Data Battle Tower MkII (For all your Match-Seeking Needs!) [SEE POST #6786]

Reposting this, still need a ref. Because new page.

Open challenge:
2v2 LC Singles
2 Day DQ
2 subs
2 recovers/2 chills
Switch = OK
Training Items

Don't care about anything else (ie abilities)

I'll take it. Using these Pokémon.

559.png

Django the Scraggy
[noparse]
559.gif

Scraggy [Django] (M)

Django is quite the little scrapper! He loves to pick out fights with Pokémon that are bigger than it, often failing but always getting back up. He also saved his wife from a life of slavery and killed Leo.

Nature: Adamant (+1 Atk, -1 SpA)
Type: Dark/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Shed Skin: This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie: This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW LOCKED): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 4/6
MC: 0
DC: 4/5

Attacks:
Level Up 10/16
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Head Smash

Egg Moves 6/11
Counter
Dragon Dance
Drain Punch
Faint Attack
Fake Out
Ice Punch

Tutors 1/19
Drain Punch

TMs/HMs 4/40
Dragon Claw
Dig
Brick Break
Rest
Stone Edge[/noparse]

355.png

Minion the Duskull
[noparse]
355.gif

Duskull [Minion] (M)

...sometimes I wake up, and he's calmly floating there, watching me sleep...

Nature: Impish (+Def, -SpAtk)
Type: Ghost
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: 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: 80
Atk: Rank 2
Def: Rank 4 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 25
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 1/9
MC: 0

Attacks:
Level Up 10/14
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Hex

Egg Moves 3/9
Destiny Bond
Pain Split
Skill Swap

Tutor 2/11
Pain Split
Skill Swap

Past Gen Tutor 0/12

TMs/HMs 5/32
Toxic
Ice Beam
Protect
Will-o-Wisp
Trick Room

Past Gen TMs 1/7
Skill Swap[/noparse]

Okay. All abilities.
For the ref's convinience (once a ref accepts):
[noparse]
CupraFront_zpsf60cdde0.png

Cupra [Richard] (M)
Nature: Hasty​

Type: Bug/Psychic
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.​

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.)
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Illusion: (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] (DW) Inactive

Stats:
HP: 90
Atk: Rank 2
Def: Rank 1-
SpA: Rank 3
SpD: Rank 2
Spe: 51+ (+7 speed, +9% acc)
Size Class: 1
Weight Class: 1
Base Rank Total: 13​

EC: 1/9
MC: 2
DC: 1/5​

Attacks:
Bug Bite | Physical | Level Up
Bug Buzz | Special | Egg
Counter | Physical | Egg
Disable | Status | Egg
Heal Pulse | Status | Level Up
Protect | Status | Technical Machine
Psychic | Special | Technical Machine
String Shot | Status | Level Up
Sunny Day | Status | Level Up
Tackle | Physical | Level Up
Will-o-Wisp | Status | Technical Machine​

Total Moves: 11​
[/noparse]
[noparse]
619.gif

Mienfoo [Shaq Fu] (M)
Nature: Jolly

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.​

Abilities:
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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected. (DW) Locked
Stats:
HP: 90
Atk: 3
Def: 2
SpA: 1 -
SpD: 2
Spe: 75 + (+10 Speed, +13 accuracy)
Size Class: 2
Weight Class: 2
Base Rank Total: 14

EC: 0/6
MC: 0
DC: 0/5​

Attacks:

Brick Break | Physical | Technical Machine
Calm Mind | Other | Level Up
Detect | Other | Level Up
DoubleSlap | Physical | Level Up
Endure | Other | Egg
Fake Out | Physical | Level Up
Feint | Physical | Egg
Low Kick | Physical | Egg
Knock Off | Physical | Egg
Meditate | Other | Level Up
Payback | Physical | Technical Machine
Pound | Physical | Level Up
Stone Edge | Physical |Technical Machine
Swift | Special | Level Up
Taunt | Other | Technical Machine
U-turn | Physical | Technical Machine
Vital Throw | Physical | Egg

Total Moves: 17​
[/noparse]
How come inanimate always accepts, and I always unintentionally counterteam? These mons were my original plan to train... Well, I suppose it's kind of a fair matchup, looking back on it. Kind of.
Noparse'd the Pokemon for the ref's easy copy and pasting.
 
