YEEAAHH!! Hi guys, I'm IceSpade, the coolest trainer ever, and anyway I'm here to ref. This is a battle between Yoshinite the ghost lover, and Someoneelse the other trainer! They will be doing a double battle here in Mr. Heefloot's Magical Type Shop, a strange arena with some cool items that can give a Pokemon another type! This looks like an interesting battle guys! 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. Someoneelse's Pokemon: Marshtomp (Move your mouse to reveal the content) Marshtomp (open) Marshtomp (close) Marshtomp* [Flood] (M) Nature: Adamant Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: Torrent: Innate When this Pokemon’s HP is lower than 33%, the Base Attack Power 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, unlocked): 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: 100 Atk: Rank 4+ Def: Rank 3 SpA: Rank 1- SpD: Rank 3 Spe: 50 Size Class: 2 Weight Class: 3 Base Rank Total: 16 EC: 6/9 MC: 1 DC: 5/5 Attacks: Tackle* Growl* Mud Slap* Water Gun* Bide* Mud Shot Foresight* Mud Sport* Mud Bomb Take Down Whirlpool Muddy Water Protect Hydro Pump Earthquake Endeavor AncientPower Avalanche* Bite* Counter Curse Double-Edge* Ice Ball Mirror Coat Refresh Sludge Stomp Uproar Wide Guard Yawn Aqua Tail Body Slam Defense Curl DynamicPunch Earth Power Headbutt Ice Punch Icy Wind Low Kick Mega Kick Mega Punch Mimic Rollout Snore Superpower Water Pledge Water Pulse (PG) Toxic Hail Hidden Power Ice Beam Blizzard Rain Dance Frustration Iron Tail (PG) Return Dig* Double Team Sludge Wave Rock Tomb Facade Secret Power (PG) Rest Attract Endure (PG) Stealth Rock (PG) Captivate (PG) Round Echoed Voice Fling Bulldoze Scald Rock Slide* Sleep Talk (PG) Natural Gift (PG) Swagger Substitute Surf Strength Rock Smash Waterfall* Dive Rotom (Move your mouse to reveal the content) Rotom (open) Rotom (close) Rotom [Plasma] (N) Nature: Modest (+SAtk, -Atk) Type: 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. 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. Abilities: Levitate: Innate This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 3 Spe: 91 Size Class: 1 (0.3m) Weight Class: 1 (0.3kg) Base Rank Total: 16 Cut HP: 90 Atk: Rank 2 (-) Def: Rank 4 SpA: Rank 5 (+) SpD: Rank 4 Spe: 86 Size Class: 2 (1.3m) Weight Class: 3 (25.3 kg) Base Rank Total: 20 Fridge HP: 90 Atk: Rank 2 (-) Def: Rank 4 SpA: Rank 5 (+) SpD: Rank 4 Spe: 86 Size Class: 4 (2.3m) Weight Class: 5 (100.03kg) Base Rank Total: 20 Heat HP: 90 Atk: Rank 2 (-) Def: Rank 4 SpA: Rank 5 (+) SpD: Rank 4 Spe: 86 Size Class: 2 (1.3m) Weight Class: 3 (25.3kg) Base Rank Total: 20 Spin HP: 90 Atk: Rank 2 (-) Def: Rank 4 SpA: Rank 5 (+) SpD: Rank 4 Spe: 86 Size Class: 1 (0.8m) Weight Class: 2 (10.3kg) Base Rank Total: 20 Wash HP: 90 Atk: Rank 2 (-) Def: Rank 4 SpA: Rank 5 (+) SpD: Rank 4 Spe: 86 Size Class: 3 (1.8m) Weight Class: 4 (50.3kg) Base Rank Total: 20 EC: N/A MC: 0 DC: N/A Attacks: Trick Astonish Thunder Wave Thundershock Confuse Ray Uproar Double Team Shock Wave Ominous Wind Substitute Electro Ball Hex Charge Discharge Thundershock / Overheat / Blizzard / Hydro Pump / Leaf Storm / Air Slash Dark Pulse Electroweb Mud-Slap Pain Split Signal Beam Snore Spite Sucker Punch Swift Toxic Hidden Power Sunny Day Light Screen Protect Rain Dance Telekinesis Frustration Thunderbolt Thunder Return Shadow Ball Reflect Facade Secret Power (PG) Rest Thief Round Charge Beam Endure (PG) Will-O-Wisp Flash Volt Switch Psych Up Sleep Talk (PG) Natural Gift (PG) Dream Eater Swagger Yoshinite's Pokemon: Hehehe the Haunter (Move your mouse to reveal the content) Hehehe the Haunter (open) Hehehe the Haunter (close) Name: Haunter [Hehehe] (M) Nature: Rash (+SpA -SpD) Type:Ghost/Poison 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: Type: Innate This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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: Rank 2 Def: Rank 2 SpA: Rank 5 (+) SpD: Rank 1 (-) Spe: 95 Size Class: 3 Weight Class: 1 Base Rank Total: 15 EC 6/9 MC 0 Moves: Lick* Confuse Ray* Night Shade* Hypnosis* Spite* Mean Look* Curse* Sucker Punch* Shadow Punch Toxic* Venoshock* Dream Eater* Taunt Clear Smog* Disable* Perish Song* Sacred Fire the Necturna (Move your mouse to reveal the content) Sacred Fire the Necturna (open) Sacred Fire the Necturna (close) Name: Necturna [Sacred Fire] (F) Nature: Naughty (+Atk -SpD) Type: Ghost/Grass 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. 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: Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). Telepathy (DW LOCKED): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. HP: 90 Atk: Rank 6 (+) Def: Rank 4 SpA: Rank 3 SpD: Rank 4 (-) Spe: 81 Size Class: 1 Weight Class: 1 Base Rank Total: 13 EC 6/6 MC 0 DC 1/5 Moves: Leer Vine Whip Ominous Wind Shadow Sneak Toxic Spikes Will-O-Wisp Hex Poison Fang Thunder Fang Super Fang Toxic Shadow Ball Energy Ball Leaf Storm Sketch Nightmare Leaf Blade 1. Yoshinite sends out pokes, chooses items and abilities 2. Someoneelse sends out pokes, chooses items and ablilities, and generically orders 3. Yoshinite ghostily orders 4. I coolly (and newbie-ly) ref 5. Somebody corrects my newbie calcs 6. ??? 7. Profit!