Da Battle of Doom (on an Island).
Hello and welcome to this epic battle between our professional Pokemon trainer: Venser and a newcomer to this game: JBCWK. I'm not sure what that stands for but I am here to wish both contestants good luck, and have a prosperous battle!
Rules:
Pokemon: 2v2
Format: Singles
DQ: 2 days
Items: None
Abilities: 2
Switch: KO
Move restrictions: 2 Recovers / 5 Chills
Now that thats over, lets check out the arena for today's match!
The Arena!!!
A small island with a large wall around the centre of it, surrounded by deep water. Battles can be held within the island or in the water, but if a Pokemon drifts too far away from the main island (up to the ref's discretion) it will get lost and take one action to swim back to the battle area.
In short: Small island, wall in the centre, battles on island or in water, if Pokemon drifts too far from island, must take one action to swim back.
The Teams!!!
JBCWK:
Growlithe (*) (Male)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Abilities:
Intimidate (Can be Activated): 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 their 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.
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (Innate) (DW): This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Stats:
HP: 90
Atk: ***
Def: * (-)
SpA: ***
SpD: **
Spe: 69 (60 * 1.15)
EC: 1/6
MC: 1
DC: 1/5
Attacks:
Bite (*)
Roar (*)
Ember (*)
Leer (*)
Odor Sleuth (*)
Take Down (*)
Flame Wheel (*)
Reversal (*)
Crunch (*)
Flare Blitz (*)
Iron Tail (*)
Overheat (*)
Protect (*)
Wild Charge (*)
Dratini (*) (Male)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (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): This Pokemon’s coat shimmers when afflicted with a status condition, reducing the damage received from physical attacks by two (2).
Stats:
HP: 90
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 50
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Wrap (*)
Leer (*)
Thunder Wave (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Agility (*)
Dragon Dance (*)
ExtremeSpeed (*)
Outrage (*)
Protect (*)
Aqua Jet (*)
Attract (*)
Solosis (*) (M)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Psychic
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). 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): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 20
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Psywave (*)
Reflect (*)
Rollout (*)
Snatch (*)
Hidden Power (Fire, 7) (*)
Light Screen (*)
Charm (*)
Recover (*)
Psyshock (*)
Confuse Ray (*)
Secret Power (*)
Night Shade (*)
Calm Mind (*)
Shadow Ball (*)
Energy Ball (*)
Venser:
Shroomish [Turtle] (♂)
Nature: Adamant (+ * to Attack, -* from Special Attack)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35
EC: 0/6
MC: 0
DC: 0/5
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. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Can be disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
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 multi-hit attacks is increased by two (2).
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Spore
Bullet Seed
Drain Punch
Focus Punch
Bullet Seed
Substitute
Swords Dance
Nohface [Jyuu] (♂)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack)
Type: Steel / Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
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.)
Abilities:
Levitate (Innate): 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.
Levitate (DW) (Innate): 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: 100
Atk: **
Def: ***
SpA: * (-1)
SpD: ***
Spe: 11.5 (11 * 1.15)
EC: 1/6
MC: 0
DC: 1/5
Attacks
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
ShadowStrike
Psycho Shift
Meteor Mash
Yawn
Will-o-Wisp
Dig
Taunt
Golett [Troll] (♂)
Nature: Brave (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Ground / Ghost
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
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.)
Stats:
HP: 100
Atk: **** (+)
Def: **
SpA: **
SpD: **
Spe: 29 (35 - (35 * .15))
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Iron Fist: (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.)
Klutz: (Can be disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
No Guard (DW): (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.
Attacks:
Pound*
Astonish*
Defense Curl*
Mud-Slap*
Rollout*
Shadow Punch*
Iron Defense*
Mega Punch*
Magnitude*
Earthquake*
DynamicPunch*
Focus Punch*
Substitute*
Safeguard*
Gyro Ball*
How the match will be played:
JBCWK sends out his first Pokemon.
Venser sends out his first Pokemon and chooses its moves.
JBCWK chooses his Pokemon's moves.
I ref.
