Welcome one and all to a rather cryptic battlefield. Thousands of years ago, a great empire stretched across Central Johto, only to be demolished in subsequent wars. For years, the ruins of the ancient city were left undisturbed. Until now. Two brave explorers have descended into the ruins today to discover just what happened to those survivors who fled underground. But first, they're going to have to battle through each other to earn sole credit for the discovery. Who will rise to fame, and who will meet their ruin? Find out next, in this exclusive break from the History Channel's normal routine of WWII, the aliens, and Nostradamus. Scratch that, the only time the History Channel intends to do such a thing. So join us now for Alph: Towards the Unknown Conclusion.
4v4 triples
2 day DQ
1 recover, 5 chills
Switch = KO
One Ability
No Items
Arena: Ruins of Alph. A large underground chamber, so no Surf or weather. Any kind of damage done to the structure will anger the Unowns, who will proceed to hit anyboby they can reach with supereffective Hidden Powers.
Lyris1035:
Croconaw(*) [Fafnir] (M)
Nature: Lonely
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).
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)
Sheer Force: (Can Be Enabled)(DW locked)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.
Stats:
HP: 100
Atk: Rank 4 +
Def: Rank 2 -
SpA: Rank 3
SpD: Rank 3
Spe: 58
EC 7/9
MC 0
DC 5/5
Scratch(*)
Leer(*)
Water Gun(*)
Rage(*)
Bite(*)
Scary Face(*)
Ice Fang(*)
Flail(*)
Thrash(*)
Superpower
Aqua Jet(*)
Dragon Claw(*)
Dragon Dance(*)
Ice Punch
Waterfall(*)
Shadow Claw(*)
Rock Slide(*)
Ice Beam
Rain Dance
Sneasel Skadi (F)
Nature: Jolly (+Spe, - SAtk)
Type:
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.
Ice:Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Inner Focus:(Innate)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Keen Eye:(Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket:(Locked)This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 -
SpD: Rank 3
Spe: 132 +
EC 2/6
MC 0
DC 0/5
Attacks:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Ice Punch
Reflect
Counter
Aerial Ace
Dig
Double Team
Murkrow Muninn (M)
Nature: Relaxed (+Def, -Spe)
Type:
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.
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.
Abilities:
Insomnia:(Innate)This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck:(Innate)This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Prankster:(Locked)The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
HP: 90
Atk: Rank 3
Def: Rank 3 +
SpA: Rank 3
SpD: Rank 2
Spe: 79 -
EC 3/6
MC 0
DC 0/5
Peck
Astonish
Wing Attack
Night Shade
Assurance
Featherdance
Brave Bird
Roost
Psychic
Payback
Double Team
Eevee Mani (M)
Nature: Bold (+Def, -Atk)
Type:
Normal:Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
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.
Adaptability:(Innate)The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation:(Locked)This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
HP: 90
Atk: Rank 1 -
Def: Rank 3 +
SpA: Rank 2
SpD: Rank 3
Spe: 55
EC 3/6
MC 0
DC 0/5
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Detect
Tickle
Wish
Substitute
Shadow Ball
Double Team
LUPUSATER will send out his mons after we return from the break.
EDIT: POSITIONING DOES NOT MATTER. Seriously, that's getting way too complex.
4v4 triples
2 day DQ
1 recover, 5 chills
Switch = KO
One Ability
No Items
Arena: Ruins of Alph. A large underground chamber, so no Surf or weather. Any kind of damage done to the structure will anger the Unowns, who will proceed to hit anyboby they can reach with supereffective Hidden Powers.
Lyris1035:
Lupusater:
Servine (F)
Nature: Hasty (+15% Speed, +13% Accuracy, -1 Def)
Type: 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:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary (DW Unlocked): (Can be Enabled) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
Nature: Hasty
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 96 (83 * 1.15 = 95.45, which rounds up to 96.)(+)
EC: 4/9
MC: 1
DC: 5/5
Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Leaf Blade
Giga Drain
Gastro Acid
Leaf Storm
Grass Pledge
Mirror Coat
Captivate
Sweet Scent
Attract
Protect
Aerial Ace
Solarbeam
Axew [Kibago] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Dragon
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:
Mold Breaker (Innate): Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Rivalry (Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks 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).
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:
Nature: Adamant
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 57
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Taunt
Dragon Dance
Counter
Iron Tail
Reversal
Hone Claws
Dragon Claw
Swords Dance
Cubchoo Kumasyun (F)
Nature: Timid (+15% Speed, +5% Accuracy, -1 Atk)
Type: Ice
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities: Snow Cloak, Rattled
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Rattled (DW): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
Nature: Timid
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 46 (40 * 1.15 = 46) (+)
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Powder Snow
Growl
Bide
Icy Wind
Fury Swipes
Brine
Endure
Blizzard
Hail
Avalanche
Encore
Ice Punch
Hone Claws
Toxic
Frost Breath
[pimg]133[/pimg]
Eevee Evolia (F)
Nature: Modest (+1 SpA, -1 Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
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.
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Tail Whip
Tackle
Helping Hand
Sand-Attack
Growl
Quick Attack
Fake Tears
Synchronoise
Yawn
Shadow Ball
Attract
Retaliate
Croconaw(*) [Fafnir] (M)
Nature: Lonely
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).
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)
Sheer Force: (Can Be Enabled)(DW locked)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.
Stats:
HP: 100
Atk: Rank 4 +
Def: Rank 2 -
SpA: Rank 3
SpD: Rank 3
Spe: 58
EC 7/9
MC 0
DC 5/5
Scratch(*)
Leer(*)
Water Gun(*)
Rage(*)
Bite(*)
Scary Face(*)
Ice Fang(*)
Flail(*)
Thrash(*)
Superpower
Aqua Jet(*)
Dragon Claw(*)
Dragon Dance(*)
Ice Punch
Waterfall(*)
Shadow Claw(*)
Rock Slide(*)
Ice Beam
Rain Dance
Sneasel Skadi (F)
Nature: Jolly (+Spe, - SAtk)
Type:
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.
Ice:Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Inner Focus:(Innate)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Keen Eye:(Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket:(Locked)This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 -
SpD: Rank 3
Spe: 132 +
EC 2/6
MC 0
DC 0/5
Attacks:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Ice Punch
Reflect
Counter
Aerial Ace
Dig
Double Team
Murkrow Muninn (M)
Nature: Relaxed (+Def, -Spe)
Type:
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.
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.
Abilities:
Insomnia:(Innate)This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck:(Innate)This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Prankster:(Locked)The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
HP: 90
Atk: Rank 3
Def: Rank 3 +
SpA: Rank 3
SpD: Rank 2
Spe: 79 -
EC 3/6
MC 0
DC 0/5
Peck
Astonish
Wing Attack
Night Shade
Assurance
Featherdance
Brave Bird
Roost
Psychic
Payback
Double Team
Eevee Mani (M)
Nature: Bold (+Def, -Atk)
Type:
Normal:Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
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.
Adaptability:(Innate)The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation:(Locked)This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
HP: 90
Atk: Rank 1 -
Def: Rank 3 +
SpA: Rank 2
SpD: Rank 3
Spe: 55
EC 3/6
MC 0
DC 0/5
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Detect
Tickle
Wish
Substitute
Shadow Ball
Double Team
LUPUSATER will send out his mons after we return from the break.
EDIT: POSITIONING DOES NOT MATTER. Seriously, that's getting way too complex.