The Ultimate Showdown of Ultimate Destiny - Aborted

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THE ULTIMATE SHOWDOWN

of Ultimate Destiny

"This is the Ultimate Showdown, Of Ultimate Destiny
Good Guys, Bad Guys, and Explosions (as far as the eye can see)
And only one will survive, i wonder who it will be...
This is the Ultimate Showdown....

Of Ultimate Destiny."



"..."

"35 Challengers. They come from far and wide, some traveling great distances to get to where we are today. With them, a single pokemon. I have asked them all to bring their most trusted companion, a pokemon that has proved worthy of their love and loyalty. Most have done so. And now, here they are. 35 of ASB's Finest, competing to see who is truly the best! There are many tricks and challenges in store.... who will adapt? who will crumble? We will soon find out! Now, to the Arena..."

______________________________________________________

Massimo

Using the latest technology and his own creative Genius, Glacier Knight decided to create the mother of all arenas: 19 of them all rolled up into one grand master arena. However, that wasnt enough. To make a fresh continent without any history would be too simple. So, Glacier travelled back in time, to around the early 1200's, and forged his masterpiece. then, he let it grow on its own. 812 years later, Massimo is how you see it now. Oddly, there are no pokemon or life forms to be found. Are they hiding? what happened to them? Will you ever find out...? But, forget about that for a while. Enjoy the fresh and descriptive landscapes. and be careful! this is where the worst will fall, and the best will rise!

This is the layout of Massimo


There are 19 Main Arenas, and then 42 paths that connect each other.
If looking at the visual, you see there is one arena in the center, then an inner ring of 6 arenas, followed by the outer ring of the last 12 arenas.

Note: I have RNGed where you will start off. I have put your name by the arena you will begin.

