Or should I say locking DOWN for the day? Heh, heh.
After some confusion involving an old rule, let's get this show on the road!
TEH RULES
*ahem*
As LockDown allowed acceptor Houndoomsday to pick the Arena, this is the order of operations:
After some confusion involving an old rule, let's get this show on the road!
TEH RULES
ACCEPTANCEAnd 2 2v2 (any format) open challenges. One is FEs, one is NFEs.
All abilities
1/5 recover/chills
Items=training
Switch=KO
2 Subs
2 Day DQ
Any Arena
Note: in a PM, it was confirmed by Houndoomsday to be Singles, ASB arena.I accept the NFE challenge. I have no training items so I will just be using no items though...
VSLockDown said:Thanks for reffing.
Remoraid [Grit] (M)
Quiet Nature (+1 Special Attack, -15% Speed -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW) [Locked]: (Innate) This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 56 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Signal Beam
Bullet Seed
Hydro Pump
Acid Spray
Rock Blast
Water Spout
Ice Beam
Flamethrower
Charge Beam
Cacnea [Kinsarti] (M)
Brave Nature (+1 Attack, -15% Speed -10% Evasion)
Type: Grass
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.
Abilities:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Water Absorb (DW) [Locked]: (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.
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30 (-)
Size Class: 1
Weight Class: 4
Base Rank Total: 14
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Poison Sting
Leer
Absorb
Growth
Leech Seed
Sand-Attack
Pin Missile
Ingrain
Spikes
Payback
Counter
Disable
Teeter Dance
Protect
Grass Knot
Substitute
Drain Punch
ThunderPunch
Houndoomsday said:This will be a Single Battle, on ASB (I pick the arena, right?). Thanks for reffing!
Bulbasaur [Bulby] (Female)
Nature: Modest (+SpA, -Att)
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 breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Overgrow: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2)
Chlorophyll (DW): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed
Stats:
HP: 90
Attack: Rank 1 (-)
Defense: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle (*)
Growl (*)
Leech Seed (*)
Vine Whip (*)
Poison Powder (*)
Sleep Powder (*)
Take Down (*)
Razor Leaf (*)
Sweet Scent (*)
Growth (*)
Giga Drain (*)
Sludge (*)
Curse (*)
Toxic (*)
Rest (*)
Protect (*)
Dratini [Smaug] (Male)
Nature: Adamant (+Att, -SpA)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Shed Skin: 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 Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 90
Attack: Rank 4 (+)
Defense: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Wrap (*)
Leer (*)
Thunder Wave (*)
Agility (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Extremespeed (*)
Aqua Jet (*)
Supersonic (*)
Light Screen (*)
Safeguard (*)
Protect (*)
Houndour [Hellhound] (Male)
Nature: Mild (+SpA, -Def)
Type: Dark/Fire
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.
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 bushfire areas.
Abilities:
Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire: 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.
Unnerve: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
HP: 90
Atk: Rank 2
Def: Rank 1 (-1)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer (*)
Howl (*)
Ember (*)
Roar (*)
Smog (*)
Bite (*)
Odor Sleuth (*)
Beat Up (*)
Fire Spin (*)
Thunder Fang (*)
Counter (*)
Will O'Wisp (*)
Sludge Bomb (*)
Sunny Day (*)
*ahem*
As LockDown allowed acceptor Houndoomsday to pick the Arena, this is the order of operations:
OoO said:Houndoomsday sends out a mon and equips items.
LockDown countersends, equips Training Items and orders.
Houndoomsday counterorders.
Imess up whilereffing.