Greetings from this inlet...place. We are gathered here today on an unnamed inlet to witness an intense battle between our two competitors: Temperantia and elDino! The water is marshy, the air is damp, and the ground is...wait, what was that? What do you mean the ref building violates the construction code for this area?!? I know the ground is unstable, but...okay, I'm going to have to talk to the contractor. In the meantime, here's all the information our competitors will need for their battle! Yeah, yeah, I'm coming...
Temperantia's Rules:
Croagunk(*) Mr. Bubbles (M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type: Poison/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Poison Touch (DW=Unlocked): (Can Be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.
Stats:
HP: 90
Atk(+): 4
Def: 2
SpA: 3
SpD(-): 1
Spe: 50
EC: 5/6
MC: 2
DC: 5/5
Attacks:
Astonish(*)
Mud Slap(*)
Poison Sting(*)
Taunt(*)
Pursuit(*)
Faint Attack(*)
Revenge(*)
Swagger(*)
Sucker Punch
Nasty Plot
Vacuum Wave(*)
Cross Chop(*)
Fake Out(*)
Rain Dance(*)
Poison Jab(*)
Earthquake(*)
Flaaffy(*) Cyndi (F)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Electric
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.
Abilities:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Plus (DW=Unlocked): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.
Stats:
HP: 90
Atk: 2
Def: 2
SpA(+): 4
SpD: 2
Spe(-): 30 (35/1.15= 30.4.., truncated to 30)
EC: 5/9
MC: 1
DC: 5/5
Attacks:
Tackle(*)
Growl(*)
Thundershock(*)
Thunder Wave(*)
Cotton Spore(*)
Charge(*)
Signal Beam
Power Gem
Cotton Guard
Agility(*)
Body Slam(*)
Screech(*)
Light Screen(*)
Thunderbolt(*)
Charge Beam (*)
Hidden Power(Ice, 7)
Murkrow- Eclipse (M)
Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Type: Dark/Flying
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.
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.
Abilties:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
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: 100
Atk(+): 4
Def(-): 1
SpA: 3
SpD: 2
Spe: 91
EC: 5/6
MC: 2
DC: 3/5
Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Sucker Punch
Taunt
Roost
Sky Attack
Psycho Shift
Thunder Wave
Snarl
Toxic
Gengar* Death (Male)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Typing:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 110
EC 9/9
MC 0
DW None
Moves:
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Night Shade*
Confuse Ray*
Sucker Punch*
Shadow Ball
Shadow Punch
Clear Smog*
Disable*
Fire Punch*
Thunderbolt*
Sludge Bomb*
Will-O-Wisp*
Taunt
Dark Pulse
Gyarados Dastardly(M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Moxie: (DW)This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. (DW)
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (-)
Spe: 81
EC: 6/6
MC: 0
DC: 2/5
Moves:
Splash*
Tackle*
Flail*
Bounce*
Thrash
Bite
Dragon Rage
Dragon Dance
Aqua Tail
Earthquake
Magneton Dynamite (Genderless)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Typing:
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.
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.
Abilities:
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Sturdy: 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.
Analytic: (DW) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
(DW)
Stats:
Magneton
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
EC 5/9
MC 2
DW 1/5
Moves:
Metal Sound*
Tackle*
ThunderShock*
Supersonic*
SonicBoom*
Thunder Wave*
Spark*
Screech*
Discharge*
Magnet Rise*
Thunderbolt*
Flash Cannon*
Toxic*
Flow of the Match:
Temperantia sends out a Pokemon.
elDino sends out a Pokemon and gives orders.
I ref/fail miserably.
elDino gives orders.
Temperantia gives orders.
I failref again.
etc.
(There would be a 'Go, Temperantia!' message here if I wasn't in the custody of the fire marshal.)
Arena: A muddy, marsh-like inlet of water. Pokemon who can't swim well will have lowered movement and use more energy to attack. Depth is about 2-3 feet and reeds and cattails are everywhere, while large, foreboding trees surround the swamp. The ground isn't stable enough to be affected by Earthquake much, but if a Pokemon is willing to swim to the bottom, they could Dig.