Key
1= Lake on the Hillside: The Wanderer/Objection/Athenodoros/Frosty
2= Rolling Hills
3= Volcano: Ullar Warlord/Yarnus of Bethany
4= Snowy Plains: Smashlloyd20/WaterWarrior
5= Pine Forest: Pwnemon/Mrcranger97
6= Tall Grass: Its A Random/Dogfish44/Elevator Music/Zarator/Engineer Pikachu/Ragnarokalex
7= Misty Beach: Aopsuser/Madotsuki
8= Frosty Mountains: Simonsays/Imanalt/Darkslay
9= Cave: Rickheg
10= No Man's Land: TheWolfe
11= Ocean-side Cliff: Matezoide/Eternal Drifter
12= South Sea
13= Obsidian Badlands: LockDown
14= Flavor Special
15= Jungle: TheRoyalGuard
16= Murky Swamp: TIO/Texas Cloverleaf
17= Deathly Hallows: Maxim/Rediamond
18= Ghost Town: Complications/King Serperior/Gerard
19= Dusty Desert: Lupus Ater
The center of Massimo, this area was created for the most unbiased of battles. The ground is extremely, almost unnaturally flat. except of course, for the huge holes scattered here in there. They are not really holes, but craters, some deep enough to take cover in. they are of varying sizes. the ground is soft, and diggable, and there are some muddy spots, where it rained. There is no main water source besides the mud here and there. The sky is always cloudy here, but the sun does shine, if you want it too. Whipping up a sandstorm here would cause mud to get everywhere, so watch out. there are some patches of grass, but not much, and its not very tall.
This area of Massimo is very unruly, almost unruly as the jungles or the swamps. The grass is a consistent 4 feet tall, though a strong breeze is blowing, bending the blades somewhat. The grass is also thick, causing pokemon wafting through it to speed down a bit. This area is very dry, with no water source, so be careful with fire. The sky is partly cloudy, and the grass seems to beg for some water. There are no big trees or other plants. Just tall grass and more tall grass. the ground is a little hard, with all the roots, but nothing to impair diggers too much.
A very picturesque section of Massimo, the Misty Beaches are quite beautiful... for the most part. the Heat of the nearby volcano rushes down to meet the cool tang of the sea, and it creates a mist unlike no other. The beach's sand is very sparkly, which makes it different from other beaches. with shiny, shimmering sand, adding the mist creates a surreal scene. The mist impairs vision slightly, unless your pokemon has eye protection/good eyes. The sand, i should say, is very very fine. Digging here is not a good idea, and nearly impossible. seismic activities will be hampered here as well. the surf gently pounds the sand, and sometimes deposits shells and seaweed. it is almost always sunny here, which makes the mist and sand sparkle even more so. there is a board walk, which seems pretty sturdy though old, that goes out a hundred or so feet into the ocean. it also goes about 20 feet above the waters. it is not slippery, and there are no cracks in the floor boards or the railing (all wood).
Massimo's rolling hills are very generic, simple landforms. they are just normal hills, really. most are large enough to hide behind, and the whole area has somewhat tall grass, about 1 foot tall. it doesn't really impair mobility, but it is very dry. there is one large brook though, and it snakes all throughout the hills, between them. it is shallow, about one foot deep, with smooth rocks as a base. the water is very fast flowing. The hills also are somewhat rocky. there are a few large stone jutting out, and a good number of hand sized stones here and there. diggers need to watch out, they might dig into rocks and get hurt. the sky is partly cloudy, and a cool breeze is always wafting through the hills. there is an abandoned house in the west part of the hills. one story, nothing important inside. just some furniture and maybe a stove.
Giving a wonderful of the south sea, this section of Massimo is also dangerous. the ground here is tough, and will be difficult for diggers. the grass is somewhat tall, around one to two feet. no water source, until you get to the ocean.... which is 200 feet below you. the whole cliff side is sheer, and you cant really access the water or the sea unless you dive straight off the edge. seismic activity is fine, though if you are near the edge, i'd watch out. The sky is a clear blue, almost the same shade as the sea. This place is too gorgeous for rain, but it could be summoned, I guess. Its far too warm for hail though. Also, the plantlife here goes as far as grass. Trees are non-existent. if you look closely, from the cliff's edge you can see almost anything in the sea.
Massimo does have a cold climate... its just secluded. The whole area is a perfect picture of a wintry wonderland. the area is pretty flat, with a hill or too, and everywhere is covered in 2 feet of snow. the snow will inhibit those not prepared, so beware. grass is hidden, and not very tall to begin with. Unlike the other hilly or grassy areas, the snowy plains do have a few trees. they are all large evergreen pines, great big christmas trees blanketed in snow. they provide excellent cover, and can be hid behind (they are circular, and about 10 by 10 feet wide all around. about 30-40 feet tall). Even though they are wood, i doubt they will be easy to catch fire to, since their snow cover would melt and keep them damp. There is a little stream cutting through the middle of the area, separating the arena into a southern half and a northern half. the stream isnt deep at all, barely a foot, but is very quick. the sky is a snowy gray, and, you guessed it, it is constantly snowing. You can try all you want, but its not gonna get snowy here. Rain however, will cause things to get sleety. and sandstorm? itll be regular sandstorm... but with snow. snow being whipped up everywhere. The whole area is very cold, and will affect pokemon not prepared for chilly conditions. the air is still though, so the snow falls straight down. the ground is permafrosted, so good luck digging.
Massimo is freaking gorgeous, can i just say that? The only lake is nestled to the western edge of Massimo, and it is quite large. Rivaling the size of the Lake of Rage, it makes its presence known. however, the similarities of the two end there. Massimo Lake is extremely clear, to start out with. absolutely no pollution whatsoever. you can see down pretty deep, though not all the way to the bottom. The lake's deepest point is 200 feet down, though its pretty shallow all around the edges, about 3 feet or so before it dips down unexpectedly. There doesn't seem to be any pokemon life living in the lake, though you can see cattails and other lake side plants flourishing. There is no sand around the edges of the lake, but simply softer dirt and grass. All around the lake are smoother hills, most of them pretty low, and a few large oak trees. The oak trees are about 30 or so feet tall, and are very sturdy. Now, traversing this arena is interesting. You can swim/surf across the lake, or you can go all the way around the huge body of water. or..... you can cut right through the middle! There is a boardwalk-esque walking platform, that goes 30 feet in the air, and cuts straight through the lake, cutting it into a western half and a eastern half. the walking platform is made of some kind of metal, and is very sturdy. The sky here is partly cloudy, and you cannot whip up sandstorms here. Its just too beautiful for that! The ground around the lake is soft enough for dig to be worryless.
This part of Massimo is very expansive. Although it is mainly composed of pine, this forest is also home to other popular species of coniferous plants. The whole arena is composed of these trees, there isn't really an open space. there are some pockets within the forest though, for sparring purposes. all the trees reach around 60 feet in the air, making it hard to see the sky when you are trapped in its maze. the grass is not that tall, about a foot or so, but it is much thicker than other places in Massimo. this could be beneficial to your grass attacks, or hiding things within the blades. The trees can climbed, though only by though nimble enough do to so. It is easy to jump from tree to tree, since they are all fairly close to one another. The ground here is riddled with roots (underground at least), so digging could get you tangled. Seismic activity would be scary, but it can happen.... The sky, if you can see it, is very cloudy. sometimes it snows here! sometimes it rains.... sandstorms don't occur here.
A deadlier area of Massimo, the volcano is indeed active. first though, lets describe the whole area, then work our way up to the volcano itself. The ground is hard and rocky, only pokemon who are ground/rock could dig unscathed. there are only a few patches of grass, and they are yellow and withered. as you reach the center of the whole area, the elevation rises. you start having large rock formations jut out of the ground, which you can climb/hide behind. go further center bound, and the "mountain" begins. there is a single path, with many entrances, that spirals up and up, climbing the mountain. the whole structure is rocky and bumpy, with some weak spots. be careful! the rock here is an ashy red, or a coal black, depending on where. Also, i must warn you, there are some holes on the side of the volcano side that dig directly into the magma reserves. this means that lava pours out slowly in some places, flowing sometimes across the path! most of the time though its under, as there are pokemon made canals that run the lava harmlessly below where you walk. the bottom of the arena though has some pools of lava (mostly hardened though). when you reach the top, its like an arena within an arena. the space is 80 feet by 80 feet, and circular. the ground here cannot be dug in, unless a rock or fire type. it is almost obsidian black, and very hot. oh! i should mention, the whole arena is very hot, and the closer you get to lava or the volcano peak, the hotter it gets. be careful, you could get heat exhaustion if you aren't prepared/fire type! now, on the peak, there is a 50 by 50 feet circular opening in the center. this is the lava pit, of course. what volcano doesn't have an open center with lava and magma? The molten substance is about 30 feet from the crater edge, but the heat is so massive, you will always feel it. The skies are somewhat clear here, though good luck having a hailstorm here. sandstorm will be a nightmare, having molten pieces of rock whirling everywhere.
One of the harsher climates of Massimo, paired with extreme topography, give this area a sense of treachery. The whole area is mountainous, to say the least. there are only a few areas where the ground is flat, and they are inbetween the mountains or cliff-sides. The whole area is just doused in a blanket of snow, and it is almost always blizzarding. The ground is rock.... that's all i can really say. cold, frozen rock. you aren't going to be digging unless you are part steel. The mountain tops can be accessed by trails that go from the ground skyward. they snake and loop around the mountains as they reach the peaks, and you must be careful! some are very icy, and you could slip! There isnt much plant life, besides a few extremely large pine trees growing off the side of some of the mountains. usually on the sides of the trails, they have survived generations of the cold, and stand proud and tall, though covered in so much ice you could hardly realize they were living. Anyway, as you climb the trails, you might go into the mountain temporarily, through little caves, as well as cross snow covered rope bridges. they seem sturdy enough.... At every peak, no matter what Mountain you climb, you see the same thing: a flat, 70 by 70 mini arena. usually, the center peaks up again, making the point of the mountain. The ground here is rock as well, and snow covered (just like the rest of the place). It is much, much colder up here though, as you are higher in the sky. Like the volcano map, the whole area is very freezing cold, and will hurt your pokemon if you aren't prepared. The sky, if i didn't specify before, is pouring out snow and ice, and the winds are whipping furiously. There's no way to change the weather, though..... maybe you could make it rain.
Ah, this certain region brings pain to my heart. You see, Massimo tried to be tamed by human kind. tried is the key word. no one knows where the people went, if they fled or were wiped out. But, their structures still stand. the town resembles a cliche western cowboy town, with a singular path dotted with buildings on either side. the buildings however, are not wooden and rickety. they are tall and concrete, a more modern take on the ghost town. Steel, concrete, and brick is what constructs this dead town, and the buildings are of various sizes. there are alley ways, which take you to different parts of the town, including a run down park, a business square, and a factory. the whole area is very dusty though (it does retain that part of a cowboy western town). the dust can be whipped up easily to blind people, and there is no grass to be found. the sun parches this hot ghost town, and everything is sun-bleached. good luck making it rain or hail. As for digging, do so at your own risk. the ground is tough enough, but you might crash into a basement. Earthquakes and other seismic activity will bring an end to this living memorial, so be careful. you dont want to bury yourself. on some buildings there are alley way ladders, which can take you to their tops. all doors are open, but there is nothing valuable. still, you can use the buildings for hide and seek purposes. some have stairs, which can get you to the tops as well. there is also no water source (this is the dry, hot section of Massimo).
In this far corner of Massimo, we can finally see possible pokemon activity.... or is it just real ghosts? This is the sacred ground of all those who have passed away.... wait a second. there doesn't seem to be any pokemon in Massimo. Why are there graves? maybe they all passed.... Anyway. The whole area is almost canyon like, with large twists and formations of the rock. everything is a bleak gray or black, and the colors mix together in a dreamy way. The grass is a wheaty gray, and is overgrown in some parts, reaching 3 feet. the patches aren't numerous though, so note that. The ground is dotted with what seems to be gravestones.... but they are not like the ones we construct. they are scattered around the hallows, large stones 2 feet tall and 1 foot wide. they stand out of the ground haphazardly, and in no particular order. no words seem to be written on them, however small etchings can be seen if you squint. the ground is soft enough to be dug into, but do you really want to try and dig? who knows what is beneath the surface..... seismic activity might start something as well. besides the "gravestones", there are a few large trees, dead and withered. they look as though they are right out of horror stories, with leafless branches stretching out in all ways. they are very dry, and could snap at the tip of a hat. a nippy breeze rattles through the hallows, and you always hear an ominous moaning sound, but from where you aren't quite sure. There is a water source, a few small lakes, which seem to be the resting ground of aquatic pokemon. the water is a dark gray, and you question what could be hidden in the murky depths. how deep is it? You'd have to jump in and find out. The sky is a permanent gray, a dark and miserable shade. Rain occasionally falls, and the ground usually had a puddle or too. one last note: beware the statues. Even i am not sure how they got here. Like relics from a satanic graveyard, they stand tall and morbid, depicting bleeding humans, grotesque pokemon, and malevolent demons. they can be hid behind or destroyed, but there is something about them...
Deep within the northern mountains, Massimo has a large cave system that is perfect for battle. No matter what direction you come from, it all meets together to form an enormous chamber; and what lies inside will blow your mind. first, there are a great deal of stalactites and stalagmites. They can be climbed on, used to hide behind, and whatnot. second, they are all different sizes and shapes: some are 80 feet tall (the cavern is about 200 feet tall in the highest places). In addition to the crazy formations, there are pools of water, some up to 10 feet deep. watch out if you dive down, there are pointy stalagmites down there! Now, as far as lighting goes, the sun cannot even fathom this place. it would be pitch black, but luckily I made sure torches were placed all around the cavern walls. Some are really high up, but other are low to the ground, so if you wish, you can grab them. Sadly, the immensity of the cavern means no matter how many torches there are, it is still somewhat dark. You accuracy might be hampered, unless you are nocturnal or used to low lights (or even produce your own light). The ground here is pure limestone; the whole place is limestone. Digging will not work here, and a seismic move will not turn out very pretty, though you can try one out. As for weather, no matter how you try, you won't be able to whip anything up; not even a sandstorm. One more note: the main cavern does have some openings that lead to different rooms of the cave system. most require flying up or nimble maneuvering to get to them.
All other areas of Massimo are practical, and make sense.

