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Nice job, Spiffy. Apologies for the hax, Objection, but that's just the game, eh? Now observe as you crit me three times in a row, and I proceed to bitch about it for a year.
Now let's try something a little riskier... I want you to fire a Twister, and use Sonicboom to increase its speed and power. Then go for another Thunderbolt to end it.
OK Frollo, I want you to combo Drain Punch and Ice Punch so that you hit him with ice, which he is weak to, and drain some of his health. After that, I want you to just use a regular Ice Punch.
Type: Fighting/Psychic Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). 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:
Pure Power: (Innate) This Pokemon has immense inner strength, raising its Attack by **. If skill swapped, the swapped Pokemon's Attack is only raised by *.
Telepathy (DW UNLOCKED): (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.
Attacks:
Bide (*)
Meditate (*)
Confusion (*)
Detect (*)
Hidden Power Fighting 6 (*)
Mind Reader (*)
Feint (*)
Calm Mind (*)
Force Palm
Recover
Monohm (Spiffy) (F)
Nature: Modest - adds * to Special Attack, subtracts * from Attack.
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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. Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Frollo starts things off by once again wreathing his fist in an icy mist, preparing for an Ice Punch! However, as he closes in, his hand begins to glow, and as he strikes Spiffy, he saps her strength with an Ice Drain Punch, invigorating him! However, Spiffy appears to be charging up a combo of his own! He starts winding up a Twister in front of her, which whirls away between Frollo and Spiffy. She then charges up a Sonicboom and fires it directly through the Twister. The whirling of the twister gives the Sonicboom additional velocity, giving it even more cutting power. On top of that, the Sonicboom's speed carries the Twister toward Frollo, ramming directly into him!
Shaken, Frolly close back in for another Ice Punch, causing ice crystals to form again on Spiffy's flank. Undeterred, Spiffy fires off another fully charged Thunderbolt, striking Frollo once again directly in the chest!
Bronzor [Rolf] (Male)
Nature: Sassy (+1 * Special Defense, -15% Speed and flat -5% accuracy)
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 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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.
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.
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.
Moves:
Confuse Ray
Confusion
Extrasensory
Hypnosis
Tackle
Imprison
Trick
Ancientpower
Signal Beam
Trick Room
Dream Eater
Flash Cannon
Venser's team:
Bolderdash* [Rube] (♀) Type: Rock Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1). Nature:Hasty (Subtracts * from Defense, a 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.
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. 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). Mold Breaker (DW) (Unlocked): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Moves:
Giga Drain*
Weather Ball*
Vacuum Wave*
Tackle*
Defense Curl*
Rollout*
Rock Blast*
Disable*
Acupressure*
Mud Shot*
Power Gem*
Rock Polish*
Flamethrower*
Shadow Ball*
Volt Change*
Energy Ball*
Ancientpower*
Earth Power*
Head Smash*
Substitute
The second and final round of Rube's and Rolf's bout begins. Rube starts off the round setting up a Substitute to block most of Rolf's attacks, but with only 5 HP it is of such shoddy construction that it can hardly stay together while just sitting there (2 Energy). In responce, Rolf moves over and tries to put Rube into a deep sleep with a powerful Hypnosis but accidently targets the Substitute, leaving Rube unaffected, but dissolving the poor-quality substitute just by looking at it, or perhaps due just to the passage of time (10 Energy). However, he does get the chance to let off a Flamethrower at Rolf, which he takes with both hands, hurting Rolf badly (7 Energy, 15 Damage). This does leave Rube open to another Hypnosis, but unfortunately misses copmletely, leaving Rube untouched again (14 Energy). Finally, Rube summons up his Earth Power to batter Rolf once again, lowering his defence a bit (8 Energy, 14 Damage, -1 Special Defense). Eventually, the match finishes with Rolf trying to be a Dream Eater, but unfortunately Rube is still awake, and so the attack does nothing (6 Energy)
Its_A_Random vs. Darkamber8828 - DarkSlay, Completed
Son of Shadoo vs. Objection - SDS
Venser vs. Its_A_Random - EP, completed
Fire Blast vs. Darkamber8828 - DarkSlay
Venser vs. Random - EP, completed
Temperentia vs. Dummy007 - EP, completed
Leethoof vs. Flora - Athen, completed
Rediamond vs. Dogfish44 - Athen
Venser vs. smashlloyd20 - Athen, completed
Solstice vs. Random - SDS
Dummy007 vs. IceBug - Athen
Arcanite vs. Leethoof -
Flora vs.
