Woodchuck vs TravelLog
Arena: Aperture Science Mk. II
Every pokemon carries a portal gun. For 3 energy, the pokemon can fire either a yellow or a blue portal. Keep in mind that it takes one action to shoot one portal, so the first time you want to teleport something from place to place, you'll effectively need two actions.
Also, there are only two portals total for all of the pokemon as the portal guns are all on the same frequency :3 (therefore if you choose to shoot a yellow portal, and there is already one out, the yellow portal is moved)
Also, if the ref determines you come into range of one of the turrets, you take a 3 base power multihit Steel-type attack from Rank 3 Attack. (Refs should treat this as a Steel-type Icicle Spear, basically) The turrets do get STAB. Each turret has 40 base health btw (they are in the positions in the screenshot) but if you knock one over it becomes ineffective anyways. No move restriction, but no water supply.
PS: You starts in the big Red button!
Woodchuck's Team
Gible (*) [Artful Dodger] (Male)
Nature: Jolly (Decreases SpA by one rank and increases Speed by 1.15x as well as effectively increasing its accuracy by a flat 7)
Type: Dragon/Ground
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Sand Veil: Innate. This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 90
Atk: 3
Def: 2
SpA: 1 (-1)
SpD: 2
Spe: 49 (+)
Attacks:
Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Outrage
Iron Head
Body Slam
Earthquake
Stone Edge
Dragon Claw
Staryu [Starmory] (Genderless)
Nature: Timid (-Atk, +Spe, +22 Accuracy)
Type:
Water: 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.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3
SpD: 2
Spe: 98 (+)
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camoflage
Swift
Hydro Pump
Minimize
Cosmic Power
Blizzard
Thunder
Confuse Ray
Substitute
Gastly [Ivan the Spherical] (Male)
Nature: Timid (-Atk, +Spe and boost of 19 in accuracy)
Type:
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 4
SpD: 2
Spe: 92 (+)
EC: 2/9
MC: 2
Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Disable
Perish Song
Will-o-Wisp
Shadow Ball
Sludge Bomb
Thunderbolt
Taunt
TravelLog's Team
Duclohm [Cid] (M)
Nature: Calm (+1 SpD, -1 Atk)
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.
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: (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.
Stats:
HP: 100
Atk: 1 (-)
Def: 3
SpA: 3
SpD: 3 (+)
Spe: 60
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Double Hit
Discharge
Hurricane
Slack Off
Hyper Beam
Zap Cannon
Dragon Rush
Heal Bell
Hydro Pump
Magnet Rise
Power Gem
Signal Beam
Water Pulse
Dragon Tail
Flamethrower
Protect
Thunderbolt
Torment
Lairon [Kadaj] (F)
Nature: Adamant (+Atk, -SpA)
Type: Steel/Rock
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.
Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy: (Innate)
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head: (Innate)
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Stats:
HP: 90
Atk: 4 (+)
Def: 5
SpA: 1 (-)
SpD: 2
Spe: 40
Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Iron Head
Protect
Metal Burst
Autotomize
Heavy Slam
Head Smash
Stealth Rock
Superpower
Endure
Magnet Rise
Aerial Ace
Dig
Earthquake
Drilbur [Gilgamesh] (M)
Nature: Jolly (Increases base speed by 15% rounded up and accuracy by 15% (79^2/435 rounded up), subtracts one (1) rank from special attack)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 90
Atk: 3
Def: 2
SAtk: 1 (-)
SDef: 2
Speed: 79 (+)
Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Slash
Rock Slide
Earthquake
Crush Claw
Rapid Spin
Skull Bash
Aerial Ace
Brick Break
X-Scissor
Magnemite [Raiden] (N)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
Type: Electric/Steel
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.
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:
Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. [Command: Magnet Pull (Attract) or Magnet Pull (Repulse)]
Sturdy: (Innate)This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Stats:
HP: 80
Atk: 1 (-)
Def: 3
SpA: 3
SpD: 3 (+)
Spe: 45
Attacks:
Metal Sound
Tackle
ThunderShock
Supersonic
SonicBoom
Thunder Wave
Spark
Lock-On
Discharge
Magnet Rise
Flash Cannon
Rain Dance
Thunder
Actions:
.
