A Junkyard? A JUNKYARD of all places to be in for a battle, someone has to pick a stupid old junkyard. Ugh. This is really frustrating for me, because I can't even find the trainers... oh wait nevermind. I just found some guy dressed up in a Charmander suit, that must be them. The rules for the battle were sent to me eariler, they are
2-vs-2 Singles
DQ Time; 3 Days
0 recoveries, 5 chills
All abilities.
switch = ko
no items
Might as well throw the arena up here,
Charmander's Team
Machoke [Mac] (M)
Nature: Adamant
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 45
EC: 6/9
MC: 1
DC: 1/5
Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismic Toss
Revenge
Vital Throw
DynamicPunch
Counter
Encore
Ice Punch
Earthquake
Rock Slide
Low Sweep
Syclant [Frostbite] (M)
Nature: Hasty (+15% Speed, +20% Accuracy)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 140 (121*1.15^)
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Ice Punch
Sheer Cold
Bug Buzz
X-Scissor
Blizzard
Hidden Power [Fire] (7)
Taunt
Substitute
Tail Glow
Counter
Earth Power
Spiritomb [Delicious] (F)
Nature: Quiet
Type:
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.
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 30 (-)
MC: 0
DC: 0/5
Abilities:
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Attacks:
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind
Nasty Plot
Pain Split
Destiny Bond
Imprison
Hidden Power [Fighting] (7)
Will-O-Wisp
Shadow Ball
Toxic
Rickheg's Team
Whimsicott (Levi) (M)
Nature: Modest (Adds to Special Attack; Subtracts from Attack)
Type: Grass
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.
Abilties:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll: (Innate)(Dream World Locked) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 116
EC: 6/6
MC: 4
DC: 2/5
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
Poison Powder
Encore
Sunny Day
Solarbeam
Worry Seed
GrassWhistle
Encore
Protect
Substitute
Energy Ball
Hidden Power Fire (7)
Tirtouga [Atlantis] (Male)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Water/Rock
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Ability 1: Solid Rock
Type: Innate
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Ability 2: Sturdy
Type: 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.
Ability 3: Swift Swim (DW)
Type: Innate
The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 19(-)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
AncientPower
Crunch
Wide Guard
Body Slam
Flail
Iron Defense
Toxic
Dig
Waterfall
Rotom [Plasma Moto] (genderless)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Electric/Ghost
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:
Ability 1: Levitate
Type: Innate
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.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 91
EC: n/a
MC: 0
DC: n/a
Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Conuse Ray
Uproar
Double Team
Shock Wave
Hex
Charge
Discharge
Light Screen
Shadow Ball
Will-O-Wisp
The drill goes as follows, Rickheg will send out his pokemon, followed by Charmander sending out his pokemon and actions, Rickheg will choose actions, then I will ref.
2-vs-2 Singles
DQ Time; 3 Days
0 recoveries, 5 chills
All abilities.
switch = ko
no items
Might as well throw the arena up here,
So yeah, now that everyone knows the arena, lets get on to the teams. Both trainers gave me letters with their pokemon choices inside. Lets open them up and see what they brought to the table.Arena; A junkyard.
There's all sorts of scrap metal lying around. Very strong attacks could knock the opponent into the sharp metal sticking out, causing bleeding (bleeding causes an extra 1 energy to be used per action, and a possibility that normal poison can become toxic poison) There are also appliances lying around, as well as most everything made of metal.
Charmander's Team
Machoke [Mac] (M)
Nature: Adamant
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 45
EC: 6/9
MC: 1
DC: 1/5
Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismic Toss
Revenge
Vital Throw
DynamicPunch
Counter
Encore
Ice Punch
Earthquake
Rock Slide
Low Sweep
Syclant [Frostbite] (M)
Nature: Hasty (+15% Speed, +20% Accuracy)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 140 (121*1.15^)
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Ice Punch
Sheer Cold
Bug Buzz
X-Scissor
Blizzard
Hidden Power [Fire] (7)
Taunt
Substitute
Tail Glow
Counter
Earth Power
Spiritomb [Delicious] (F)
Nature: Quiet
Type:
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.
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 30 (-)
MC: 0
DC: 0/5
Abilities:
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Attacks:
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind
Nasty Plot
Pain Split
Destiny Bond
Imprison
Hidden Power [Fighting] (7)
Will-O-Wisp
Shadow Ball
Toxic
Rickheg's Team
Whimsicott (Levi) (M)
Nature: Modest (Adds to Special Attack; Subtracts from Attack)
Type: Grass
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.
Abilties:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll: (Innate)(Dream World Locked) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 116
EC: 6/6
MC: 4
DC: 2/5
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
Poison Powder
Encore
Sunny Day
Solarbeam
Worry Seed
GrassWhistle
Encore
Protect
Substitute
Energy Ball
Hidden Power Fire (7)
Tirtouga [Atlantis] (Male)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Water/Rock
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Ability 1: Solid Rock
Type: Innate
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Ability 2: Sturdy
Type: 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.
Ability 3: Swift Swim (DW)
Type: Innate
The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 19(-)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
AncientPower
Crunch
Wide Guard
Body Slam
Flail
Iron Defense
Toxic
Dig
Waterfall
Rotom [Plasma Moto] (genderless)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Electric/Ghost
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:
Ability 1: Levitate
Type: Innate
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.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 91
EC: n/a
MC: 0
DC: n/a
Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Conuse Ray
Uproar
Double Team
Shock Wave
Hex
Charge
Discharge
Light Screen
Shadow Ball
Will-O-Wisp
The drill goes as follows, Rickheg will send out his pokemon, followed by Charmander sending out his pokemon and actions, Rickheg will choose actions, then I will ref.