With this done, I claim another WC and go on to ref Dummy007 and Ice Bug. Dummy, it is your turn to post actions first. Dummy007 vs. IceBug
Dummy's mon:
Larvesta(*) [Harry] (M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Typing: Bug/Fire
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
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:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm (DW): (Can Be Enabled) 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)
Attacks:
Ember(*)
String Shot(*)
Leech Life(*)
Take Down(*)
Magnet Rise(*)
Morning Sun(*)
Zen Headbutt(*)
Sunny Day(*)
SolarBeam(*)
Flamethrower(*)
IceBug's mon:
Rebble Tourmaline (Genderless)
Nature: Quirky (No Effect on Stats)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
EC: 2/9
MC: 1
DC: 1/5
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.
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).
Mold Breaker: (DW)(Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Eevee (M) (Full Name: Follow the Wind, Nickname: Fellow) Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced by *) Type: Normal Normal: Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have have Energy Cost reduced by one (1).
Abilities: Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle. Adaptibility: (Innate) The moves that match this Pokemon’s type deal two (2) more damage. Anticipation(DW): (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Shadow Ball(*)
Hidden Power Fire Power 6(*)
Substitute(*)
Hippowdon(*) Stortamus (M)
Nature: Impish
Type:
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).
Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush Abilities.
Sand Force (DW Unlocked): (Innate) 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 two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Tackle*
Sand-Attack*
Bite*
Yawn*
Take Down*
Dig*
Sand Tomb*
Crunch
Thunder Fang
Fire Fang
Woo! GG, Objection, that was a close one! Thanks for reffing SDS.
I'll redeem my two DC for a Lum Berry.
And then I guess I'll seek another two turn brawl.
Oh, and before I forget - what if I were to combine the moves Aqua Jet and Mach Punch on my Privatyke? The idea is to try and double the velocity of the punch to increase its force and knockback.
Alright Stortamus, now that your here, we can get some nice Sandstorm going, coupled with our (Unlocked) DW ability. Begin with an Earthquake to decimate that substitute, Then use Sand Attack to get that Accuracy drop, & finish up with a Body Slam.
Type: 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: 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). Drought: (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). (Dream World)
Energy Ball* Extrasensory* Hypnosis*
Faint Attack
Pain Split
Protect* Toxic* Return*
Dig
Dogfish's mon:
Emonga [Boltair] (Female) (*)
Nature: Mild
Type:
Electric/Flying: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain, Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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.
Motor Drive (DW - NOT ACTIVATED): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.
Fire Blast => Flamethrower => Ember
Electro Ball * 3
And so we finally get to the second round of Fogdish's and Rediamonds bout, and Rediamond's sunshine looks like it has a clear advantage at the moment, because it has been blasting away with powerful Fire-type attacks the whole time. Boltair starts off the round once more with an Electro Ball aimed at Sunshine (8 Energy, 9 Damage). Sunshine then fires off a Fire Blast back at her, but unfortunately it misses completely, leaving Boltair unharmed and incredibly lucky (7 Energy). Then, Boltair takes the opportunity to let off another Electro Ball at Sunshine, knocking it again (12 Energy, 9 Damage). Then, Sunshine lets off a more accurate Flamethrower this time to try to knock Boltair, managing this time to knock it badly (6 Energy, 18 Damage). Finally, Boltair finishes up her brawl with another Electro Ball against Sunshine, doing a healthy amount of damage to finish up (16 Energy, 9 Damage). Sunshine finishes up by firing an Ember out towards Boltair, which doesn't quite manage to knock it out, even if it comes very close (2 Energy, 9 Damage). It looks like the scores will be clear after just the first round, and all we can probably say is well done, Rediamond. But gg and wp to everyone.
