.Dummy007 VS AlphaJolt
Arena: Hogwarts Quidditch Field
See above picture for arena description. There are a few things going on in the arena, as this battle takes place during a Quidditch match.
Wizards Flying Around on Brooms: Pokemon cannot fly more than 20 feet off the ground, or they will take 5 damage (flat) and be sent hurtling back to Earth.
Beaters: Special type of Wizard flying around on a broom (20% chance if a Pokemon attempts to fly too high). Inflict 10 damage instead of 5.
Bludgers: (20% of affecting one Pokemon at the end of a turn, regardless of height) Inflict 15 (flat) damage.
Golden Snitch (5% of affecting one Pokemon at the end of a turn, regardless of height) Your Pokemon caught the Golden Snitch! Restores 20 HP and 10 Energy. May only happen once over the entire battle.
Dummy007's Team
Riolu [Hermione] (F)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Typing: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast: (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.
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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 1(-)
Spe: 60
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Copycat
Nasty Plot
Blaze Kick
Circle Throw
Vacuum Wave
Attract
Focus Blast
Swords Dance
Plicowatt [Dobby] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (Innate) 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.
Stats:
HP: 80
Atk: Rank 2
Def: Rank 0(-)
SpA: Rank 3(+)
SpD: Rank 1
Spe: 95
Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Counter
Me First
Signal Beam
Ice Beam
Thunderbolt
Scald
Toxic
Gastly [Severus] (M)
Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (ACC Boost = (80^2)/350 = 18.29; rounds up to 19) This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: Ghost/Poison
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.
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:
Levitate: (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 2
SpA: Rank 4
SpD: Rank 2
Spe: 92 (80*1.15)
Attacks:
Hypnosis
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Clear Smog
Disable
Perish Song
Thunderbolt
Psychic
Shadow Ball
Solosis [Ginny] (F)
Nature: Relaxed (Adds One (1) Rank to Defense; 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)
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Regenerator (DW): (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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3(+)
SpA: Rank 4
SpD: Rank 2
Spe: 17 (20 / 1.15)
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power [Ice 7]
Light Screen
Charm
Recover
Psyshock
Acid Armor
Confuse Ray
Imprison
Calm Mind
Thunder
Shadow Ball
AlphaJolt's Team
Dragonair [Hermes] (M)
Nature: Naughty (+Atk, -SpD)
Type: Dragon
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. (Dragonite line can breathe underwater.)
Abilities:
Shed Skin: (Innate) 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.
Marvel Scale (DW): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 100
Atk: Rank 4 (+1)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-1)
Spe: 70
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Outrage
ExtreemeSpeed
Dragon Pulse
Dragon Dance
Waterfall
Fire Blast
Thunderbolt
Ice Beam
Rain Dance
Thunder
Machoke [Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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. Resultingly 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 benefitted 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.
Stats:
HP: 100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 45
Moves:
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismic Toss
Revenge
Scary Face
Dynamicpunch
Counter
Ice Punch
Thunderpunch
Fire Punch
Bullet Punch
Rock Slide
Payback
Earthquake
Scyther [Ares] (M)
Nature: Adamant (+Atk, -SpA)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Technician: (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 multi-hit attacks is increased by two (2).
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.
Stats:
HP:100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 3
Spe: 105
Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Double Team
X-Scissor
Night Slash
Swords Dance
Counter
Reversal
Steel Wing
Protect
Brick Break
Giga Impact
Gastly [Hades] (M)
Nature: Modest (+SpA, - Atk)
Type: Ghost/Poison
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.
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:
Levitate: 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 (-1)
Def: Rank 2
SpA: Rank 4 (+1)
SpD: Rank 2
Spe: 80
Attacks:
Hypnosis
Spite
Lick
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Grudge
Disable
Clear Smog
Thunderbolt
Sludge Bomb
Energy Ball
Actions:
- 4v4 Doubles
- 2 day DQ / 3 day Ref
- 2 recovers, 5 chills
- Switch = KO
- All abilities
- No items
Arena: Hogwarts Quidditch Field