Lets do this.
Hello and welcome to this epic battle between our professional Pokemon trainer: Venser and a newcomer to this game: JBCWK. I'm not sure what that stands for but I am here to wish both contestants good luck, and have a prosperous battle!
Rules:
Pokemon: 2v2
Format: Singles
DQ: 2 days
Items: None
Abilities: 2
Switch: KO
Move restrictions: 2 Recovers / 5 Chills
Now that thats over, lets check out the arena for today's match!
The Arena!!!
A small island with a large wall around the centre of it, surrounded by deep water. Battles can be held within the island or in the water, but if a Pokemon drifts too far away from the main island (up to the ref's discretion) it will get lost and take one action to swim back to the battle area.
In short: Small island, wall in the centre, battles on island or in water, if Pokemon drifts too far from island, must take one action to swim back.
The Teams!!!
JBCWK:
Growlithe (*) (Male)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Abilities:
Intimidate (Can be Activated): 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 their 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.
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (Innate) (DW): This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Stats:
HP: 90
Atk: ***
Def: * (-)
SpA: ***
SpD: **
Spe: 69 (60 * 1.15)
EC: 1/6
MC: 1
DC: 1/5
Attacks:
Bite (*)
Roar (*)
Ember (*)
Leer (*)
Odor Sleuth (*)
Take Down (*)
Flame Wheel (*)
Reversal (*)
Crunch (*)
Flare Blitz (*)
Iron Tail (*)
Overheat (*)
Protect (*)
Wild Charge (*)
Dratini (*) (Male)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (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): This Pokemon’s coat shimmers when afflicted with a status condition, reducing the damage received from physical attacks by two (2).
Stats:
HP: 90
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 50
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Wrap (*)
Leer (*)
Thunder Wave (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Agility (*)
Dragon Dance (*)
ExtremeSpeed (*)
Outrage (*)
Protect (*)
Aqua Jet (*)
Attract (*)
Solosis (*) (M)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Psychic
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). 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): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 20
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Psywave (*)
Reflect (*)
Rollout (*)
Snatch (*)
Hidden Power (Fire, 7) (*)
Light Screen (*)
Charm (*)
Recover (*)
Psyshock (*)
Confuse Ray (*)
Secret Power (*)
Night Shade (*)
Calm Mind (*)
Shadow Ball (*)
Energy Ball (*)
Venser:
Shroomish [Turtle] (♂)
Nature: Adamant (+ * to Attack, -* from Special Attack)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35
EC: 0/6
MC: 0
DC: 0/5
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. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Can be disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
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 multi-hit attacks is increased by two (2).
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Spore
Bullet Seed
Drain Punch
Focus Punch
Bullet Seed
Substitute
Swords Dance
Nohface [Jyuu] (♂)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack)
Type: Steel / Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
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.)
Abilities:
Levitate (Innate): 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.
Levitate (DW) (Innate): 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: 100
Atk: **
Def: ***
SpA: * (-1)
SpD: ***
Spe: 11.5 (11 * 1.15)
EC: 1/6
MC: 0
DC: 1/5
Attacks
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
ShadowStrike
Psycho Shift
Meteor Mash
Yawn
Will-o-Wisp
Dig
Taunt
Golett [Troll] (♂)
Nature: Brave (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Ground / Ghost
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
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.)
Stats:
HP: 100
Atk: **** (+)
Def: **
SpA: **
SpD: **
Spe: 29 (35 - (35 * .15))
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Iron Fist: (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.)
Klutz: (Can be disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
No Guard (DW): (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.
Attacks:
Pound*
Astonish*
Defense Curl*
Mud-Slap*
Rollout*
Shadow Punch*
Iron Defense*
Mega Punch*
Magnitude*
Earthquake*
DynamicPunch*
Focus Punch*
Substitute*
Safeguard*
Gyro Ball*
How the match will be played:
JBCWK sends out his first Pokemon.
Venser sends out his first Pokemon and chooses its moves.
JBCWK chooses his Pokemon's moves.
I ref.
Lets do this.