Apologies to Dummy, totally didn't see that we had a ref!
Alright Tourmaline, since I don't believe I'll be lucky enough to hit the attack drop on Paleo Wave just yet (not like it matters all too much), let's start things with a Power Gem! Next, with the boost from Technician at our backs, throw out a Rock Blast, then finish up with a Metal Sound to carry a huge stat advantage into the next round!
So: Power Gem - Rock Blast - Metal Sound
And using Technician as my ability if we are restricted to one.
Larvesta(*) [Harry] (M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Typing: Bug/Fire
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
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:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm (DW): (Can Be Enabled) 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)
Attacks:
Ember(*)
String Shot(*)
Leech Life(*)
Take Down(*)
Magnet Rise(*)
Morning Sun(*)
Zen Headbutt(*)
Sunny Day(*)
SolarBeam(*)
Flamethrower(*)
IceBug's mon:
Rebble Tourmaline (Genderless)
Nature: Quirky (No Effect on Stats)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
EC: 2/9
MC: 1
DC: 1/5
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.
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).
Mold Breaker: (DW)(Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Shadow Ball
Energy Ball
Stone Edge
Paleo Wave
Metal Sound
Earth Powe
String Shot => Sunny Day => Solarbeam
Power Gem => Rock Blast => Metal Sound
And so we finally get to the update for the bout between Dummy and IceBug. We start off with Tourmaline, who quickly fires off a Power Gem to start off the match, brutally hitting Harry and starting off the match very well (4 Energy, 26 Damage). Harry then returns with a String Shot at Tourmaline, binding it up and leaving it much slower for some time (5 Energy). Then, Tourmaline follows up his earlier attack with a powerful Rock Blast, which repeatedly pounds Harry with great boulders, but fortunately for Harry it only hits twice, the rest missing (5 Energy, 24 Damage). Harry responds by using his inner heat to brighten up the atmosphere in the arena, releasing so much heat energy that it seems to be a Sunny Day inside the Dojo (9 Energy)! Finally, Tourmaline finishes up by directing a Metal Sound at Harry, which irkes it so much that it can't quite keep its defenses up, leaving it very exposed (6 Energy). Harry finishes up the round by using the makeshift sun in the arena to let off a powerful Solarbeam, which hits Tourmaline for the first time and does a number on him, leaving the scores slightly more even but still looking decidedly one-way (8 Energy, 20 Damage). This leaves the round over, and it is up to IceBug to issue instructions first this time.
Ice Bug's Tourmaline HP: 70 Energy: 85% -1 Speed
Dummy007's Harry HP: 40 Enery: 78% Sunny Day -2 Special Defense
Wow, x4 weak really packs a punch, huh...well, start with Disable on Solarbeam to cut off its painful offense, then fire off another Power Gem to barrel through it's defense after the Metal Sound of last round, then Rock Blast once more, with hopefully more hits to wrap things up.
Dang, this is really one-sided. Don't give up, though! Use a second String Shot while it disables you, then use your newfound Speed advantage to shoot off a combination Ember + Flamethrower.
Larvesta(*) [Harry] (M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Typing: Bug/Fire
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
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:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm (DW): (Can Be Enabled) 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)
Attacks:
Ember(*)
String Shot(*)
Leech Life(*)
Take Down(*)
Magnet Rise(*)
Morning Sun(*)
Zen Headbutt(*)
Sunny Day(*)
SolarBeam(*)
Flamethrower(*)
IceBug's mon:
Rebble Tourmaline (Genderless)
Nature: Quirky (No Effect on Stats)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
EC: 2/9
MC: 1
DC: 1/5
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.