Wizards Flying Around on Brooms: Pokemon cannot fly more than 20 feet off the ground, or they will take 5 damage (flat) and be sent hurtling back to Earth.
Beaters: Special type of Wizard flying around on a broom (20% chance if a Pokemon attempts to fly too high). Inflict 10 damage instead of 5.
Bludgers: (20% of affecting one Pokemon at the end of a turn, regardless of height) Inflict 15 (flat) damage.
Golden Snitch (5% of affecting one Pokemon at the end of a turn, regardless of height) Your Pokemon caught the Golden Snitch! Restores 20 HP and 10 Energy. May only happen once over the entire battle.
Dummy007's Team

Riolu [Hermione] (F)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Typing: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast: (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.
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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 1(-)
Spe: 60
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Copycat
Nasty Plot
Blaze Kick
Circle Throw
Vacuum Wave
Attract
Focus Blast
Swords Dance

Plicowatt [Dobby] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (Innate) 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.
Stats:
HP: 80
Atk: Rank 2
Def: Rank 0(-)
SpA: Rank 3(+)
SpD: Rank 1
Spe: 95
Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Counter
Me First
Signal Beam
Ice Beam
Thunderbolt
Scald
Toxic

Gastly [Severus] (M)
Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (ACC Boost = (80^2)/350 = 18.29; rounds up to 19) This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: Ghost/Poison
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.
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:
Levitate: (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 2
SpA: Rank 4
SpD: Rank 2
Spe: 92 (80*1.15)
Attacks:
Hypnosis
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Clear Smog
Disable
Perish Song
Thunderbolt
Psychic
Shadow Ball

Solosis [Ginny] (F)
Nature: Relaxed (Adds One (1) Rank to Defense; 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)
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Regenerator (DW): (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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3(+)
SpA: Rank 4
SpD: Rank 2
Spe: 17 (20 / 1.15)
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power [Ice 7]
Light Screen
Charm
Recover
Psyshock
Acid Armor
Confuse Ray
Imprison
Calm Mind
Thunder
Shadow Ball
AlphaJolt's Team

Dragonair [Hermes] (M)
Nature: Naughty (+Atk, -SpD)
Type: Dragon
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. (Dragonite line can breathe underwater.)
Abilities:
Shed Skin: (Innate) 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.
Marvel Scale (DW): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 100
Atk: Rank 4 (+1)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-1)
Spe: 70
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Outrage
ExtreemeSpeed
Dragon Pulse
Dragon Dance
Waterfall
Fire Blast
Thunderbolt
Ice Beam
Rain Dance
Thunder

Machoke [Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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. Resultingly 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 benefitted 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.
Stats:
HP: 100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 45
Moves:
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismic Toss
Revenge
Scary Face
Dynamicpunch
Counter
Ice Punch
Thunderpunch
Fire Punch
Bullet Punch
Rock Slide
Payback
Earthquake

Scyther [Ares] (M)
Nature: Adamant (+Atk, -SpA)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Technician: (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 multi-hit attacks is increased by two (2).
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.
Stats:
HP:100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 3
Spe: 105
Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Double Team
X-Scissor
Night Slash
Swords Dance
Counter
Reversal
Steel Wing
Protect
Brick Break
Giga Impact

Gastly [Hades] (M)
Nature: Modest (+SpA, - Atk)
Type: Ghost/Poison
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.
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:
Levitate: 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 (-1)
Def: Rank 2
SpA: Rank 4 (+1)
SpD: Rank 2
Spe: 80
Attacks:
Hypnosis
Spite
Lick
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Grudge
Disable
Clear Smog
Thunderbolt
Sludge Bomb
Energy Ball
Actions:
- Dummy will send out.
- AlphaJolt will send out
- AlphaJolt will issue actions
- Dummy will issue actions
- I will ref
- Dummy will issue actions
- AlphaJolt will issue actions
- I will ref
- Jump to step three
....So you're up Dummy
Thanks to -Charmander- for the format
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