Open Challenge
3 v 3 Triples (1 LC, 1 NFE/No Evolutions, 1 FE)
Switch = Nanananana Nanananana Nananananana BATMAN!
Items = Training
Abilities = All
Chills = 5
Recoveries = 2
2 Subs
2 Day DQ/3 Day for Ref
ASB Arena
Anything else = Accepter/Referee's choice
 
Open Challenge
3 v 3 Triples (1 LC, 1 NFE/No Evolutions, 1 FE)
Switch = Nanananana Nanananana Nananananana BATMAN!
Items = Training
Abilities = All
Chills = 5
Recoveries = 2
2 Subs
2 Day DQ/3 Day for Ref
ASB Arena
Anything else = Referee's choice

Accepting.
 
Challenging Birkadoo to 2v2 LC singles

Items: Training
Abilities: All

everything else is standard unless Birkal would like to change it up a bit~
 
Challenging Deck_Knight to a 4v4 monotype LC singles battle

items=training
2 recoveries/5 chills per mon
2 subs
all abilities

acceptor chooses all else
 
I have an even crazier than usual arena in the wings! Is a ref insane enought to accept it? Probably not, but whatever.

Open challenge
2v2 LC Doubles
2 Day DQ
2 recovers/4 chills
All abilities
Training items
2 subs
Arena is this crazy thing:
Field Type: Neuteal
Complexity: Intense
Format: All

Restrictions & Quirks: At the end of every round, the ref rolls 3 * 2 times, from 0-12 (not 1-12; 1-13 can be substituted, with 0 counted as 13, if necessary for whatever reason). They are then put in rows for each battler to detirmine any perks they may have next round; if one battler gets a matchup of 2 or 3, they're in luck (most of the time)! If not, sorry. Basically, the round should look something like this:
____
BLAH BLAH REFFING CALCS FLAVOUR YOU KNOW

Rolls:
Battler 1: [7, 12, 12] Rewards: Your Pokemon gain Levitate for the round. Roosting does not remove any Ground immunity.
Battler 2: [0, 4, 2] Rewards: Nothing.
____
NOTE: Moves which would have more Energy than allowed by Sluggish can be used if, without the Energy boosts, they would be able to work. Likewise, all Energy drops do NOT effect Sluggish. Sluggish bypasses Energy boosts/drops, basically.
Also, lesser rolls (2, 7) take priority over greater rolls (11, 9). This is true to 7 and 8's relationship especially.

Rewards list:

