Only the current referee and Doduodrio should post in this thread.
Scenario: Great Ball Run
Pokemon 1:
Taro the Jumbao
Background 1: Taro hails from the lush jungles of Alola and loves to dance. She is also very energetic, especially in the sunlight, which is perfect for a race like the Great Ball Run.
Merit 1: Cheerful and friendly, Taro loves to help anyone and everyone.
Demerit 1: Her large size, when combined with her boundless energy, can cause endless trouble.
Pokemon 2:
Tera the Metagross
Background 2:
Merit 2: Super observant and has a great memory. This will definitely help with navigation.
Demerit 2: Very shy and doesn't talk often. Don't put her on the spot, or she might overheat.

Taro
Species: Jumbao, Gender: Female
Level: 2, EXP: 0 / 10
Nature: Docile (No effect)
Typing: Grass / Fairy
Abilities: Trace / Overcoat / (Unlocked) Drought
Statistics:
HP: 95
Atk: 5
Def: 7
SpA: 9
SpD: 7
Spe: 96
Size Class: 4
Weight Class: 5
Hidden Power: None
Moves:
Level 0:
Brick Break
Bulk Up
Bullet Seed
Dazzling Gleam
Energy Ball
Facade
Focus Blast
Light Screen
Play Rough
Protect
Rest
Round
Shadow Ball
Sleep Talk
Snore
Substitute
Tackle
Toxic
Level 1:
Confide
Detect
Double Team
Fake Out
Flower Shield
Grassy Terrain
Helping Hand
Leafage
Life Dew
Magical Leaf
Misty Terrain
Rototiller
Safeguard
Sandstorm
Seed Bomb
Shore Up
Sunny Day
Swagger
Synthesis
Level 2:
Arm Thrust
Focus Energy
Grass Knot
Grassy Glide
Ingrain
Misty Explosion
Smelling Salts
Solar Beam
Solar Blade
Superpower
Take Down
Wood Hammer

Tera
Species: Metagross, Gender: Unknown
Level: 2, EXP: 0 / 10
Nature: Docile
Typing: Steel / Psychic
Abilities: Clear Body / (Unlocked) Light Metal
Statistics:
HP: 90
Atk: 10
Def: 9
SpA: 7
SpD: 7
Spe: 70
Size Class: 4
Weight Class: 9
Hidden Power: None
Moves:
Level 0:
Aerial Ace
Brick Break
Bullet Punch
Earthquake
Facade
Flash Cannon
Hone Claws
Ice Punch
Iron Head
Light Screen
Protect
Psychic
Psychic Fangs
Psycho Cut
Reflect
Refresh
Rest
Rock Polish
Rock Slide
Round
Shadow Ball
Shadow Claw
Signal Beam
Sleep Talk
Snore
Strength
Substitute
Tackle
Thunder Punch
Toxic
Zen Headbutt
Level 1:
Agility
Brutal Swing
Confide
Confusion
Cosmic Power
Cut
Defense Curl
Double Team
Flash
Hold Back
Iron Defense
Metal Claw
Mud-Slap
Power-Up Punch
Rain Dance
Rock Smash
Sandstorm
Scary Face
Sludge Bomb
Stealth Rock
Steel Roller
Sunny Day
Swagger
Swift
Trick
Level 2:
Double-Edge
Dynamic Punch
Expanding Force
Focus Punch
Grass Knot
Hammer Arm
Meteor Beam
Meteor Mash
Secret Power
Steel Beam
Stone Edge
Take Down
It's the morning of the Great Ball Run, but Tera started automatically installing a firmware update, so you're off to a great start. And while she's rebooting, Taro has been practically bouncing off the walls, eager to get started... maybe a little too eager. Thankfully, with a cross-country, week-long race like this, a delay of less than an hour doesn't mean there isn't hope, and you manage to register anyways, with only a couple jokes about how you must have slept through your alarm.
They go over the rules with you as you fill out the paperwork - you have to live off the land, Potions and other medicine are banned, and if you need to stay at a Pokemon center you'll be disqualified... Well. Surely nothing will go wrong.
After a few long minutes you're handed a map with the checkpoints marked, but before you can take a good look at it you overhear Team Skull Boss Guzma talking to the tournament organizer.
"So, you want me to take out the stragglers, keep the competition fierce, is that right?"
"Yeah, it'll make for good TV coverage, seeing their desperate battles... but we're gonna give them an hour head start, so you'll have a couple more minutes before you can start."
Oh. Maybe something will go wrong.

