 5/5 Moves: Bullet Seed Sweet Scent Absorb Growth Ember Leech Seed Flame Wheel Giga Drain Fire Spin Synthesis Lava Plume Flame Burst Petal Dance Heat Crash Zap Cannon Wood Hammer Flare Blitz Amnesia Iron Defense Aromatherapy Dragonbreath Earth Power Sunny Day Flamethrower Solarbeam Protect Earthquake Will-O-Wisp Hidden Power (Ice 7) Block Low Kick Stealth Rock Total Moves: 32 Plants vs Zombies (PVZ) the Necturna (F) (Move your mouse to reveal the content) Plants vs Zombies (PVZ) the Necturna (F) (open) Plants vs Zombies (PVZ) the Necturna (F) (close) Nature: Quiet (+Sp Atk, -Speed) Type: Grass/Ghost 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. 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. Abilities: Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy. 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: (Quiet Nature) HP: 100 Atk: Rank 5 Def: Rank 4 SpA: Rank 4 (+) SpD: Rank 5 Spe: 70 (-) (-10EVA) Size Class: 3 Weight Class: 4 Base Rank Total: 23 EC 6/6 MC 0 DC 5/5 Moves: Leer Vine Whip Ominous Wind Shadow Sneak Toxic Spikes Will-O-Wisp Hex Pain Split Power Whip Thunder Fang Poison Fang Super Fang Horn Leech Shadow Ball Soak Giga Drain Natural Gift Ingrain Gravity Protect Calm Mind Psychic Torment Telekenisis Toxic Shadow Claw Stone Edge Thief Substitute Total Moves: 28 The Wanderer sends out first. SubwayJ sends out after and attacks first. The Wanderer attacks after.