Ah yes, the first of many... many... many puns due to Victory being in your name. You will soon find that many refs in ASB are uncreative with titles, and will almost always resort of awful puns.
And its time to screw fluff and get to the battle!
Ventus sends out his first mon
Lou sends out his first mon and orders
Ventus orders
I ref
Freshmon Battle
2vs2 Singles
3 Day DQ
Items = Training
Switch = OK
Abilities = All
Since neither of you specified, let's go with the standard 2 subs and 2 recovers/5 chills. Now let's see what you guys brought!I'll take the above.
ASB Arena, no frills or tricks.
LouisCyphre said:[a]Staryu[/a][a]Yanma[/a]
Staryu ф - Lustre
Nature: Timid (Spe +13, Accuracy +23%, Atk: -1)
Type: Water
Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Illuminate - (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
Natural Cure - (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
(DW) Analytic - (Dormant) - (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
(Additiona Trait) Levitate Command - (Trait) [Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None] — The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Height Class: 2
Weight Class: 3
BRT: 14
EC: 5 / 6
MC: 0
DC: 0 / 5
13 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Rapid Spin, Tackle
Special Moves - Aurora Beam, Scald, Swift, Thunder, Water Gun
Status Moves - Barrier, Camouflage, Harden, Rain Dance, Recover, Supersonic
Lustre mostly keeps to itself; distancing itself from people and other Pokémon. Even when battling, this Pokémon's hesitation to act rashly is evident; Lustre only attacks in the most favorable, or conversly the most dire situations.
Yanma - Red Leader
Nature: Timid (Spe +15, Accuracy +28%, Atk: -1)
Type: Bug / Flying
Bug Type - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying Type - 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:
Speed Boost - (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Compoundeyes - (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
(DW) Frisk - (Dormant) - (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 110 (+)
Height Class: 2
Weight Class: 3
BRT: 16
EC: 5 / 6
MC: 0
DC: 0 / 5
14 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Feint, Pursuit, Quick Attack, Tackle, U-turn
Special Moves - Psychic, SolarBeam, SonicBoom
Status Moves - Detect, Double Team, Foresight, Hypnosis, Supersonic, Whirlwind
Having ditched a formation of fellow Yanma, Red Leader has to keep a low profile and make sure he isn't found by is siblings. That may be hard in the hands of a trainer, but if he manages to make a name for himself, he should be able to take on his siblings anyway.
I will not be evolving mid-battle.
I just c/p'd from the other battle, but just for future reference, putting your Pokemon in hide tags when you PM them to the ref is easier for everyone.VentusVictory said:
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
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
And its time to screw fluff and get to the battle!
Ventus sends out his first mon
Lou sends out his first mon and orders
Ventus orders
I ref