This one is just cause I want to make something cool.

This area is super specific, and has many opportunities for role playing actions. beware trekking through this area.

The arena is 1000 feet by 1000 feet. The ground is flat for the most part, but there are lines of trenches throughout the area. they are 6 feet deep and 6 feet wide, with about a foot of water in all of them. the trench bottom is not slippery, though the water should be noted. The ground is also sturdy, but can be dug into. There are secret rooms under the whole arena, and digging might uncover these hidden bunkers. Seismic activity is allowed. Scattered around the arena are large oak trees, each exactly the same as the next. they are all 50 feet tall, with many large branches sticking out and reaching far. the trunks are 6 feet thick, and can be climbed up. each tree has a built in platform situated at 20 feet, which can be accessed by a ladder attached to the tree (or you can fly to it). the ground is littered with huge boulders, most 7 feet tall. the grass is medium height, about 2 and a half feet tall. Floating in the center of the arena, 55 feet in the air (the treetops under it almost reach it) is a flat platform, 150 by 150 feet wide and long. what is on the platform? that is for you to find out. there are long ropes that dangle from all of its edges, and most of them hit the ground below. The sky is a freakish green, and it is very cloudy. it seems to want to release some form of weather, but what...?
The watery gem of Massimo, the South Sea is a pretty normal large body of water. the tides are pretty mellow, though strong. Below the surface, what lies? a beautiful world of coral reefs and mysteries! you can explore them, or even battle down there! if you can dive of course....