If they get a matchup of 2 of the following rolls:
•0: Energy cost of all used moves used by your Pokemon is doubled, after STAB. BAP from damaging moves used against your Pokemon is increased by 1, unless the attack has STAB and/or a critical hit. This lasts until the end of the next round.
•1: Energy cost of all moves used by your Pokemon is decreased by 2, but cannot go below 1. This lasts until the end of the next round.
•2: All non-STAB moves gain STAB for the round, excluding the Energy reduction.
•3: All damaging moves used against your Pokemon require 3 more Energy to use for the round. STAB moves used against you require 2 more Energy.
•4: All active Pokemon are cured of all status (burn, sleep, etc.). They cannot be afflicted by status for the round.
•5: All of your Pokemon's moves completely bypass any Immunities, whether granted by the type chart, Levitate or whatever. This lasts through the next round.
•6: Your Pokemon have Tailwind active for the next round. If Tailwind is already active, they gain a Ground immunity for the next round (see roll 12).
•7: Lucky seven! Your Pokemon require 5 less Energy to pull off comboes, and 3 less to pull off regular moves, along with any STAB bonuses it may get (Energy costs may not go below 1). This lasts until the end of the next round. The Trainer can pick 1 of the opponent's active Pokemon: this Pokemon may not Chill or use Recovery moves for the next round.
•8: Your Pokemon can freely use as many Chills as they want next round: these Chills do not count towards the Chill count.
•9: Your Pokemon have Torment, Encore, Taunt and Disable removed from them. They can use the aforementioned moves next round for only 1/2 the normal Energy, before STAB.
•10: Your Pokemon have full movepools for the next round. If they already have full movepools, they instantly restore 10 HP and 5 EN.
•11: Your Pokemon do not have the priority drops given by using comboes (so Fire Punch + Ice Punch will have 0 priority instead of -2) and all their non-combo 0 priority moves increase by 1 priority level for the next round.
•12: Your Pokemon gain Levitate for the round. Roosting does not remove any Ground immunity.

If they match 3 of the following numbers in their rolls:
•0: Your Pokemon's Ranks/stats (minus Size and Weight classes and HP and Speed) are halved for the next round, rounded up. Energy cost of all used moves used by your Pokemon is doubled, after STAB. BAP from damaging moves used against your Pokemon is increased by 1. This lasts until the end of the next round.
•1: Energy cost of all moves used by your Pokemon is decreased by 4, but cannot go below 1. Combos require 5 less Energy, but still cannot go below 1. This lasts until the end of the next round.
•2: All non-STAB moves gain STAB for the round, including the Energy reduction.
•3: All damaging moves used against your Pokemon require 4 more Energy to use for the round.
•4: All active Pokemon are cured of all status (burn, sleep, etc.). They cannot be afflicted by status for the round. They instantly gain (5 * amount of status they had pre-removal) Energy (so Poison and Sleep would give 10 Energy).
•5: All of your Pokemon's moves completely bypass any Immunities, whether granted by the type chart, Levitate or whatever. If you attack something that would normally have an immunity to the attacking type you used, you gain (amount of damage dealt / 3 + 1) Energy back, rounded down. This lasts through the next round.
•6: Your Pokemon have Tailwind active for the next round. They also gain a Ground immunity for the next round (see roll 12). If Tailwind is already active, they gain a Flying immunity for the next round.
•7: Lucky seven! Your Pokemon require 6 less Energy to pull off comboes, and 4 less to pull off regular moves, along with any STAB bonuses it may get (Energy costs may not go below 1). This lasts until the end of the next round. The Trainer can pick 1 of the opponent's active Pokemon: this Pokemon may not Chill or use Recovery moves for the next round, and are Taunted for the first action of next round, unless they are already Taunted: if they are, Taunt lasts for 1 more action.
•8: Your Pokemon can freely use as many Chills and Recoveries as they want next round: these Chills and Recoveries do not count towards the Chill count. Recovery moves cost 1 less Energy for the next round.
•9: Your Pokemon have Torment, Encore, Taunt and Disable removed from them. They can use the aforementioned moves next round for only 1/2 the normal Energy, after STAB. They are immune to the effects or Taunt, Torment, Encore and Disable for the next round.
•10: Your Pokemon have full movepools for the next round. If they already have full movepools, they instantly restore 16 HP and 8 EN. One Pokemon of the Trainer's choice also gains STAB on one type of the Trainer's choice for the next round.
•11: Your Pokemon do not have the priority drops given by using comboes (so Fire Punch + Ice Punch will have 0 priority instead of -2) and all their non-combo 0 priority moves increase by 1 priority level for the next round. All negative priority moves have their priority set to +2 instead, unless the Trainer states otherwise.
•12: Your Pokemon gain Levitate for the round and have Energy usage on STAB moves decreased by 2. Roosting does not remove any Ground immunity.

