Heaven or Hell... Sorry, no fancy prose here either. :( RULES Battle Type: 2v2 Doubles DQ Time: 2 Days (48 hour period) Restoration: 2 Recoveries/5 Chills Substitutions: Two Items: Training Abilities: All Music: TBA Arena: Mr. Heefloot's Magical Type Shop Mr. Heefloot's Magical Type Shop (Move your mouse to reveal the content) Mr. Heefloot's Magical Type Shop (open) Mr. Heefloot's Magical Type Shop (close) Field Type = Neutral Complexity = Moderate Format = Eh, whatever No Restrictions on anything Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions. The arena is nothing special, but Mr.Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.0), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .29). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs! Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff. Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label. Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type. Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual. Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item. Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss. Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head. Torch: Light up your favorite pal, and voila! Instant fire-type! Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast... Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone! Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin. Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train? Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier. Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills. Rusty Ghostbuster: Even Mr.Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon! Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested. Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are a well-trained strongmon. waterwarrior OO Houdin the Alakazam (Move your mouse to reveal the content) Houdin the Alakazam (open) Houdin the Alakazam (close) Alakazam* (Houdin) Male ♫ Nature: Timid (-Atk, +Spe, +22% accuracy) Type: 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: Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner. 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. Magic Guard (DW ability- UNLOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 5 SpD: Rank 3 Spe: 138 (120x1.15) (+) Size Class: 3 Weight Class: 3 Base Rank Total: 18 EC: 9/9 MC: 0 DC: 5/5 Attacks: (77/ 94 total moves) Physical: Counter Dig Drain Punch DynamicPunch Fire Punch* Foul Play Ice Punch Knock Off Psycho Cut Seismic Toss Thief ThunderPunch Zen Headbutt Special: Charge Beam Confusion Dream Eater Energy Ball Focus Blast Future Sight Grass Knot Hidden Power Fire (7) Hyper Beam Psybeam Psychic* Psyshock* Round Shadow Ball* Signal Beam Tri Attack Zap Cannon Status: Ally Switch Attract Barrier Bide Calm Mind Disable Double Team Encore* Endure Embargo Flash Gravity Guard Swap* Guard Split Kinesis Light Screen Magic Coat Magic Room Metronome Mimic Miracle Eye Nightmare Power Trick Protect Psych Up Rain Dance Recover Recycle Reflect Rest Role Play Safeguard Skill Swap Sleep Talk Snatch Substitute Sunny Day Swagger Taunt Telekinesis Teleport* Thunder Wave Torment Toxic Trick Trick Room Wonder Room Frozone the Shellder (Move your mouse to reveal the content) Frozone the Shellder (open) Frozone the Shellder (close) Shellder (Frozone) Male Nature: Lonely (+Atk, -Def) Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Skill Link: (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3) Overcoat (DW ability- LOCKED): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1). Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 3 (-) SpA: Rank 2 SpD: Rank 1 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 14 EC: 2/6 MC: 0 DC: 1/5 Attacks: (17 moves total) Physical: Avalanche Clamp Dive Explosion Ice Shard Icicle Spear Payback Razor Shell Rock Blast Tackle Twineedle Special: Aurora Beam Status: Leer Protect Shell Smash Supersonic Withdraw VS. LockDown OO Colossoil (Move your mouse to reveal the content) Colossoil (open) Colossoil (close) Colossoil(*) [The Imprisoned] (M) Nature: Hardy (No effect on stats) Type: 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 6 per action Energy Cost to 5 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 UNLOCKED): (Innate) 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 3 SpA: Rank 3 SpD: Rank 3 Spe: 95 Size Class: 5 Weight Class: 10 Base Rank Total: 22 EC: 6/6 MC: 1 DC: 5/5 Attacks: Drill Run Peck Leer Tackle Horn Attack Bubblebeam Bite Rapid Spin Body Slam Bounce Dig Muddy Water Pursuit Crunch Megahorn Sucker Punch Thunder Fang Water Spout Fake Out Earthquake Facade Snarl Rock Slide Taunt Protect U-turn Mantyke (Move your mouse to reveal the content) Mantyke (open) Mantyke (close) Mantyke(*) [Two-Face] (M) Nature: Bold (+1 Def, -1 Atk) Type: Water/Flying Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: 90 Atk: Rank 0 (-) Def: Rank 3 (+) SpA: Rank 2 SpD: Rank 5 Spe: 50 Size Class: 2 Weight Class: 4 Base Rank Total: 14 EC: 4/6 MC: 0 DC: 4/5 Abilities: Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain. Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only receives 25% of the damage that attack would do to itself. Water Veil(DW)(Locked): (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns. Attacks: Tackle Bubble Supersonic BubbleBeam Headbutt Agility Wing Attack Bounce Confuse Ray Wide Guard Water Pulse Hydro Pump Air Slash Mirror Coat Mud Sport Signal Beam Twister Hidden Power [Electric, 7] Ice Beam Scald Toxic Protect Surf Substitute Much like in waterwarrior's other match, both Houdin the Alakazam and Frozone the Shellder are both holding EXP. Shares. However, waterwarrior is free to equip his Pokemon with the magical items of Mr. Heefloot. waterwarrior sends out his Pokemon and enchants their types. LockDown sends out after, equips items, enchants their types, and attacks first. waterwarrior attacks after.