The south sea has 3 main islands: Ruined Island, Castaway Island, and Overgrown Island. Little is known about these three, so you have to explore them to find out more information! The south sea is riddled with floating platforms, floating 3 feet or so above the surf. they are usually 20 by 20 feet, and square shaped. they are made of metal, and have a weird floating mechanism you can't comprehend. There is obviously no grass or rock source, unless you get to the islands. Digging would cause you to swim with the fishes, and Seismic Activity will fail too. The weather here is always a sunny day with clear skies; you can't rain or hail on our parades!
Sadly, Massimo isn't all glitter and sparkle. There are some nasty sections... and this swamp is the main one. the whole area is a massive swamp, and more than likely you will be forced to trek straight through its filth. There are only a few made trails, and they dip down into the sludgy mud-water, or twist into dead-ends. the ground (if you find yourself standing on some) is extremely saturated, and will not hold you for long, especially if you are heavy. there are a few poorly made bridges that can help you avoid the marsh, but don't hold your breath. for most of the match, you will have to trek through the thickets. The water is usually 3 feet deep, but you could find yourself sinking into a mud hole, and go 10 feet under water! the water is sludgy and slimy, and on all dry spots of the marsh, thick and thorny brush. the dead plants will not allow you on their turf, unless you find a secret spot/charge through/burn it down. you wont be able to fly out of the swamp either, unless you want to try and tangle your way out of the vines and trees that cover the area. if you are flying over the swamp, its the same: you can't really get down in there. Rain and hail can get through nature's cracks, but don't hope for sun. The sky is a muddled grey, and gives off a gloomy pallor. Digging and seismic activity will not prove useful here. As a final warning, watch out for when the fog rolls in. The place gets much scarier, and you might panic...
One of the harshest places out there, the Obsidian Badlands used to be a chain of volcanoes (now Massimo only has one active volcano region). According to the Legends, One day a Heatran erupted from its slumber underneath the volcanoes. Enraged for some unknown reason, the Heatran released an explosive amount of power. The beast channeled the power through its home, and without warning all of the Volcanoes burst open, lava and flames searing the surface. Water types from near and far quickly extinguished the lava, hardening it to the point of transformation. Because of the rapid cooling the lava became obsidian, a black glassy rock. Also the lava went everywhere, so area is coated here and there with thick plates or spikes of obsidian. The black rock gives the already daunting place a dark demeanor, and only the most fearless of trainers train and battle here. In the center of this craggy place is Obsidian Pillar, the only remains of the largest volcano. Its sheer size disheartens the bravest pokemon, and its sharp edges and spikes could fall onto unsuspecting victims at anytime. The weather here is always stormy, though it only rains once every few months. Because of this the place is always in a severe drought. The ground is able to be dug up, but you must be careful; the obsidian is unsteady in some places. There are only a few patches of grass here, rough and ragged, and a water source could be potentially found.... if you keep digging.
This is where Massimo is most filled with life: the Rain Forest is extremely wild and untamed. There are some paths you can take, so you don't have to trek through poisonous plants or traps. In the center of the Rain Forest, there is a clearing where you can battle without being waist deep in plants. the clearing is 50 feet by 50 feet, and is circular. the ground is dirt, and in the clearing, it can be easily dug in (the same cannot be said if you stray off the path into the jungle. lots of roots). surrounding the clearing is rain Forest plant life, and it stretches as far as the eyes can see. Now, as for the Rain Forest itself, exploring its deepest parts could be very fulfilling. There are many plants deep within that can heal certain ailments, or restore energy or even health. However, nature has built its own protection to prevent trespassers to take its jewels. will you encounter them? just be careful... Unless you are grass or bug type, or used to trekking through hot, humid conditions, you will be uncomfortable, and could very well be hampered. Some trees can be climbed, but most are thick and leafy, and cannot be counted upon to hold your weight, no matter how heavy. The tallest trees give safety and a lookout perch to all who can reach it. Fire would usually destroy such a habitat, but thankfully, it is almost always raining here. The climate is too humid for hail, and sandstorm would not do much.
Located in the south-east section of Massimo, the Desert is a hot place to battle! there are two parts to the Desert: the first is the sand dunes. nearly all of the desert is just a big pile of huge sand dunes, shifting in the breeze. they can be up to 60 feet tall, and you can maneuver around them. The second, more interesting part is the near center of the whole area. this is where a maze-like formation is located. out from the fine-as-powder sand juts large, red and tan colored rock formations. they are smooth and sturdy, and they shape into natural brigdes, walls, and other canyon structures. As for the sand, digging will get you nowhere here. earthquakes and other seismic activity will be absorbed and do almost nothing. There are no grass sources, but rumor has it an Oasis pops up now and then.... It is extremely hot out here. the sand absorbs the heat and burns the feet. Not a cloud in the sky, but a pokemon's move could change that. Hail is impossible though. Be careful! sometimes there are sandstorms! they are very powerful, and can devastate your team!

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Paths

There are 42 paths that connect the arenas. Save yourself some time and ctrl+f the path you are looking for. The path's names correspond to the arena they connect. Simple Stuff.

