2v2 Singles, LC Pokémon only
2 day DQ
3 substitutions
Training items on, all abilities active
Switch OK
Infinite recoveries, infinite chills
ARENA THEME: CORRUPT WORKSHOP
2 day DQ
3 substitutions
Training items on, all abilities active
Switch OK
Infinite recoveries, infinite chills
ARENA THEME: CORRUPT WORKSHOP
"Something strange...distortion! What's this?! The Colosseum...!"
Uh-oh, it seems something's glitching out here like, Arceus forbid, a Vinesauce stream. Here's the deal: each round nets a strike, and for every three strikes rounds, something happens which affects either the arena or both fighters. Careful, because this is what could happen!
Field RNG 000 to 127: Nothing happens.
Field RNG 128 to 134: Both sides get poisoned. Poison types, Steel types, and Pokémon bearing Immunity need not apply.
Field RNG 135: Both sides suffer from Toxic poisoning. Poison types, Steel types, and Pokémon bearing Immunity need not apply.
Field RNG 136 to 143: Both sides are faced with the Yawn effect. Pokémon bearing Insomnia, Sweet Veil, and Vital Spirit need not apply.
Field RNG 144 to 151: Both sides get burnt. Fire types and Pokémon bearing Water Veil need not apply.
Field RNG 152 to 159: Both sides get Taunted for three actions.
Field RNG 160 to 167: Both sides get paralyzed. Electric types and Pokémon bearing Limber need not apply.
Field RNG 168 to 175: Both sides get confused. Pokémon bearing Own Tempo need not apply.
Field RNG 176 to 183: Rain is summoned for five turns.
Field RNG 184 to 191: Intense sunlight is summoned for five turns.
Field RNG 192 to 199: A sandstorm brews for five turns.
Field RNG 200 to 207: Hail is summoned for five turns.
Field RNG 208 to 215: Trick Room activates for five turns.
Field RNG 216 to 223: Wonder Room activates for five turns.
Field RNG 224 to 231: The Pokémon out at the exact moment get their functioning abilities randomized for three actions, after which said abilities go back to the way they should be.
Field RNG 232 to 235: The Pokémon out at the exact moment each get their Attack boosted by one stage.
Field RNG 236 to 239: The Pokémon out at the exact moment each get their Defense boosted by one stage.
Field RNG 240 to 243: The Pokémon out at the exact moment each get their Speed boosted by one stage.
Field RNG 244 to 247: The Pokémon out at the exact moment each get their Special Attack boosted by one stage.
Field RNG 248 to 251: The Pokémon out at the exact moment each get their Special Defense boosted by one stage.
Field RNG 252 to 255: The Pokémon out at the exact moment each get their accuracy boosted by one stage.
Uh-oh, it seems something's glitching out here like, Arceus forbid, a Vinesauce stream. Here's the deal: each round nets a strike, and for every three strikes rounds, something happens which affects either the arena or both fighters. Careful, because this is what could happen!
Field RNG 000 to 127: Nothing happens.
Field RNG 128 to 134: Both sides get poisoned. Poison types, Steel types, and Pokémon bearing Immunity need not apply.
Field RNG 135: Both sides suffer from Toxic poisoning. Poison types, Steel types, and Pokémon bearing Immunity need not apply.
Field RNG 136 to 143: Both sides are faced with the Yawn effect. Pokémon bearing Insomnia, Sweet Veil, and Vital Spirit need not apply.
Field RNG 144 to 151: Both sides get burnt. Fire types and Pokémon bearing Water Veil need not apply.
Field RNG 152 to 159: Both sides get Taunted for three actions.
Field RNG 160 to 167: Both sides get paralyzed. Electric types and Pokémon bearing Limber need not apply.
Field RNG 168 to 175: Both sides get confused. Pokémon bearing Own Tempo need not apply.
Field RNG 176 to 183: Rain is summoned for five turns.
Field RNG 184 to 191: Intense sunlight is summoned for five turns.
Field RNG 192 to 199: A sandstorm brews for five turns.