Description:
Ah, casinos. Bright lights, potential for big prizes, attractive aesthetics, and an overall feeling of rebelion by going to them - they lure you in. Of course, gambling isn't all it's cracked up to be; but in a Pokemon match, where it's not like you can lose money or anything, it seems sort of redeeming. Odd, but redeeming. Okay, well, maybe there are some risks to your Pokemon's health and all that, but what trainer cares about that? Most of them? Dang... Well, just don't tell those Plasmerds or whatever about us, K?

Anyway, a warm welcome to Shining Solrock, a place where you have the potential to luck out, hit it big, win a lumpsum or a battle and go home smiling! Yeah! SS has a special feature built into it: every Sunday, Pokemon battles are held for 24 hours straight! The casino transforms appropriately to this: with the push of a button, all fragile decals, slot machines, tables and other delicate objects are retracted into the ground, leaving a large, open room with red walls and a green carpet flooring, perfect for battling! In fact, the only thing that makes it look remotely like a casino anymore are the 2 large virtual slot machine screens on parallel walls, which aren't rigged in any way or anything.

Here at Shining Solrock, the aforementioned slot machines greatly influence a battle. Most of the time, you won't get much luck- bad for you, but your opponent suffers the same fate just as much! Other times, you may get a matchup of 2 or maybe even 3 in a row- these have appropriate benifits, lf course. Or, well, if they're 0s... But never mind that! Have fun in your gambling ways!

Disclaimer: The Shining Solrock Casino is not responsible for any damages to your computer, mouse and/or keyboard upon raging at your bad luck.
4593494-a-close-up-of-a-slot-machine-winner.jpg
 
Challenging Deck_Knight to a 4v4 monotype LC singles battle

items=training
2 recoveries/5 chills per mon
2 subs
all abilities

acceptor chooses all else

You don't even have 4 LC monotyple mons lol but whatever you wish, I accept!

Switch=OK
Arena: Muckraker Swamp

Arena: Muckraker Swamp
Field Type:
Ground/Water/Poison
Complexity: Moderate
Format: All

Restrictions: None

Description:

This old bayou is the home of the lowest scum on earth: paparazzi and attack journalists. Don't be surprised if the next candidate for the Edward R. Murrow Award shows up with his flash camera. Deep in this scummy pond, the Kingfisher scuttles about doing his dirty deeds and everyone follows. But enough about the history, Muckraker Swamp is used for a reason: it has the ideal topography for finding sleaze.

The bayou is about two (2) feet deep in swampy muck. The muddy material is interspersed with trees whose roots delve below the floor. Their leaves provide a kind of canopy for the arena, but the actual spacing between each tree is fairly large, about fifteen (15) feet each at the bases. Although the arena is moist, the ground underneath the muck is solid enough for seismic attacks to work. The muck disgusts Pokemon that aren't used to it, and will inflict Toxic Poisoning on any Pokemon that doesn't learn Mud Sport, Mud-Slap, Mud Shot, Mud Bomb, or Muddy Water in its Level-Up movepool. The only other alternative is flying or floating above it, or otherwise being immune to Poison. Be careful though, as if the Pokemon is knocked in the swamp (hit by a Weight-based or Size-based move from a Pokemon two (2) weight/size classes above it, or by a "throw" move), it will be inflicted with Toxic poisoning.
 
Taking Gem versus Deck @ the 4v4 LC above. If Deck is gentleman enough to allow Gem the use of non-monotypes, then I suppose there'd be no problem. PM me teams please.
 
Challenging SubwayJ

3v3 triples
Babysitter (2 NFE, 1 FE)
2 recovers/5 chills
2 substitutions
2-day DQ time
Training items
All abilities
Switch = 0 out of 10
ASB arena

Those rules OK with you SubwayJ?
 
I have an even crazier than usual arena in the wings! Is a ref insane enought to accept it? Probably not, but whatever.