Cliff-South Sea

The path is a steep rocky trail that leads up from the cliff down to the sea shore. The path is not very wide, and you must be careful not to plummet into the surf.

-no grass source
-Water source at the bottom
-Rock source
-thin trail on the side of a cliff
-Dig is unusable
-Seismic activity is warned
-No weather (always sunny)

Cliff-Tall Grass

The path is a simple dirt path, that eventually cuts through taller and taller grass. the grass is around 4 feet, and pokemon that stick to the path could be ambushed.

-Grass source
-no water source
-no rock source
-singular dirt path, lots of tall grass
-Dig/seismic activity is ok
-Sun/Rain ok

Cliff-Rain Forest

The path is a simple dirt path, which is lined with some exotic plants. nothing too thick, just a pretty little walk back and forth from the cliff and the jungle.

-Grass source
-No water source
-No rock source
-dig/seismic activity is ok
-exotic plants lining the trail
-Sun/rain is ok

Cliff-Swamp

The path is a steep rocky trail that leads up from the cliff side down to the swamp. the path is not very wide, and you must be careful not to plummet into the swamp below. it is drizzling slightly.

-no grass source
-Water source at the bottom
-Rock source
-thin trail on the side of a cliff
-Dig is unusable
-Seismic activity is warned
-it is raining slightly (no other weather can be induced)

Cliff-Beach

The path is a steep rocky trail that leads up from the cliff side down to the beach. the path is not very wide, and you must be careful not to plummet into the swamp below

-no grass source
-Water source at the bottom
-Rock source
-thin trail on the side of a cliff
-Dig is unusable
-Seismic activity is warned
-No weather (always sunny)

Cliff-No Man's

The path is a simple dirt trail. The surrounding area is simple and flat. the grass is short, and there are a few rocks.

-Grass source
-No water source
-Rock source
-simple trail
-Dig/seismic activity is ok
-All weather

Beach-South Sea

The path is not defined, but more of the pokemon heading out to sea from the beach. Certain pokemon cannot access this path. if a pokemon knows fly/surf, they can pass. Pokemon that can levitate can cross, as well as ghosts. Pokemon that look like they can swim, can, but it costs them more energy.

-Water source
-No grass source
-No rock source
-Certain pokemon can cross
-dig/seismic activity will not work
-Sun/Rain only

Tall Grass-Beach

The path is a sandy trail, cutting through 2 feet tall beach grass.

-No water source
-Grass source
-no rock source
-No Digging
-Weakened seismic activity
-No Hail

Volcano-Beach

The path is a sandy trail, with black obsidian pieces and soot. the whole area is very rough terrain, red rocks jutting from the ground. only a few grass patches grow, and they are rough and sharp. The path is misty, so be careful of ambush

-Grass Source
-No water source
-Rock source
-Mist in effect, as well as hampering eyesight
-Digging/seismic activity is ok
-Sun/Sandstorm only

Volcano-Tall Grass

The path is a soot covered trail, cutting through a field that has caught fire. The tall grass burns, but does not burn anyone on the path. if you stray, you will get hurt. the heat is felt anywhere on the path though.

-Grass source is on fire
-fire increases certain attacks
-risk of burn/damage if you stray off the path
-no water/rock source
-dig/seismic activity is ok
-Sun/Rain only

Tall Grass-Pine Forest

The path is a dirt trail that cuts through a field of very tall grass. the grass reaches 3 feet, and also there are a few pine trees that are scattered throughout the plains. they are 40 feet tall, and wide with many branches. It is snowing lightly.

-grass source
-no water/rock source
-dig/seismic activity is ok
-tall grass and a few pine trees
-it is lightly snowing (no other weather can be induced)

Volcano-Hills

The path is a soot covered trail that cuts through the hills. The hills have obsidian and red rocks jutting out from them. there are a few pools of hardened lava here and there. the heat is strong here.

-No grass/water source
-Rock source
-Heat affects the pokemon
-digging/seismic activity is ok
-cloudy (no other weather can be induced)

Tall Grass-No Man's

The path is a simple dirt trail. The surrounding area is simple and flat. the grass is very tall, around 3 feet, so be careful for ambushes. the sun is shining bright.

-Grass source
-No water/rock source
-dig/seismic activity is ok
-sunny (no other weather can be induced)
-tall grass

Tall Grass-Hills

The path is a dirt trail that cuts through some small hills. The grass surrounding the trail is very tall, around 3 feet. there is a river that cuts across the path, that you use a bridge to go over. the bridge is 4 feet above the ground, and wooden. the river is 5 feet deep, and 10 feet wide. it is partly cloudy.

-Grass/water source
-No rock source
-Tall grass and Hills
-Bridge that crosses river
-Dig/seismic activity is ok
-Sun/Rain only

Pine Forest-No Man's

The path is a muddy trail that cuts through some plains. the grass is not very tall, but there are a good number of pine trees. They are about 40 feet tall, and can be climbed. Cutting them down will take time. It is raining profusely here, and the trail is very muddy. Digging is ok, but will get you all wet and muddy.

-Grass/water source
-No rock source
-There are many pine trees
-It is raining very hard (no other weather can be induced)
-Digging/seismic activity is ok


Hills-Pine Forest

The path is a rocky trail that cuts through some small hills. the hills have large rocks jutting out from the ground, as well as some large pine trees dotting the hills. They are about 30 feet tall, and can be climbed/destroyed.

-Grass/rock source
-No water source
-Dig/seismic activity is ok
-hills and pine trees
-Sun/Hail/Rain is allowed

No Man's-Cave

The path is a rocky trail through a tunnel. The tunnel is lit with torches, so anyone can see just fine. there are a few holes in the walls and ceiling, and water is dripping out, pooling on the floor a little bit. digging here is alright, but seismic activity is at your own risk.

