Hi all and welcome to this beautiful day at the ASB arena, the sun is beating down on the spectator stands, not a cloud in the sky. The grass slowly rippling in the light wind. A group of Starly is flying overhead. This truly is a great day for a battle.
Topher's Mons
Hippopotas [BIG BERTHA] (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Sand Stream (Innate): When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.
Sand Force (Innate; DW LOCKED): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 27 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 15
EC: 2/6
MC: 2
DC: 1/5
Attacks:
Tackle
Sand-Attack
Bite
Yawn
Take Down
Dig
Sand Tomb
Body Slam
Curse
Revenge
Slack Off
Stockpile
Roar
Earthquake
Return
Attract
Rock Slide
Poliwag [Frogger] (M)
Nature: Mild (+1 SpA, -1 Def)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Absorb (Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Damp (Innate: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim: (Innate; DW LOCKED): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 1/9
MC: 2
DC: 1/5
Attacks:
Water Sport
Bubble
Hypnosis
Water Gun
DoubleSlap
Rain Dance
Body Slam
BubbleBeam
Encore
Endure
Ice Ball
Mud Shot
Water Pulse
Ice Beam
Psychic
Double Team
Scald
Substitute
Oddish [Not Odd] (F)
Nature: Calm (+1 SpD, -1 Atk)
Type: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Run Away (Innate; DW LOCKED): 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 1/9
MC: 2
DC: 1/5
Attacks:
Absorb
Sweet Scent
Acid
PoisonPowder
Stun Spore
Sleep Powder
Mega Drain
Lucky Chant
After You
Ingrain
Nature Power
Synthesis
Teeter Dance
Toxic
Venoshock
Sunny Day
Double Team
Energy Ball
Houndour [Ardora] (F)
Nature: Lonely (+1 Attack, -1 Defense)
Type: Dark/Fire
Dark: 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.
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 bushfire areas.
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.
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.
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 3/6
MC: 0
DC: 2/5
Attacks:
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Fire Fang
Thunder Fang
Fire Spin
Nasty Plot
Feint
Flamethrower
Substitute
Rest
Shadow Ball
Sludge Bomb
Flame Charge
Protect
Necturine [Neptune] (F)
Nature: Lonely (+1 Attack, -1 Defense)
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:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 3
Spe: 51
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Giga Drain
Gravity
Leaf Blade
Sketch
Future Sight
Shadow Ball
Energy Ball
Torment
Sunny Day
Solar Beam
Pain Split
Power Whip
Synthesis
Rules said:2vs2 LC singles
Training Items
All Abilities
ASB Arena
2 Recoveries / 5 Chills
2 Subs
2 Day DQ
Switch=OK
Topher's Mons
Hippopotas [BIG BERTHA] (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Sand Stream (Innate): When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.
Sand Force (Innate; DW LOCKED): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 27 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 15
EC: 2/6
MC: 2
DC: 1/5
Attacks:
Tackle
Sand-Attack
Bite
Yawn
Take Down
Dig
Sand Tomb
Body Slam
Curse
Revenge
Slack Off
Stockpile
Roar
Earthquake
Return
Attract
Rock Slide
Poliwag [Frogger] (M)
Nature: Mild (+1 SpA, -1 Def)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Absorb (Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Damp (Innate: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim: (Innate; DW LOCKED): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 1/9
MC: 2
DC: 1/5
Attacks:
Water Sport
Bubble
Hypnosis
Water Gun
DoubleSlap
Rain Dance
Body Slam
BubbleBeam
Encore
Endure
Ice Ball
Mud Shot
Water Pulse
Ice Beam
Psychic
Double Team
Scald
Substitute
Oddish [Not Odd] (F)
Nature: Calm (+1 SpD, -1 Atk)
Type: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Run Away (Innate; DW LOCKED): 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 1/9
MC: 2
DC: 1/5
Attacks:
Absorb
Sweet Scent
Acid
PoisonPowder
Stun Spore
Sleep Powder
Mega Drain
Lucky Chant
After You
Ingrain
Nature Power
Synthesis
Teeter Dance
Toxic
Venoshock
Sunny Day
Double Team
Energy Ball
Bec's Mons
Houndour [Ardora] (F)
Nature: Lonely (+1 Attack, -1 Defense)
Type: Dark/Fire
Dark: 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.
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 bushfire areas.
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.
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.
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 3/6
MC: 0
DC: 2/5
Attacks:
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Fire Fang
Thunder Fang
Fire Spin
Nasty Plot
Feint
Flamethrower
Substitute
Rest
Shadow Ball
Sludge Bomb
Flame Charge
Protect
Necturine [Neptune] (F)
Nature: Lonely (+1 Attack, -1 Defense)
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:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 3
Spe: 51
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Giga Drain
Gravity
Leaf Blade
Sketch
Future Sight
Shadow Ball
Energy Ball
Torment
Sunny Day
Solar Beam
Pain Split
Power Whip
Synthesis
Order said:Topher Sends out
Bec Sends out and Orders
Topher Orders
I Ref
Let the Battle... BEGIN!