- 3v3 Doubles
- 2 day DQ/3 day red
- 3 recovers, 3 chills
- Only NFE allowed
- Switch = KO
- All abilities
- On items
Arena: Aperture Science Mk. II
Every pokemon carries a portal gun. For 3 energy, the pokemon can fire either a yellow or a blue portal. Keep in mind that it takes one action to shoot one portal, so the first time you want to teleport something from place to place, you'll effectively need two actions.
Also, there are only two portals total for all of the pokemon as the portal guns are all on the same frequency :3 (therefore if you choose to shoot a yellow portal, and there is already one out, the yellow portal is moved)
Also, if the ref determines you come into range of one of the turrets, you take a 3 base power multihit Steel-type attack from Rank 3 Attack. (Refs should treat this as a Steel-type Icicle Spear, basically) The turrets do get STAB. Each turret has 40 base health btw (they are in the positions in the screenshot) but if you knock one over it becomes ineffective anyways. No move restriction, but no water supply.
PS: You starts in the big Red button!
Woodchuck's Team
Gible (*) [Artful Dodger] (Male)
Nature: Jolly (Decreases SpA by one rank and increases Speed by 1.15x as well as effectively increasing its accuracy by a flat 7)
Type: Dragon/Ground
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Sand Veil: Innate. This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 90
Atk: 3
Def: 2
SpA: 1 (-1)
SpD: 2
Spe: 49 (+)
Attacks:
Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Outrage
Iron Head
Body Slam
Earthquake
Stone Edge
Dragon Claw
Staryu [Starmory] (Genderless)
Nature: Timid (-Atk, +Spe, +22 Accuracy)
Type:
Water: 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.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3
SpD: 2
Spe: 98 (+)
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camoflage
Swift
Hydro Pump
Minimize
Cosmic Power
Blizzard
Thunder
Confuse Ray
Substitute
Gastly [Ivan the Spherical] (Male)
Nature: Timid (-Atk, +Spe and boost of 19 in accuracy)
Type:
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 4
SpD: 2
Spe: 92 (+)
EC: 2/9
MC: 2
Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Disable
Perish Song
Will-o-Wisp
Shadow Ball
Sludge Bomb
Thunderbolt
Taunt
TravelLog's Team
Duclohm [Cid] (M)
Nature: Calm (+1 SpD, -1 Atk)
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.
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: (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.
Stats:
HP: 100
Atk: 1 (-)
Def: 3
SpA: 3
SpD: 3 (+)
Spe: 60
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Double Hit
Discharge
Hurricane
Slack Off
Hyper Beam
Zap Cannon
Dragon Rush
Heal Bell
Hydro Pump
Magnet Rise
Power Gem
Signal Beam
Water Pulse
Dragon Tail
Flamethrower
Protect
Thunderbolt
Torment
Lairon [Kadaj] (F)
Nature: Adamant (+Atk, -SpA)
Type: Steel/Rock
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.
Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy: (Innate)
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head: (Innate)
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Stats:
HP: 90
Atk: 4 (+)
Def: 5
SpA: 1 (-)
SpD: 2
Spe: 40
Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Iron Head
Protect
Metal Burst
Autotomize
Heavy Slam
Head Smash
Stealth Rock
Superpower
Endure
Magnet Rise
Aerial Ace
Dig
Earthquake
Drilbur [Gilgamesh] (M)
Nature: Jolly (Increases base speed by 15% rounded up and accuracy by 15% (79^2/435 rounded up), subtracts one (1) rank from special attack)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 90
Atk: 3
Def: 2
SAtk: 1 (-)
SDef: 2
Speed: 79 (+)
Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Slash
Rock Slide
Earthquake
Crush Claw
Rapid Spin
Skull Bash
Aerial Ace
Brick Break
X-Scissor
Magnemite [Raiden] (N)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
Type: Electric/Steel
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.
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:
Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. [Command: Magnet Pull (Attract) or Magnet Pull (Repulse)]
Sturdy: (Innate)This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Stats:
HP: 80
Atk: 1 (-)
Def: 3
SpA: 3
SpD: 3 (+)
Spe: 45
Attacks:
Metal Sound
Tackle
ThunderShock
Supersonic
SonicBoom
Thunder Wave
Spark
Lock-On
Discharge
Magnet Rise
Flash Cannon
Rain Dance
Thunder
Actions:
- Woodchuck will send out.
- TravelLog will send out
- TravelLog will issue actions
- Woodchuck will issue actions
- I will ref
- Woodchuck will issue actions
- TravelLog will issue actions
- I will ref
- Jump to step three
.