Ladies and gentlemen, I bring you...
An ASB match.
Climactic, right? Well, this one takes place...
In a bowl of soup. Magical soup.
[/lazyflavour]
An ASB match.
Climactic, right? Well, this one takes place...
In a bowl of soup. Magical soup.
[/lazyflavour]
Rules and Regulations said:3v3 LC Training Match Singles
All abilities
Switch=OK
2 subs
2 recovers/chills
Unown Soup Arena
Training Items
2 Day DQ
TOPHERNUMBERS
Hippopotas [BIG BERTHA] (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Ground
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:
Sand Stream (Innate): When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.
Sand Force (Innate; DW LOCKED): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 27 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 15
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Sand-Attack
Bite
Yawn
Take Down
Dig
Sand Tomb
Body Slam
Curse
Revenge
Slack Off
Stockpile
Roar
Earthquake
Return
Attract
Rock Slide
Poliwag [Frogger] (M)
Nature: Mild (+1 SpA, -1 Def)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Absorb (Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Damp (Innate: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim: (Innate; DW LOCKED): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Water Sport
Bubble
Hypnosis
Water Gun
DoubleSlap
Rain Dance
Body Slam
BubbleBeam
Encore
Endure
Ice Ball
Mud Shot
Water Pulse
Ice Beam
Psychic
Double Team
Scald
Substitute
Oddish [Not Odd] (F)
Nature: Calm (+1 SpD, -1 Atk)
Type: Grass/Poison
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 breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Run Away (Innate; DW LOCKED): 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Absorb
Sweet Scent
Acid
PoisonPowder
Stun Spore
Sleep Powder
Mega Drain
Lucky Chant
After You
Ingrain
Nature Power
Synthesis
Teeter Dance
Toxic
Venoshock
Sunny Day
Double Team
Energy Ball
Hippopotas [BIG BERTHA] (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Ground
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:
Sand Stream (Innate): When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.
Sand Force (Innate; DW LOCKED): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 27 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 15
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Sand-Attack
Bite
Yawn
Take Down
Dig
Sand Tomb
Body Slam
Curse
Revenge
Slack Off
Stockpile
Roar
Earthquake
Return
Attract
Rock Slide
Poliwag [Frogger] (M)
Nature: Mild (+1 SpA, -1 Def)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Absorb (Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Damp (Innate: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim: (Innate; DW LOCKED): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Water Sport
Bubble
Hypnosis
Water Gun
DoubleSlap
Rain Dance
Body Slam
BubbleBeam
Encore
Endure
Ice Ball
Mud Shot
Water Pulse
Ice Beam
Psychic
Double Team
Scald
Substitute
Oddish [Not Odd] (F)
Nature: Calm (+1 SpD, -1 Atk)
Type: Grass/Poison
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 breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Run Away (Innate; DW LOCKED): 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Absorb
Sweet Scent
Acid
PoisonPowder
Stun Spore
Sleep Powder
Mega Drain
Lucky Chant
After You
Ingrain
Nature Power
Synthesis
Teeter Dance
Toxic
Venoshock
Sunny Day
Double Team
Energy Ball
VS
DARMANITINCAN
Stefan - Charmander (M)
Nature: Naughty (+1 Atk, -1 SpD)
Types: Fire
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)
Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 65
Size Class: 1
Weight Class: 1
EC: 0/9
MC: 0
DC: 0/5
Moves:
Scratch
Growl
Ember
Leer
Metal Claw
SmokeScreen
Rage
Dragon Rage
Scary Face
Fire Fang
Counter
Dragon Pulse
Focus Punch
Dig
Brick Break
Flamethrower
Kyza - Cyndaquil (M)
Nature: Lonely (+1 Atk, -1 Def)
Types: Fire
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)
Flash Fire (DW): (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
EC: 0/9
MC: 0
DC: 0/5
Moves:
Tackle
Leer
SmokeScreen
Ember
Quick Attack
Flame Wheel
Defense Curl
Extrasensory
Flare Blitz
Fury Swipes
Dig
Protect
Flamethrower
Ranulf - Beldum (X)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Types: Steel/Psychic
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 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:
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): (Trait) 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.)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 4 [3 Light Metal]
EC: 2/9
MC: 2
DC: 1/5
Moves:
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Stefan - Charmander (M)
Nature: Naughty (+1 Atk, -1 SpD)
Types: Fire
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)
Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 65
Size Class: 1
Weight Class: 1
EC: 0/9
MC: 0
DC: 0/5
Moves:
Scratch
Growl
Ember
Leer
Metal Claw
SmokeScreen
Rage
Dragon Rage
Scary Face
Fire Fang
Counter
Dragon Pulse
Focus Punch
Dig
Brick Break
Flamethrower
Kyza - Cyndaquil (M)
Nature: Lonely (+1 Atk, -1 Def)
Types: Fire
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)
Flash Fire (DW): (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
EC: 0/9
MC: 0
DC: 0/5
Moves:
Tackle
Leer
SmokeScreen
Ember
Quick Attack
Flame Wheel
Defense Curl
Extrasensory
Flare Blitz
Fury Swipes
Dig
Protect
Flamethrower
Ranulf - Beldum (X)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Types: Steel/Psychic
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 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:
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): (Trait) 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.)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 4 [3 Light Metal]
EC: 2/9
MC: 2
DC: 1/5
Moves:
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Order of Operations said:topher sends out a Pokemon with items.
danmantincan countersends with items and orders.
topher counterorders.
I ref.