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).
Mold Breaker: (DW)(Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Shadow Ball
Energy Ball
Stone Edge
Paleo Wave
Metal Sound
Earth Powe
String Shot => Ember + Flamethrower
Disable => Power Gem => Rock Blast
Ice Bug's Tourmaline HP: 70 Energy: 85% -1 Speed
Dummy007's Harry HP: 40 Enery: 78% Sunny Day -2 Special Defense
Thus the second round begins. Tourmaline begins the round once more, mentally attacking Harry in order to Disable his ability to use Solarbeam like before (6 Energy). Harry then fires off a String Shot at Tourmaline, once again tieing up Tourmaline in knots, leaving it unable to move freely (5 Energy). Then, Tourmaline fires off a Power Gem at Harry, brutally hurting it once more with a beam of small rocks (4 Energy, 26 Damage). Harry also fires off a huge fiery blast, combining Embers in a Flamethrower to blast embers all around the Dojo, burning Harry badly and doing some good damage before Harry is knocked out (9 Energy, 10 Damage). This leaves Harry open to attack, and Tourmaline takes the chance to let off another Rock Blast, showering Harry with debris but knocking him our with the first blow (5 Energy, 14 Damage). This leaves the round over, and with Harry out on the sidelines it appears that there can only be one winner. We'll have to see below!
Typing: 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.
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.
Attacks:-
Lucky Chant
Magical Leaf
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Shadow Ball
Will-O-Wisp
Thunderbolt
Hidden Power 7 Fighting
Nasty Plot
Spite
Shadow Sneak
Lucario* Destruction (Male) Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Typing: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). 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: Steadfast: If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. Inner Focus: 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)The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. (DW)
Dark Pulse
Quick Attack*
Foresight*
Detect
Metal Claw
Endure*
Counter*
Force Palm*
Feint*
Bone Rush
Metal Sound
Reversal*
Screech*
Aura Sphere
Extremespeed
Typing: 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.
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.
Attacks:-
Lucky Chant
Magical Leaf
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Shadow Ball
Will-O-Wisp
Thunderbolt
Hidden Power 7 Fighting
Nasty Plot
Spite
Shadow Sneak
Lucario* Destruction (Male) Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Typing: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). 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: Steadfast: If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. Inner Focus: 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)The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. (DW)
Dark Pulse
Quick Attack*
Foresight*
Detect
Metal Claw
Endure*
Counter*
Force Palm*
Feint*
Bone Rush
Metal Sound
Reversal*
Screech*
Aura Sphere
Extremespeed
It's the first round of the brawl, and the participants release their Pokemon. The round starts with Ms. Ardy the Mismagius, who lets off a Will-o-wisp at Destruction, burning him badly and leaving him crippled for the rest of the match (7 Energy). Meanwhile, Destructionhatches a Nasty Plot about the upcoming match to boost his attacking prowess (7 Energy). Then, Ms. Ardy hatches her own Nasty Plot, also boosting her attacks (7 Energy). Then, Destruction continues with the first big hit of the match, launching a huge Dark Pulse at Ms. Ardy and wounding her badly (6 Energy, 17 Energy). Finally, Ms. Ardy attack back by launching all of her Hidden Power at Destruction, and doing a number on Destruction with it (5 Energy, 18 Damage), only to be hit back with another Dark Pulse from Lucario, hitting her badly again and leaving the round over, with only a slight advantage to Destruction and elDino (10 Energy, 18 Damage).
Dratini(*) Mystery (F) Nature: Quiet (Adds One (1) Rank to Special 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: 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.
Abilities: Shen 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).
Dark: Summary: 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.
Fighting: Summary: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Moxie:(Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Dream World Ability(Locked): 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 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.