You can't quite overhear what he's saying to his army of bugs, all out of their balls... But you don't have to to know you need to get out of here. You certainly can't fight that!
How are you going to hide from Guzma in the couple minutes before he starts hunting for stragglers?
(Doduodrio to post an RP segment. Remember that each of your Pokemon needs to contribute.)
Scenario: Great Ball Run
Pokemon 1:

Background 1: Taro hails from the lush jungles of Alola and loves to dance. She is also very energetic, especially in the sunlight, which is perfect for a race like the Great Ball Run.
Merit 1: Cheerful and friendly, Taro loves to help anyone and everyone.
Demerit 1: Her large size, when combined with her boundless energy, can cause endless trouble.
Pokemon 2:

Background 2:
Code:
public background() {
print("Pulled in by Probopass's Magnet Pull.");
print("Fascinated with human behaviors.");
print("IQ is " + Integer.MAX_VALUE + "!!!");
}
Demerit 2: Very shy and doesn't talk often. Don't put her on the spot, or she might overheat.

Taro
Species: Jumbao, Gender: Female
Level: 2, EXP: 0 / 10
Nature: Docile (No effect)
Typing: Grass / Fairy
Abilities: Trace / Overcoat / (Unlocked) Drought
Profile:
Taro likes to dance happily, shaking her hefty limbs and spinning to create a maraca sound that would rival Maractus. The dance can strengthen the sunlight which lets her fire off powerful Solar Beams. Her large size can be a bit difficult when navigating tight spaces, but it also lends her enormous strength, although Taro prefers to use special moves over physical moves. Despite her extreme weakness in Poison-type attacks, she and Node are good friends since they are both very energetic.
How They Met:
On a trip through Alola, Doduodrio met Taro in the lush jungle filled with tropical trees and plants. Being a jungle, it was quite difficult to navigate, so he asked Taro for assistance and they've been friends ever since!
Name Origins:
Jumbao's limbs are visually very similar to the taro root.
Side Note:
Since Taro does not seem to have an obvious mouth to talk with, she communicates through
and
and
.
Taro likes to dance happily, shaking her hefty limbs and spinning to create a maraca sound that would rival Maractus. The dance can strengthen the sunlight which lets her fire off powerful Solar Beams. Her large size can be a bit difficult when navigating tight spaces, but it also lends her enormous strength, although Taro prefers to use special moves over physical moves. Despite her extreme weakness in Poison-type attacks, she and Node are good friends since they are both very energetic.
How They Met:
On a trip through Alola, Doduodrio met Taro in the lush jungle filled with tropical trees and plants. Being a jungle, it was quite difficult to navigate, so he asked Taro for assistance and they've been friends ever since!
Name Origins:
Jumbao's limbs are visually very similar to the taro root.
Side Note:
Since Taro does not seem to have an obvious mouth to talk with, she communicates through



Statistics:
HP: 95
Atk: 5
Def: 7
SpA: 9
SpD: 7
Spe: 96
Size Class: 4
Weight Class: 5
Hidden Power: None
Moves:
Level 0:
Brick Break
Bulk Up
Bullet Seed
Dazzling Gleam
Energy Ball
Facade
Focus Blast
Light Screen
Play Rough
Protect
Rest
Round
Shadow Ball
Sleep Talk
Snore
Substitute
Tackle
Toxic
Level 1:
Confide
Detect
Double Team
Fake Out
Flower Shield
Grassy Terrain
Helping Hand
Leafage
Life Dew
Magical Leaf
Misty Terrain
Rototiller
Safeguard
Sandstorm
Seed Bomb
Shore Up
Sunny Day
Swagger
Synthesis
Level 2:
Arm Thrust
Focus Energy
Grass Knot
Grassy Glide
Ingrain
Misty Explosion
Smelling Salts
Solar Beam
Solar Blade
Superpower
Take Down
Wood Hammer