Field RNG 200 to 207: Hail is summoned for five turns.
Field RNG 208 to 215: Trick Room activates for five turns.
Field RNG 216 to 223: Wonder Room activates for five turns.
Field RNG 224 to 231: The Pokémon out at the exact moment get their functioning abilities randomized for three actions, after which said abilities go back to the way they should be.
Field RNG 232 to 235: The Pokémon out at the exact moment each get their Attack boosted by one stage.
Field RNG 236 to 239: The Pokémon out at the exact moment each get their Defense boosted by one stage.
Field RNG 240 to 243: The Pokémon out at the exact moment each get their Speed boosted by one stage.
Field RNG 244 to 247: The Pokémon out at the exact moment each get their Special Attack boosted by one stage.
Field RNG 248 to 251: The Pokémon out at the exact moment each get their Special Defense boosted by one stage.
Field RNG 252 to 255: The Pokémon out at the exact moment each get their accuracy boosted by one stage.
War Anvil's team:
Chimchar [] [BlaziKEK]
Types: Fire
Abilities: Blaze / Iron Fist (H)
Nature: Lonely (+1 Atk, -1 Def)
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 61
Size Class: 1
Weight Class: 1
Base Rank Total: 2 HP + 2 Atk + 2 Def + 2 SpA + 2 SpD + 3 Spe = 13
EC: 1/9
MC: 0
AC: 1/5
Attacks:
Level Up
Leer, Scratch, Ember, Taunt, Fury Swipes, Flame Wheel, Nasty Plot, Torment, Facade
Egg
Blaze Kick, Double Kick, Encore, Fake Out, Focus Punch, Thunder Punch
TM/HM
Protect, Return, Low Sweep, Incinerate, U-turn, Secret Power
Drifloon [] [Lisa Lisa]
Types: Ghost/Flying
Abilities: Aftermath / Unburden / Flare Boost (H)
Nature: Naive (Spe*1.15, +15% accuracy, -1 SpD)
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 81 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 3 HP + 2 Atk + 2 Def + 2 SpA + 2 SpD + 3 Spe = 14
EC: 2/6
MC: 0
AC: 1/5
Attacks:
Level Up
Constrict, Minimize, Astonish, Gust, Focus Energy, Payback, Ominous Wind, Hex, Stockpile
Egg
Body Slam, Destiny Bond, Haze, Hypnosis, Memento, Tailwind
TM/HM
Toxic, Protect, Psychic, Round, Gyro Ball, Confide
Agender Nerd's team:
Happiny [Azubuike] (female)
Types: Normal
Abilities:
Natural Cure / Serene Grace / Friend Guard (H)
Nature: Quiet (+1 SpA, -4 Spe, -10 Evasion)
Stats:
HP: 110
Atk: 1
Def: 1
SpA: 2 (+)
SpD: 3
Spe: 26 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
AC: 0/5
Attacks: 15
Level Up: 5
Pound
Charm
Copycat
Refresh
Sweet Kiss
Egg: 5
Counter
Endure
Gravity
Metronome
Mud Bomb
TM/HM: 5
Return
Protect
Shadow Ball
Substitute
Thunder Wave
Baltoy [Rune] (Genderless)
Types: Ground/Psychic
Abilities:
Levitate
Nature: Quiet (+ 1 SpA, - 8 Spe, - 10 Evasion)
Stats:
HP: 90
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 3
Spe: 47 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
AC: N/A
Attacks: 21
Level Up: 11
Harden
Confusion
Rapid Spin
Mud-Slap
Heal Block
Rock Tomb
Psybeam
Ancient Power
Power Trick
Cosmic Power
Self Destruct
TM/HM: 5
Dazzling Gleam
Ice Beam
Protect
Psyshock
Substitute
Tutor: 5
Endure
Magic Coat
Mimic
Signal Beam
Wonder Room
War Anvil sends out and equips.
Agender Nerd sends out, equips, and orders.
War Anvil orders.
I ref.