Non-Water-typed Pokemon that use legs to walk have a flat -10 decrease in Speed. Each of their physical attacks also costs an additional 1 energy to use. Earthquake has no effect, but Dig can be used by swimming to the bottom of the inlet. It costs 1 action to swim to the bottom and another to use Dig.
Temperantia's Rules:
elDino's Rules:1v1 singles
1 recov/3 chills
DQ 1 day
THE POKEMON:No items
All abilities
Switch=KO
Croagunk(*) Mr. Bubbles (M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type: Poison/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Poison Touch (DW=Unlocked): (Can Be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.
Stats:
HP: 90
Atk(+): 4
Def: 2
SpA: 3
SpD(-): 1
Spe: 50
EC: 5/6
MC: 2
DC: 5/5
Attacks:
Astonish(*)
Mud Slap(*)
Poison Sting(*)
Taunt(*)
Pursuit(*)
Faint Attack(*)
Revenge(*)
Swagger(*)
Sucker Punch
Nasty Plot
Vacuum Wave(*)
Cross Chop(*)
Fake Out(*)
Rain Dance(*)
Poison Jab(*)
Earthquake(*)
Flaaffy(*) Cyndi (F)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Electric
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.
Abilities:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Plus (DW=Unlocked): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.
Stats:
HP: 90
Atk: 2
Def: 2
SpA(+): 4
SpD: 2
Spe(-): 30 (35/1.15= 30.4.., truncated to 30)
EC: 5/9
MC: 1
DC: 5/5
Attacks:
Tackle(*)
Growl(*)
Thundershock(*)
Thunder Wave(*)
Cotton Spore(*)
Charge(*)
Signal Beam
Power Gem
Cotton Guard
Agility(*)
Body Slam(*)
Screech(*)
Light Screen(*)
Thunderbolt(*)
Charge Beam (*)
Hidden Power(Ice, 7)
Murkrow- Eclipse (M)
Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Type: Dark/Flying
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.
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.
Abilties:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
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: 100
Atk(+): 4
Def(-): 1
SpA: 3
SpD: 2
Spe: 91
EC: 5/6
MC: 2
DC: 3/5
Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Sucker Punch
Taunt
Roost
Sky Attack
Psycho Shift
Thunder Wave
Snarl
Toxic
Gengar* Death (Male)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Typing:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 110
EC 9/9
MC 0
DW None
Moves:
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Night Shade*
Confuse Ray*
Sucker Punch*
Shadow Ball
Shadow Punch
Clear Smog*
Disable*
Fire Punch*
Thunderbolt*
Sludge Bomb*
Will-O-Wisp*
Taunt
Dark Pulse
Gyarados Dastardly(M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Moxie: (DW)This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. (DW)
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (-)
Spe: 81
EC: 6/6
MC: 0
DC: 2/5
Moves:
Splash*
Tackle*
Flail*
Bounce*
Thrash
Bite
Dragon Rage
Dragon Dance
Aqua Tail
Earthquake
Magneton Dynamite (Genderless)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Typing:
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.
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.
Abilities:
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Sturdy: 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.
Analytic: (DW) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
(DW)
Stats:
Magneton
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70
EC 5/9
MC 2
DW 1/5
Moves:
Metal Sound*
Tackle*
ThunderShock*
Supersonic*
SonicBoom*
Thunder Wave*
Spark*
Screech*
Discharge*
Magnet Rise*
Thunderbolt*
Flash Cannon*
Toxic*
Flow of the Match:
Temperantia sends out a Pokemon.
elDino sends out a Pokemon and gives orders.
I ref/fail miserably.
elDino gives orders.
Temperantia gives orders.
I failref again.
etc.
(There would be a 'Go, Temperantia!' message here if I wasn't in the custody of the fire marshal.)