-no Grass source
-Water/Rock source
-cave, lights provided
-Sandstorm only
-Digging ok/Seismic activity at your own risk

No Man's-Jungle

The path is a dirt trail that cuts through some plains. there are many exotic plants, and it is somewhat humid. there are pools of water here and there, and the sun is shining bright.

-Grass/Water source
-Rock source
-exotic plants
-digging/seismic activity is ok
-Sunny (No weather can be induced)

South Sea-Swamp


The path is not defined, but more of the pokemon heading out to sea from the swamp. Certain pokemon cannot access this path. if a pokemon knows fly/surf, they can pass. Pokemon that can levitate can cross, as well as ghosts. Pokemon that look like they can swim, can, but it costs them more energy. This path is all water, with some saturated pieces of land, and some dead trees. the water is around 20 feet deep.

-Water Source
-No Grass/Rock source
-Digging/seismic activity won't work
-Full overcast (Rain only)
-certain pokemon can cross

No Man's-Flavor Special

The path is a simple rocky path the cuts through a field. the field has short grass, but there is a large river that cuts across the path. A bridge has been made for you to cross it. The bridge is 10 feet in the air, and 8 feet wide. the river is 20 feet deep with extremely fast flowing water. it is 30 feet wide as well. the clouds are dark and gray, and thunder crackles. (the bridge is wooden)

-Grass/Water/Rock Source
-River with bridge
-digging/seismic activity is ok
-Stormy weather, thunder and lightning (no other weather can be induced)

Hills-Lake

The path is a rocky path that cuts through some small hills. the hills have large spires of gray rock jutting from them, some 10 feet tall and 2 feet thick. the sky is in overcast, and it is unnaturally foggy. be careful!

-Grass/Rock source
-No water source
-Digging will hurt/Seismic activity is ok
-Overcast (rain/hail only)
-Extremely foggy

Lake-Pine Forest

The path is a muddy trail that cuts through a tiny forest. There are lots of Pine Trees, but they are somewhat spaced out, so it doesn't seem very thick. The sky is a dark gray, and it is raining heavily. Thunder cracks every minute or so.

-Grass/Water source
-No rock source
-Digging will leave you muddy/seismic activity is ok
-Stormy weather (permanent rain and thunder/lightning)
-Pine trees

Lake-Snow Plains

The path is a snow covered trail that cuts through some small hills. there is a river that cuts across the trail, and there is a covered bridge that helps you get across it. the bridge is 10 feet wide and the cover is 20 feet above the trail floor (wooden, with a flat metal roof). the river is 30 feet wide and about 3 feet deep, with slow moving water. the river bed is composed of smooth rocks, and the whole area is covered in 1 foot of snow. the sky is a light grey, and it is always lightly snowing.

-Water/Rock source
-River and covered bridge
-no grass source
-snow everywhere
-Digging/seismic activity is ok
-Overcast with light snow (hail only)

Pine Forest-Snow Plains

The path is a slick trail that cuts through some plains. there are some rock protruding from the ground, varying in size and shape. The ground and trail is covered in a sleet mixture, and it is sleeting always. The sky is a light gray overcast.

-Rock/Water source
-Dig/seismic activity is ok
-plains covered in sleet
-Trail is slippery
-Weather is permanent sleet (rain+hail)

Pine Forest-Cave

The path is a large, rope bridge that crosses a huge gorge. on either side of the gorge, the ground is rocky and hard, with a few pine trees growing up. they are about 20 feet tall, and can be destroyed/climbed. The bridge has rope railings, and has plank flooring. it seems rickety, but it should hold, unless there's too much weight on it. The bridge is 50 feet long and 4 feet wide. the bridge is connected to the two sides by 4 large metal spikes, 2 on each side. they are attached to the sides very snugly, and are tough to pull out/destroy. the gorge is 300 feet deep, and below is a series of rocky rapids. the sun is out, and the sky is clear. On the cave side of the path, the rope bridge goes right into a cave, with the mountain being sheer.

-Rock Source
-No grass/water source
-Pine trees
-Rope bridge over a huge gorge
-No digging/seismic activity at your own risk
-clear skies (sun only)

Snow Plains-Cave
The path is a rocky trail through a cave tunnel. The tunnel is lit with torches, so anyone can see just fine. there are a few holes in the walls and ceiling, and snow falls through, since outside it is snowing. the path has a few patches of snow. digging here is alright, but seismic activity is at your own risk.

-no Grass/water source
-Rock source
-cave, lights provided
-Sandstorm only
-There is some snow
-Digging ok/Seismic activity at your own risk

Snow Plains-Frost Mountains

The path is an ice covered trail that crosses through a grassy field. The grass is tall, about 3 feet, and can be used for ambush. the ground is permafrosted, so no digging. The trail is made of thick ice, and is quite slippery. The sky is dark gray, and huge balls of hail are falling at all times (size of baseballs)

-Grass source
-No water/rock
-The trail is all ice, pokemon can and will slip
-tall grass, can hide in
-Permanent Super hail (no other weather induced)
-No dig/Seismic activity is ok

Cave-Frost Mountains


The path is a large, rope bridge that crosses a huge gorge. on either side of the gorge, the ground is rocky and hard, with ice covering most of the ground. The bridge has rope railings, and has plank flooring. it seems rickety, but it should hold, unless there's too much weight on it. The bridge is 50 feet long and 4 feet wide. the bridge is connected to the two sides by 4 large metal spikes, 2 on each side. they are attached to the sides very snugly, and are tough to pull out/destroy. the gorge is 300 feet deep, and below is a series of rocky rapids. the sky is a dark gray, and it is snowing very hard, with the wind blowing profusely as well. On the cave side of the path, the rope bridge goes right into a cave, with the mountain being sheer.