Open challenge
2v2 LC Doubles
2 Day DQ
2 recovers/4 chills
All abilities
Training items
2 subs
Arena is this crazy thing:
Field Type: Neuteal
Complexity: Intense
Format: All

Restrictions & Quirks: At the end of every round, the ref rolls 3 * 2 times, from 0-12 (not 1-12; 1-13 can be substituted, with 0 counted as 13, if necessary for whatever reason). They are then put in rows for each battler to detirmine any perks they may have next round; if one battler gets a matchup of 2 or 3, they're in luck (most of the time)! If not, sorry. Basically, the round should look something like this:
____
BLAH BLAH REFFING CALCS FLAVOUR YOU KNOW

Rolls:
Battler 1: [7, 12, 12] Rewards: Your Pokemon gain Levitate for the round. Roosting does not remove any Ground immunity.
Battler 2: [0, 4, 2] Rewards: Nothing.
____
NOTE: Moves which would have more Energy than allowed by Sluggish can be used if, without the Energy boosts, they would be able to work. Likewise, all Energy drops do NOT effect Sluggish. Sluggish bypasses Energy boosts/drops, basically.
Also, lesser rolls (2, 7) take priority over greater rolls (11, 9). This is true to 7 and 8's relationship especially.

Rewards list:

If they get a matchup of 2 of the following rolls:
•0: Energy cost of all used moves used by your Pokemon is doubled, after STAB. BAP from damaging moves used against your Pokemon is increased by 1, unless the attack has STAB and/or a critical hit. This lasts until the end of the next round.
•1: Energy cost of all moves used by your Pokemon is decreased by 2, but cannot go below 1. This lasts until the end of the next round.
•2: All non-STAB moves gain STAB for the round, excluding the Energy reduction.
•3: All damaging moves used against your Pokemon require 3 more Energy to use for the round. STAB moves used against you require 2 more Energy.
•4: All active Pokemon are cured of all status (burn, sleep, etc.). They cannot be afflicted by status for the round.
•5: All of your Pokemon's moves completely bypass any Immunities, whether granted by the type chart, Levitate or whatever. This lasts through the next round.
•6: Your Pokemon have Tailwind active for the next round. If Tailwind is already active, they gain a Ground immunity for the next round (see roll 12).
•7: Lucky seven! Your Pokemon require 5 less Energy to pull off comboes, and 3 less to pull off regular moves, along with any STAB bonuses it may get (Energy costs may not go below 1). This lasts until the end of the next round. The Trainer can pick 1 of the opponent's active Pokemon: this Pokemon may not Chill or use Recovery moves for the next round.
•8: Your Pokemon can freely use as many Chills as they want next round: these Chills do not count towards the Chill count.
•9: Your Pokemon have Torment, Encore, Taunt and Disable removed from them. They can use the aforementioned moves next round for only 1/2 the normal Energy, before STAB.
•10: Your Pokemon have full movepools for the next round. If they already have full movepools, they instantly restore 10 HP and 5 EN.
•11: Your Pokemon do not have the priority drops given by using comboes (so Fire Punch + Ice Punch will have 0 priority instead of -2) and all their non-combo 0 priority moves increase by 1 priority level for the next round.
•12: Your Pokemon gain Levitate for the round. Roosting does not remove any Ground immunity.

