...but won't drop out.
Endquote (Or is it Endgame?)
Endquote (Or is it Endgame?)
Lord Jesseus said:
Lotad [Samba] (Male)
Nature: Quiet (+SpA, -Spe)
Type:
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.
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 1/9
MC: 0
DC: 1/5
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rain Dish: This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Attacks:
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubblebeam
Zen Headbutt
Giga Drain
Counter
Leech Seed
Ice Beam
Rain Dance
Surf
Protect
Bulbasaur [Triassic] (Male)
Nature: Brave (+Atk, -Spe)
Type:
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.
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.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 2/9
MC: 0
DC: 2/5
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Synthesis
Giga Drain
Power Whip
Nature Power
Sunny Day
Light Screen
Protect
Toxic
Venoshock
Hidden Power (Fire 7)
Shroomish [Jurrac] (Male)
Nature: Careful (+SpD, -SpA)
Type:
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 2/6
MC: 0
DC: 2/5
Abilities:
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Spore
Seed Bomb
Worry Seed
Drain Punch
Bullet Seed
Focus Punch
Toxic
Substitute
Protect
Snatch
Nincada [Sampi] (Male)
Nature: Adamant (+Atk, -SpA)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.
Stats:
HP: 90
Atk: 3 (+)
Def: 3
SpA: 1 (-)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
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.
Run Away: (DW) (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Attacks:
Scratch
Harden
Leech Life
Sand-Attack
Fury Swipes
Mind Reader
False Swipe
Dig
Mud-Slap
Metal Claw
Endure
Bug Bite
Gust
Bug Buzz
Night Slash
Substitute
X-Scissor
Aerial Ace
Protect
Giga Drain
Facade
Shadow Ball
Beldum [Phi]
Nature: Sassy (+SpD, -Spe)
Type:
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
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 attacks regardless of weight difference.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 26 (-)
Size Class: 1
Weight Class: 4 (95.2 kg)
Base Rank Total: 13
EC: 2/9
MC: 7
DC: 2/5
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Attacks:
Take Down
Iron Head
Headbutt
Zen Headbutt
Lord Jesseus (Or is it Lord Jesus?)
EndQuote said:
Zorua: Nightfall (M)
Nature: Quirky
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.
Abilities:
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 Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 0/6
MC: 0
Attacks: (14)
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Counter
Extrasensory
Snatch
Dig
U-Turn
Swagger
Budew: Aloe (F)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank from Attack)
Type:
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.
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:
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.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Leaf Guard (DW): (Locked, Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks: (12)
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Sleep Powder
Extrasensory
Spikes
Giga Drain
Shadow Ball
Sludge Bomb
Minccino: Opal (F)
Nature: Timid: x1.15 speed, +17% accuracy; Subtracts one (1) Rank from Special Attack
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Technician (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Skill Link (DW): (Locked, Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 86 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
+17% Accuracy
EC: 0/6
MC: 0
DC: 0/5
Attacks: (15)
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Endure
Aqua Tail
Flail
Dig
Thunder Wave
Double Team
Ralts Paradox (M)
Nature: Brave: Adds * 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:
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:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Trace: (Can be activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.
Telepathy (DW): (Locked, Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 2 (+)
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 35 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/9
MC: 0
DC: 0/5
Attacks: (17)
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Future Sight
Disable
Encore
Confuse Ray
Thunderbolt
Shadow Ball
Psychic
Attract
Grass Knot
Chimchar Kindle (M)
Nature: Lonely (Adds one (1) Rank to Attack, Subtracts one (1) Rank from Defense)
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist (DW): (Locked, Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 61
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/9
MC: 0
DC: 1/5
Attacks: (19)
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Flamethrower
Slack Off
Acrobatics
Fire Spin
Counter
Encore
ThunderPunch
Dig
Shadow Claw
U-turn
Attract
Thanks!
The Rules:
5v5 LC Singles!
2 Day DQ
1 Recovery, 5 Chills
Training Items
No recs/chills
Arena: Your choice
Well, since no one decided to choose an Arena, I will take the honors. It will be the Ref's Mind :3
5v5 LC Singles!
2 Day DQ
1 Recovery, 5 Chills
Training Items
No recs/chills
Arena: Your choice
Well, since no one decided to choose an Arena, I will take the honors. It will be the Ref's Mind :3
ARENA 1:The Mierhoff
The stage is set! It's a very large, wooden performance stage where only the best of the best can battle. Surrounded by an eloquent seating arrangement, it is a fine theater. Because of the fact that it is now holding Pokemon battles, it has been modified to have all necessary objects to use any Pokemon moves, but due to the fact that the stage is wooden, the attack Wood Hammer has its base power raised by three. Also, Critical Hits result in dealing 6 damage, because the force of the hit will knock opponents into the stands.
Summary:
-All moves useable
-Critical Hits and Wood Hammer deal an additional 3 damage, applied before weakness and resistance.
Order of Operations:
Endquote sends out mons
Lord Jesseus sends out mons and orders
Endquote orders
I ref
Endquote orders
Lord Jesseus orders
I ref
Wash. Dry. Repeat.
The stage is set! It's a very large, wooden performance stage where only the best of the best can battle. Surrounded by an eloquent seating arrangement, it is a fine theater. Because of the fact that it is now holding Pokemon battles, it has been modified to have all necessary objects to use any Pokemon moves, but due to the fact that the stage is wooden, the attack Wood Hammer has its base power raised by three. Also, Critical Hits result in dealing 6 damage, because the force of the hit will knock opponents into the stands.
Summary:
-All moves useable
-Critical Hits and Wood Hammer deal an additional 3 damage, applied before weakness and resistance.
Order of Operations:
Endquote sends out mons
Lord Jesseus sends out mons and orders
Endquote orders
I ref
Endquote orders
Lord Jesseus orders
I ref
Wash. Dry. Repeat.