-Rock Source
-No grass/water source
-Ice covers the ground
-Rope bridge over a huge gorge
-No digging/seismic activity at your own risk
-Winter Storm (no other weather can be induced)
-strong winds

Cave-Flavor Special

The path is a rocky trail through a cave tunnel. The tunnel is not lit, and is very dark, so be careful. digging here is alright, but seismic activity is at your own risk.

-no Grass/water source
-Rock source
-cave, no lights
-dark surroudings
-Sandstorm only
-Digging ok/Seismic activity at your own risk

Cave-Obsidian Badlands

The path is a rocky trail through a cave tunnel. The tunnel is not lit, and is very dark, so be careful. digging here is alright, but seismic activity is at your own risk. The cave tunnel's ceiling is covered in obsidian stalactites, which are very fragile and sharp. be careful, they will damage you if they fall!

-no Grass/water source
-Rock source
-cave, no lights
-dark surroundings
-Sandstorm only
-Digging ok/Seismic activity at your own risk-Obsidian Stalactites

Frost Mountains-Obsidian Badlands

The path is a jagged trail that cuts through huge mountains. The trail is obsidian shards, which hurt the pokemon if they step on them. The mountain sides are rocky and craggy, and can be climbed on (though you cant climb to the tops). There is no plantlife, and the moon is out and shining, though its still tough to see.

-Rock Source
-No Water/Grass source
-Mountains
-Trail is obsidian shards, damage pokemon
-Dig/seismic activity is ok
-Clear sky, night time (no weather can be induced)

Obsidian Badlands-Flavor Special

The path is undefined: the whole "path" is a plain of water. you're not sure how this is possible, but just go with it. the water is one foot tall, and the ground below it is concrete. there are large green spires that shoot up from the ground in random places. they are made out of some metal, and are 80 feet tall. they are smooth, and have no branches/indents. they are about 3 feet wide all around. The sky is moonlit, and there is a thick mist.

-No grass/rock source
-water source
-1 feet of water everywhere
-No dig/seismic activity is ok
-Clear Night sky, Full Moon (Weather cannot be induced)
-Thick mist

Jungle-Flavor Special

The path is a simple dirt path, which is lined with some exotic plants. nothing too thick. The sky is a bright blue with no clouds, but the wind is extremely strong.

-Grass source
-No water source
-No rock source
-dirt/seismic activity is ok
-exotic plants lining the trail
-Strong wind

Jungle-Swamp

The path is a marshy trail that cuts through an exotic swamp. all of the ground is saturated, and there are many pools of water. the plants are big and tall (no trees, just lots of big, leafy plants), and it is very humid here. the sun peaks out of clouds, but shines bright.

-Water/Grass source
-No Source
-Muddy/water everywhere
-No digging or seismic activity
-exotic plants, very humid
-Sun is shining (weather cannot be induced)

Jungle-Desert

The path is a sandy trail that cuts through a tropical desert. there are small dunes everywhere, with tall palm trees growing here and there. the trees are thin but very tall, around 40 feet. they bend a little and bear tasty fruit. The sky is a clear blue, and the sun scorches the whole area.

-No Water/Grass/Rock Source
-Trees and sand
-No digging or seismic activity
-Always Sunny (No weather can be induced)


Desert-Ghost Town

The path is a sandy trail that cuts through part of a desert. the sand is very hot, and the whole area is flat. The sky is clear, and the sun burns bright. There are some skeletons here and there (they died of boredom).

-No Grass/Water/Rock
-No Digging or Seismic Activity
-Sand, Sand, and Sand
-Always Sunny (No weather can be induced)

Swamp-Desert

The path is a rocky path that cuts through a feild of thick mud. the mud is 3 feet deep, and hard in some places, though soft in others. be careful treading through it! The path is made of sharp rocks, which can hurt anyone who steps on them. The sky is partly cloudy.

-Rock Source
-No Grass source
-Mud can be used as a water source
-The path has damaging rocks
-Partly cloudy (Sun/rain/sandstorm ok)
-Dig cannot be used/Seismic activity is ok

Jungle-Ghost Town

The path is a dusty trail the cuts through a small, dead jungle. all the plants are black and wilted, covering the ground. There are a few tall trees left, but they bear no fruit or leaves. they are 20 or so feet tall, and are prone to burning. the sky is all cloudy, and it looks like it might rain.

-No Grass/Water/Rock source
-Dead plants, and trees
-Digging/Seismic activity is ok
-Rain only

Deathly Hallows-Ghost Town

The path is a cobblestone trail the crosses through a dead corn field. the ground is covered in wilted corn shucks, and there isn't much in the fields, besides 2 scarecrows that stare creepily at your every move. the sky is partly cloudy, but the Full moon peaks out, and gives the whole area a creepy demeanor. the wind is strong and moans throughout the night.

-No Grass/Water source
-Rock Source
-Corn field/Scarecrows
-Digging/Seismic activity is ok
-Partly Cloudy/Night Time (No weather can be induced)

Ghost Town-Flavor Special

The path is a dirt trail that cuts through some large hills. the hills can be climbed and hid behind, and they have low grass. the hills also have many trees, usually oak or maple. they are hefty suckers, and would take some time to destroy, though climbing would be easy. the sky is sunset red, and a cool breeze wafts through the area.

-Grass source
-No Water/Rock source
-Trees and hills
-Digging and Seismic activity is ok
-Clear sunset (no weather can be induced)

Flavor Special-Deathly Hallows

The path is a mud trail that cuts through a large field. the field has low grass, and is mostly flat, but there are many huge metal poles. they are around 20 feet tall, and smooth. the sky is a swirling black, and thunder is ripping almost every second. Lighting strikes one of the poles almost every minute. the wind is extremely harsh, and will blow away any light pokemon.