If they match 3 of the following numbers in their rolls:
•0: Your Pokemon's Ranks/stats (minus Size and Weight classes and HP and Speed) are halved for the next round, rounded up. Energy cost of all used moves used by your Pokemon is doubled, after STAB. BAP from damaging moves used against your Pokemon is increased by 1. This lasts until the end of the next round.
•1: Energy cost of all moves used by your Pokemon is decreased by 4, but cannot go below 1. Combos require 5 less Energy, but still cannot go below 1. This lasts until the end of the next round.
•2: All non-STAB moves gain STAB for the round, including the Energy reduction.
•3: All damaging moves used against your Pokemon require 4 more Energy to use for the round.
•4: All active Pokemon are cured of all status (burn, sleep, etc.). They cannot be afflicted by status for the round. They instantly gain (5 * amount of status they had pre-removal) Energy (so Poison and Sleep would give 10 Energy).
•5: All of your Pokemon's moves completely bypass any Immunities, whether granted by the type chart, Levitate or whatever. If you attack something that would normally have an immunity to the attacking type you used, you gain (amount of damage dealt / 3 + 1) Energy back, rounded down. This lasts through the next round.
•6: Your Pokemon have Tailwind active for the next round. They also gain a Ground immunity for the next round (see roll 12). If Tailwind is already active, they gain a Flying immunity for the next round.
•7: Lucky seven! Your Pokemon require 6 less Energy to pull off comboes, and 4 less to pull off regular moves, along with any STAB bonuses it may get (Energy costs may not go below 1). This lasts until the end of the next round. The Trainer can pick 1 of the opponent's active Pokemon: this Pokemon may not Chill or use Recovery moves for the next round, and are Taunted for the first action of next round, unless they are already Taunted: if they are, Taunt lasts for 1 more action.
•8: Your Pokemon can freely use as many Chills and Recoveries as they want next round: these Chills and Recoveries do not count towards the Chill count. Recovery moves cost 1 less Energy for the next round.
•9: Your Pokemon have Torment, Encore, Taunt and Disable removed from them. They can use the aforementioned moves next round for only 1/2 the normal Energy, after STAB. They are immune to the effects or Taunt, Torment, Encore and Disable for the next round.
•10: Your Pokemon have full movepools for the next round. If they already have full movepools, they instantly restore 16 HP and 8 EN. One Pokemon of the Trainer's choice also gains STAB on one type of the Trainer's choice for the next round.
•11: Your Pokemon do not have the priority drops given by using comboes (so Fire Punch + Ice Punch will have 0 priority instead of -2) and all their non-combo 0 priority moves increase by 1 priority level for the next round. All negative priority moves have their priority set to +2 instead, unless the Trainer states otherwise.
•12: Your Pokemon gain Levitate for the round and have Energy usage on STAB moves decreased by 2. Roosting does not remove any Ground immunity.

Description:
Ah, casinos. Bright lights, potential for big prizes, attractive aesthetics, and an overall feeling of rebelion by going to them - they lure you in. Of course, gambling isn't all it's cracked up to be; but in a Pokemon match, where it's not like you can lose money or anything, it seems sort of redeeming. Odd, but redeeming. Okay, well, maybe there are some risks to your Pokemon's health and all that, but what trainer cares about that? Most of them? Dang... Well, just don't tell those Plasmerds or whatever about us, K?

Anyway, a warm welcome to Shining Solrock, a place where you have the potential to luck out, hit it big, win a lumpsum or a battle and go home smiling! Yeah! SS has a special feature built into it: every Sunday, Pokemon battles are held for 24 hours straight! The casino transforms appropriately to this: with the push of a button, all fragile decals, slot machines, tables and other delicate objects are retracted into the ground, leaving a large, open room with red walls and a green carpet flooring, perfect for battling! In fact, the only thing that makes it look remotely like a casino anymore are the 2 large virtual slot machine screens on parallel walls, which aren't rigged in any way or anything.

Here at Shining Solrock, the aforementioned slot machines greatly influence a battle. Most of the time, you won't get much luck- bad for you, but your opponent suffers the same fate just as much! Other times, you may get a matchup of 2 or maybe even 3 in a row- these have appropriate benifits, lf course. Or, well, if they're 0s... But never mind that! Have fun in your gambling ways!

Disclaimer: The Shining Solrock Casino is not responsible for any damages to your computer, mouse and/or keyboard upon raging at your bad luck.
4593494-a-close-up-of-a-slot-machine-winner.jpg

Accepting!
 
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