Tera
Species: Metagross, Gender: Unknown
Level: 2, EXP: 0 / 10
Nature: Docile
Typing: Steel / Psychic
Abilities: Clear Body / (Unlocked) Light Metal
Profile:
Tera is very thoughtful and is quiet most of the time, so a lot of the time, people forget that they are even there... or at least people would forget if they weren't so big. They are very inquisitive and are always collecting data about everybody they see for future use.
How They Met:
Being a Steel-type, Tera was drawn in by Bub's Magnet Pull. Doduodrio helped them unstick themself from Bub (Note to Self: Maybe Bub can help attract more Steel-type friends?). Tera was curious about bonds and the stock market (at least that's what Doduodrio thinks they said...) so they asked to join the team!
Name Origins:
Tera is from terabyte, a computer term. It's also the prefix for one trillion, which may just as well be Tera's IQ level.
Tera is very thoughtful and is quiet most of the time, so a lot of the time, people forget that they are even there... or at least people would forget if they weren't so big. They are very inquisitive and are always collecting data about everybody they see for future use.
How They Met:
Being a Steel-type, Tera was drawn in by Bub's Magnet Pull. Doduodrio helped them unstick themself from Bub (Note to Self: Maybe Bub can help attract more Steel-type friends?). Tera was curious about bonds and the stock market (at least that's what Doduodrio thinks they said...) so they asked to join the team!
Name Origins:
Tera is from terabyte, a computer term. It's also the prefix for one trillion, which may just as well be Tera's IQ level.
Statistics:
HP: 90
Atk: 10
Def: 9
SpA: 7
SpD: 7
Spe: 70
Size Class: 4
Weight Class: 9
Hidden Power: None
Moves:
Level 0:
Aerial Ace
Brick Break
Bullet Punch
Earthquake
Facade
Flash Cannon
Hone Claws
Ice Punch
Iron Head
Light Screen
Protect
Psychic
Psychic Fangs
Psycho Cut
Reflect
Refresh
Rest
Rock Polish
Rock Slide
Round
Shadow Ball
Shadow Claw
Signal Beam
Sleep Talk
Snore
Strength
Substitute
Tackle
Thunder Punch
Toxic
Zen Headbutt
Level 1:
Agility
Brutal Swing
Confide
Confusion
Cosmic Power
Cut
Defense Curl
Double Team
Flash
Hold Back
Iron Defense
Metal Claw
Mud-Slap
Power-Up Punch
Rain Dance
Rock Smash
Sandstorm
Scary Face
Sludge Bomb
Stealth Rock
Steel Roller
Sunny Day
Swagger
Swift
Trick
Level 2:
Double-Edge
Dynamic Punch
Expanding Force
Focus Punch
Grass Knot
Hammer Arm
Meteor Beam
Meteor Mash
Secret Power
Steel Beam
Stone Edge
Take Down
It's the morning of the Great Ball Run, but Tera started automatically installing a firmware update, so you're off to a great start. And while she's rebooting, Taro has been practically bouncing off the walls, eager to get started... maybe a little too eager. Thankfully, with a cross-country, week-long race like this, a delay of less than an hour doesn't mean there isn't hope, and you manage to register anyways, with only a couple jokes about how you must have slept through your alarm.
They go over the rules with you as you fill out the paperwork - you have to live off the land, Potions and other medicine are banned, and if you need to stay at a Pokemon center you'll be disqualified... Well. Surely nothing will go wrong.
After a few long minutes you're handed a map with the checkpoints marked, but before you can take a good look at it you overhear Team Skull Boss Guzma talking to the tournament organizer.
"So, you want me to take out the stragglers, keep the competition fierce, is that right?"
"Yeah, it'll make for good TV coverage, seeing their desperate battles... but we're gonna give them an hour head start, so you'll have a couple more minutes before you can start."
Oh. Maybe something will go wrong.





You can't quite overhear what he's saying to his army of bugs, all out of their balls... But you don't have to to know you need to get out of here. You certainly can't fight that!
How are you going to hide from Guzma in the couple minutes before he starts hunting for stragglers?
(Doduodrio to post an RP segment. Remember that each of your Pokemon needs to contribute.)