Two Trainers squared off in one of a grand multitude of Tournament Arenas, for what would surely be one of the best matches of the round. One participant was Flamestrike, a relatively inexperienced Trainer with levels of experience and power uncanny for his short tenure here. The other was It's_A_Random, a Trainer who, along with his Pokemon, has been growing since the League's inception. This battle would surely be one for the ages. An official, clothed in white-and-yellow stripes and bearing two flags, strode onto the field and described the rules of the confrontation:
"All right, guys, I'm certain that you know the rules of the match from your victories in Round 1, but just to be certain (and for the benefit of the audience), here are the rules: Switching is prohibited, as is the use of items. Each Pokemon may only use a direct recovery move twice and may only use Chills five times. Finally, Pokemon can use every ability available to them simultaneously. With this coin flip, we'll decide who moves first: Heads for Flamestrike, Tails for It's_A_Random."
With that, the referee flipped the coin up in the air, end over end. Its descent was greeted by total silence from the audience - the referee walked over and announced:
"Tails! It's_A_Random will be moving first! You'll see on the display screens data for each Trainer's Pokemon. Now, Trainers, let the battle begin!"
Once the referee moved back to his box, the two Trainers each released their Pokemon: Flamestrike his Golurk and It's_A_Random his Gastrodon. Surely, an epic battle was sure to ensue!
Golurk(*) - Shadowstrike(U)
Nature: Adamant (Adds one Rank to Attack; Subtracts one Rank from Special Attack)
Type: Ground/Ghost
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.
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:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Stats:
HP: 90
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Pound(*)
Astonish(*)
Defense Curl(*)
Mud-Slap(*)
Rollout(*)
Shadow Punch(*)
Iron Defense(*)
Mega Punch(*)
Magnitude(*)
Earthquake(*)
Hammer Arm(*)
Focus Punch(*)
DynamicPunch
Rock Slide(*)
Return(*)
Rock Polish(*)
Protect
Fly
Cyclohm - Shockstrike (M)
Nature: Modest (Adds one Rank to Special Attack; Subtracts one Rank from Attack)
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 Hyper Beam and Giga Impact without losing focus.
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.)
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.
Sheer Force (DW): (Can be Enabled) 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.
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Weather Ball
Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Double Hit
Spark
Sonicboom
Slack Off
Hurricane
Heal Bell
Hydro Pump
Magnet Rise
Draco Meteor
Sunny Day
Ice Beam
Thunderbolt
Thunder
Fire Blast
Volt Change
Gastrodon Sleast (M)
Nature: Quiet (NC)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW Unlocked): (Innate) 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 two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire 7)
Rain Dance
Recover
Body Slam
Yawn
Stockpile
Sludge
Surf
Ice Beam
Toxic
Scald
Sandstorm
Earth Power
Gliscor(*) Capers (M)
Nature: Impish
Type:
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
EC: 6/6
MC: 1+4
DC: 5/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
X-Scissor
U-Turn
Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Night Slash*
Agility*
Baton Pass*
Earthquake*
Rock Slide*
Swords Dance*
Sandstorm
Brick Break
Taunt
Aqua Tail
"All right, guys, I'm certain that you know the rules of the match from your victories in Round 1, but just to be certain (and for the benefit of the audience), here are the rules: Switching is prohibited, as is the use of items. Each Pokemon may only use a direct recovery move twice and may only use Chills five times. Finally, Pokemon can use every ability available to them simultaneously. With this coin flip, we'll decide who moves first: Heads for Flamestrike, Tails for It's_A_Random."
With that, the referee flipped the coin up in the air, end over end. Its descent was greeted by total silence from the audience - the referee walked over and announced:
"Tails! It's_A_Random will be moving first! You'll see on the display screens data for each Trainer's Pokemon. Now, Trainers, let the battle begin!"
Once the referee moved back to his box, the two Trainers each released their Pokemon: Flamestrike his Golurk and It's_A_Random his Gastrodon. Surely, an epic battle was sure to ensue!
Golurk(*) - Shadowstrike(U)
Nature: Adamant (Adds one Rank to Attack; Subtracts one Rank from Special Attack)
Type: Ground/Ghost
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.
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:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Stats:
HP: 90
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Pound(*)
Astonish(*)
Defense Curl(*)
Mud-Slap(*)
Rollout(*)
Shadow Punch(*)
Iron Defense(*)
Mega Punch(*)
Magnitude(*)
Earthquake(*)
Hammer Arm(*)
Focus Punch(*)
DynamicPunch
Rock Slide(*)
Return(*)
Rock Polish(*)
Protect
Fly
Cyclohm - Shockstrike (M)
Nature: Modest (Adds one Rank to Special Attack; Subtracts one Rank from Attack)
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 Hyper Beam and Giga Impact without losing focus.
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.)
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.
Sheer Force (DW): (Can be Enabled) 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.
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Weather Ball
Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Double Hit
Spark
Sonicboom
Slack Off
Hurricane
Heal Bell
Hydro Pump
Magnet Rise
Draco Meteor
Sunny Day
Ice Beam
Thunderbolt
Thunder
Fire Blast
Volt Change
Gastrodon Sleast (M)
Nature: Quiet (NC)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW Unlocked): (Innate) 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 two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire 7)
Rain Dance
Recover
Body Slam
Yawn
Stockpile
Sludge
Surf
Ice Beam
Toxic
Scald
Sandstorm
Earth Power
Gliscor(*) Capers (M)
Nature: Impish
Type:
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
EC: 6/6
MC: 1+4
DC: 5/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
X-Scissor
U-Turn
Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Night Slash*
Agility*
Baton Pass*
Earthquake*
Rock Slide*
Swords Dance*
Sandstorm
Brick Break
Taunt
Aqua Tail