Hey guys whats up. You ready to battle?
Here's the rules of todays battles
Arena:
And finally, the Teams:
VFXCross:
Klink [Shift]
Nature: Adamant (+1 Atk, -1 SpAtk)
Type:
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.
Abilities:
Plus (Innate): This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Minus (Innate): This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Clear Body (DW) (Innate) [LOCKED]: This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpAtk: Rank 1 (-)
SpDef: Rank 2
Spd: 30
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 1/9
MC: 2
DC: 1/5
Attacks:
Level-Up
Vicegrip
Charge
Thundershock
Gear Grind
Bind
Charge Beam
Metal Sound
Shift Gear
BW TMs
Return
Volt Switch
Thunder Wave
Number of moves: 11
Archen [Granmarg] (M)
Nature: Jolly (+15% Spe, +15% Acc, -1 SpA)
Type:
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability:
Defeatist (Innate):
The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 81 (70*1.15 ^)
Accuracy: +15%
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 0/6
MC: 0
Attacks:
Level-Up:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Agility
Quick Guard
Egg Moves:
Head Smash
Steel Wing
Dragon Pulse
B/W TMs:
Earthquake
Swords Dance
U-Turn
Number of Moves: 16
Deerling* [Daphne] (F)
Nature: Jolly (+15% Speed, +18% Accuracy, -1 SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Chlorophyl (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper (Innate): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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.
Serene Grace (DW) (Innate) [LOCKED]: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 87 (75*1.15^)
+18% Accuracy
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Level Up:
Tackle*
Camouflage*
Growl*
Sand-Attack*
Double Kick*
Leech Seed*
Faint Attack*
Take Down*
Jump Kick*
Egg Moves:
Agility*
Baton Pass*
Synthesis*
BW TMs:
Thunder Wave*
Wild Charge*
Work Up*
Return
Number of Moves: 16
waterwarrior:
Good Luck to both of you!
VFX Sends out his Team
waterwarrior sends his out and chooses attacks
VFX attacks
Here's the rules of todays battles
You ready for this?
3v3 NFE Singles
3 Day DQ/5 Day Ref DQ
5 Chills/5 Recovers per team
And the Arena:For my debut, I shall accept this challenge!
Switch = KO
Abilities = All
Items = none
Arena:
The battlers have been transported to the world of movies! Out of nowhere, each trainer has been granted a V-Watch to use in their coming conflict. At the start of their orders, the trainer may declare the use of a VFX Power in addition to their pokemon's attacks. VFX Powers have a Priority Level of 9001, and each Trainer can use each power once before the watch needs to be recharged. (By having your pokemon give up an action to charge the watch.)
VFX Slow: Your pokemon begins to move slower, while the attack power of their moves seem to increase. When under the effects of VFX Slow, your pokemon will have a priority drop of (2) in all of their moves in exchange for any attack they use this turn to have a flat increase in damage. (Attacks will always do 5 more damage than what is calculated.) VFX slow can also be used once in the round where it is activated to dodge an attack without fail. If this dodge ability is used, the effects of the user's VFX slow will disappear for the rest of that round.
Mach Speed: Using the power of the watch, your pokemon begins to move at increased speeds, increasing the priority level of any move they use by (2) for the duration of this round. In addition, any physical hits incurred under the effects of Mach Speed have a 30% Chance to burn the target.
Zoom In: The camera zooms in to catch the exact moment when your pokemon's attacks make contact, causing each move used this round to result in a Critical Hit. In addition, moves with secondary effects have a 100% chance of those effects occurring under the Zoom In power.
VFX Slow: Your pokemon begins to move slower, while the attack power of their moves seem to increase. When under the effects of VFX Slow, your pokemon will have a priority drop of (2) in all of their moves in exchange for any attack they use this turn to have a flat increase in damage. (Attacks will always do 5 more damage than what is calculated.) VFX slow can also be used once in the round where it is activated to dodge an attack without fail. If this dodge ability is used, the effects of the user's VFX slow will disappear for the rest of that round.
Mach Speed: Using the power of the watch, your pokemon begins to move at increased speeds, increasing the priority level of any move they use by (2) for the duration of this round. In addition, any physical hits incurred under the effects of Mach Speed have a 30% Chance to burn the target.
