Frosty
=_=
VentusVictory said:Since my other challenge was canceled, I'm looking for a new one.
Freshmon Battle
2v2
Doubles
2 days DQ time
Abilities = All
Switch = KO
Items = Training
2 recovery moves, 5 chills
Arena: ASB Arena
2 Subs
Any takers?
Werewolfintophat said:Well, since I'm just starting, a freshmon battle is probably just what I need. I'll take you up VentusVictory.
VentusVictory said:Thanks for reffing!
Pokemon Team:
Cyndaquil (*) (Male)
Nature: Hasty (+15% Speed, +20% Accuracy, -1 Def)
Type: Fire
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 brushfire areas.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Flash Fire (DW): (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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 75 (65*1.15) (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC:0/5
Attacks:
Tackle
Leer
Smokescreen
Ember
Quick Attack
Flame Wheel
Defense Curl
Flare Blitz
Extrasensory
Nature Power
Dig
Aerial Ace
Wild Charge
Ventus was given Cyndaquil as a starter from Professor Elm, and to both of their surprise it was shiny when it hatched. Cyndaquil quickly grew affectionate towards Ventus and acts bravely in all circumstances, teaching itself Wild Charge shortly after hatching so that it could rival his Pachirisu. Cyndaquil is usually fair mannered, but it is slightly jealous of Pachirisu.
Pachirisu (*) (Male)
Nature: Timid (+15% Speed, +15% Accuracy, -1 Atk)
Type: Electric
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.
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.
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas.
Volt Absorb (DW): (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 110 (95*1.15) (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 15
EC: N/A
MC: 0
DC: 0/5
Attacks:
Growl
Bide
Quick Attack
Charm
Spark
Endure
Swift
Electro Ball
Sweet Kiss
Charge
Fake Tears
Iron Tail
Grass Knot
Double Team
Light Screen
Pachirisu is a Pokemon that Ventus played with during his childhood. When he officially became a trainer, Pachirisu joined him shortly after receiving his starter. Pachirisu is energetic and was uncontrollable by anyone other than Ventus, but it snaps into focus when a battle begins. Pachirisu tends to stay out of it's Pokeball often and is to Ventus what Pikachu is to Ash. Even when Ventus battles without Pachirisu, Pachirisu tends to linger nearby the battlefield.
Order of Operations:Werewolfintophat said:Good afternoon, and thank you for doing this. This is my first game so hopefully I'm not doing anything too incorrectly.
Riolu (*) [Vex] (F)
Nature: Hasty (+15% Speed, +12% Accuracy, -1 Def)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Abilites:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokémon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
EC: 0
MC:0
DC:0
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Speed:69 (+)
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Copycat?
Screech
Hi Jump Kick
Bullet Punch
Iron Defense
Drain Punch
Shadow Claw
Swords Dance
Monohm (*) [Squall] (M)
Nature: Quiet (+1 SpA, -15% Speed and -10% Evasion)
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.
Size Class: 1
Weight Class: 2
Base Rank Total: 14
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.
EC:0
MC:0
DC:0
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 52
Attacks:
Tackle
Growl
Leer
Thundershock
Charge
Rain Dance
Twister
Spark
Heal Bell
Hydro Pump
Dragon Breath
Thunder
Ice beam
Volt Switch
Nohface (*) [Geist] (M)
Nature: Quirky (No Change)
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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.
Size Class: 1
Weight Class: 3
Base Rank Total: 13
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
EC:0
MC:0
DC:0
Stats:
HP:100
Atk: Rank 2
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 10
Attacks:
Tackle
Iron Defense
Lick
Leer
Faint Attack
Shadow Sneak
Curse
Meteor Mash
Yawn
Feather Dance
Will-o-Wisp
Taunt
Substitute
VentusVictory sends out Pokemon (automatic, no post needed)
Werewolfintophat picks 2 pokemon and gives them orders
VentusVictory gives orders
I Ref.