NUMBER OF POKEMON: 2v2 BATTLE TYPE: Singles RECOVERIES: Two Recovers per Pokemon | Five Chills per Pokemon SWITCH: Switch=KO ITEMS: Items OFF ABILITIES: All Abilities The ASB Tournament Arena Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle. Athenodoros Poseidon the Swampert (Move your mouse to reveal the content) Poseidon the Swampert (open) Poseidon the Swampert (close) Male Swampert (*), "Poseidon" Nature: Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks. Adds * to Attack. Type: Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1). 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 Abilities: Torrent - (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14) Damp (DW) - (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. HP: 100 Atk: ***** (+) Def: *** SpA: *** SpD: *** Spe: 52 (-) EC: Fully Evolved MC: 0 DC: Unlocked Attacks: -Tackle (*) -Growl (*) -Mud-slap (*) -Water Gun (*) -Bide (*) -Foresight (*) -Mud Sport (*) -Counter (*) -Mirror Coat (*) -Avalanche (*) -Surf (*) -Rain Dance (*) -Waterfall (*) -Toxic -Earthquake -Ice Beam -Hammer Arm -Focus Blast -Stone Edge -Substitute -Scald -Hydro Cannon -Yawn -Protect Astraea the Starmie (Move your mouse to reveal the content) Astraea the Starmie (open) Astraea the Starmie (close) Starmie, "Astraea" Nature: Modest - Attack decreased by *, Special Attack increased by * Type: Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1). 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Abilities: Illuminate - (Can be activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash. Natural Cure - (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out. Analytic - (Can be enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. HP: 90 Atk: ** (-) Def: *** SpA: ***** (+) SpD: *** Spe: 115 EC: Fully Evolved MC: 0 DC: Unlocked Attacks: -Tackle -Harden -Water Gun -Rapid Spin -Recover -Camouflage -Swift -Minimize -Power Gem -Hydro Pump -Psychic -Thunderbolt -Ice Beam -Signal Beam -Magic Coat -Pain Split -Confuse Ray -Skill Swap -Grass Knot -Light Screen -Reflect -Thunder Wave -Rain Dance -Bide -Teleport Dummy007 Neville the Colossoil (Move your mouse to reveal the content) Neville the Colossoil (open) Neville the Colossoil (close) Colossoil(*) [Neville] (M) Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense) Typing: Dark/Ground 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. 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. Abilities: Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Guts: (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. Pressure (DW): (Innate) (UNLOCKED) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. Stats: HP: 120 Atk: Rank 5 Def: Rank 2(-) SpA: Rank 4(+) SpD: Rank 3 Spe: 95 EC: 6/6 MC: 0 DC: 5/5 Attacks: Leer(*) Tackle(*) Mud Shot(*) Rapid Spin(*) Bubblebeam(*) Mud Bomb(*) Pursuit(*) Dark Pulse Crunch Dig Peck(*) Horn Attack(*) Bite(*) Magnitude(*) Bounce Megahorn Sucker Punch(*) Earth Power(*) Water Spout(*) Earthquake(*) Payback(*) U-Turn(*) Stone Edge Taunt Ron the Whimsicott (Move your mouse to reveal the content) Ron the Whimsicott (open) Ron the Whimsicott (close) Whimsicott [Ron] (M) Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack) Typing: Grass 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: Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Stats: HP: 100 Atk: Rank 2(-) Def: Rank 3 SpA: Rank 3 SpD: Rank 4(+) Spe: 116 EC: 6/6 MC: 0 DC: 1/5 Attacks: Absorb(*) Growth(*) Leech Seed(*) Stun Spore(*) Mega Drain(*) Cotton Spore(*) Razor Leaf(*) PoisonPowder(*) Giga Drain Tailwind Encore(*) Fake Tears(*) GrassWhistle(*) Toxic(*) Taunt(*) Substitute(*) Coin flip is up...and Athenodoros is the first to send out a Pokemon! Good luck, you two, and may the best battler win!