Zoom In: The camera zooms in to catch the exact moment when your pokemon's attacks make contact, causing each move used this round to result in a Critical Hit. In addition, moves with secondary effects have a 100% chance of those effects occurring under the Zoom In power.
And finally, the Teams:
VFXCross:
Klink [Shift]
Nature: Adamant (+1 Atk, -1 SpAtk)
Type:
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.
Abilities:
Plus (Innate): This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Minus (Innate): This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Clear Body (DW) (Innate) [LOCKED]: This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpAtk: Rank 1 (-)
SpDef: Rank 2
Spd: 30
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 1/9
MC: 2
DC: 1/5
Attacks:
Level-Up
Vicegrip
Charge
Thundershock
Gear Grind
Bind
Charge Beam
Metal Sound
Shift Gear
BW TMs
Return
Volt Switch
Thunder Wave
Number of moves: 11
Archen [Granmarg] (M)
Nature: Jolly (+15% Spe, +15% Acc, -1 SpA)
Type:
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Ability:
Defeatist (Innate):
The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 81 (70*1.15 ^)
Accuracy: +15%
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 0/6
MC: 0
Attacks:
Level-Up:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Agility
Quick Guard
Egg Moves:
Head Smash
Steel Wing
Dragon Pulse
B/W TMs:
Earthquake
Swords Dance
U-Turn
Number of Moves: 16
Deerling* [Daphne] (F)
Nature: Jolly (+15% Speed, +18% Accuracy, -1 SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Chlorophyl (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper (Innate): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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.
Serene Grace (DW) (Innate) [LOCKED]: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 87 (75*1.15^)
+18% Accuracy
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Level Up:
Tackle*
Camouflage*
Growl*
Sand-Attack*
Double Kick*
Leech Seed*
Faint Attack*
Take Down*
Jump Kick*
Egg Moves:
Agility*
Baton Pass*
Synthesis*
BW TMs:
Thunder Wave*
Wild Charge*
Work Up*
Return
Number of Moves: 16
waterwarrior:
[pimg]63[/pimg]
Abra* (Houdin) Male
Nature: Modest
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): (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:
Abra
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Teleport*
Encore*
Guard Swap*
Fire Punch*
Psychic*
Shadow Ball*
Psyshock*
Total Moves: 7
Abra* (Houdin) Male
Nature: Modest
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): (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:
Abra
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Teleport*
Encore*
Guard Swap*
Fire Punch*
Psychic*
Shadow Ball*
Psyshock*
Total Moves: 7
[pimg]258[/pimg]
Mudkip (Kippy) Male
Nature: Adamant
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle*
Growl*
Mud-Slap*
Water Gun*
Bide*
Foresight*
Mud Sport*
Avalanche*
Yawn*
Curse*
Waterfall*
Dig*
Rest*
Total moves: 13
Mudkip (Kippy) Male
Nature: Adamant
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle*
Growl*
Mud-Slap*
Water Gun*
Bide*
Foresight*
Mud Sport*
Avalanche*
Yawn*
Curse*
Waterfall*
Dig*
Rest*
Total moves: 13
[pimg]7[/pimg]
Squirtle (Squirts) Female
Nature: Timid
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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)
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 49 (43x1.15)
Accuracy boosted by 8 (49^2/290)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle*
Tail Whip*
Bubble*
Withdraw*
Water Gun*
Bite*
Rapid Spin*
Protect*
Water Pulse*
Aqua Ring*
Yawn*
Brine*
Surf*
Ice Beam*
Double Team*
Total Moves: 15
Squirtle (Squirts) Female
Nature: Timid
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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)
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 49 (43x1.15)
Accuracy boosted by 8 (49^2/290)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle*
Tail Whip*
Bubble*
Withdraw*
Water Gun*
Bite*
Rapid Spin*
Protect*
Water Pulse*
Aqua Ring*
Yawn*
Brine*
Surf*
Ice Beam*
Double Team*
Total Moves: 15
Good Luck to both of you!
VFX Sends out his Team
waterwarrior sends his out and chooses attacks
VFX attacks