-Grass source
-No water/rock source
-Metal poles
-Extreme Lightning Storm (rain only)
-Strong winds

Obsidian Badlands-Deathly Hallows

The path is a rocky trail that cuts through a gorge. You are at the bottom, with sheer rock cliffs on either side of you. the path is 10 feet wide, and you aren't quite sure how deep the gorge you are in is. the sky (what parts of it you can see) is clear, and the sun shines some light.

-No water/grass source
-Rock source
-Gorge, sheer cliff walls
-Digging and seismic activity at your own risk
-All Weather is usable

________________________________________________

Running/Walking/Flying/Digging

Walking gets you through a path/arena in 3 actions, 2EN per action
Running gets you through a path/arena in 2 actions, 4EN per action

Flying: You can fly anywhere within 2 arenas of where you are located, for 15EN. (example: if you are in the south sea, you can fly to the beach/cliff/swamp/desert/jungle/no mans land/tall grass/volcano/all the paths that connect those). Flying takes up two actions. you can fly a1 and a2, a2 and a3, or a3 and then a1 of the next round.


Digging: You can dig anywhere within 2 arena of where you are located, for 15EN. however, you cannot dig through an arena or path that does not allow dig. (look at the arenas/paths and plan before you want to dig travel). Digging takes up two actions. you can dig a1 and a2, a2 and a3, or a3 and then a1 of the next round.
___________________________________________________________

Restrictions/changes regarding Moves

Earthquake/Discharge/moves that hit all opponents
These moves will only hit pokemon who are in the same arena/path as the user when the move is used (Example: Onix uses Earthquake in No Man's Land. There are only 3 other opponents in No Man's Land, and they are the ones that get hit).

Substitute
You can pull up/make a Substitute. The substitute disappears if the Pokemon leaves the Arena/Path the Substitute was made in (Example: Spinda makes a substitution in the Volcano Arena. Spinda then tries to leave the Volcano Arena, and takes the Volcano-Beach path. The Substitute disappears when spinda steps out of the Volcano Arena).


Light Screen/Reflect/Safeguard
You can use light screen/reflect on yourself/3 other people. You are always coated in the LS/R, no matter where you move. However, if a pokemon you covered with LS/R leaves the Arena/Path, then they lose LS/R cover (Example: Pyroak/Gardevoir/Dragonite are in the Tall Grass Arena. Gardevoir uses Light Screen, and covers all 3 pokemon. Pyroak however takes the Tall Grass-Beach path to go fight a Mamoswine. Pyroak loses Light Screen cover as soon as it steps out of the Tall Grass arena.)

Sports/Rooms/Weather/Haze/Mist/Gravity
These moves affect the arena the pokemon is in when they use the move. The pokemon can leave the arena/path, and the arena/path will still retain the Sport/Room/Weather/Haze/Mist/Gravity until someone changes it or it goes away on its own (Example: Dusknoir is alone in the Cave Arena. It uses Trick Room, then takes the Cave-No Man's Land path to go fight a Mr. Mime. The Cave Arena is affected by Trick Room until Dusknoir dies/Trick Room is used again, thus cancelled out/Trick Room fades on its own).

Teleport
Teleport can be used to flee the Arena where the pokemon is located. Using 10 Energy, the Trainer chooses 4 Arenas/Paths, and then the RNG randomly teleports them to one of those locations

Agility (Flee)
Besides being used as a speed boost and a +1 prior evasive, agility can be used to flee the arena immediately. this is used the first action, and has a cooldown. The cost is 7EN. Agility makes the user flee to any arena connected to the original arena by a path (Example: If Agility (Flee) is used to escape from a battle in the Swamp Arena, the pokemon can choose to either flee to the South Sea/Oceanside Cliff/Jungle/Desert).

Agility (Flee): 7EN, must be used a1. Priority: +1. This command has a cooldown period, during the pokemon's a2. The pokemon flees to an adjacent Arena

___________________________________________________________

Thread Rules

If you have a question/concern, PM or VM me, or find me on IRC. Do not post complaints here. We want to keep this Thread professional as possible.

You can only post here if you are using Flavor/Role Playing things. Or, if you are trying to Talk with someone.

______________________________________________________________

DQ Time/Being Late to order: This is the real trouble, where this could go bad. With 20-30 people, things could get hectic, and we could be stalled for weeks before I could receive all the actions and ref. The solution to this is to be a harsh ref. You have 3 days to order after I post the round. This will give you plenty of time to interact and talk with other trainers in the match, or figure out your plan. If you fail to message me your actions within the 3 days, one of two things will happen:

1) The first time you do not message me within 3 days, your Pokemon does not attack, and loses 20 HP/EN that round.
This is to encourage that you do not pass the DQ time.

2) The second time you do not message me within 3 days, your pokemon loses all HP/EN, and you are out of the Ultimate Showdown. Yes, this is harsh, but with a large amount of Trainers, we want this to go quick. I have made the punishments severe so that it will encourage you to do as you are asked.

*IF YOU ARE GOING TO BE GONE, ON VACATION/CAMPING/CANT GET TO COMPUTER, LET ME KNOW ASAP* If you inform me beforehand, that will help your situation much better. Remember though, there might not be much I can do for you. The Ultimate Showdown is a commitment. If you let me know you will be gone, I will allow your Pokemon to be idle, and not lose any HP/EN (though it is still vulnerable to enemy attacks). Still, you have 3 days from when I post the round, so you should be able to get actions in.


I will ref the battle in 1-4 days time. Remember, the Ultimate Showdown will be unlike any other melee we have seen. I will need some time.


______________________________________________________________
Prizes:

1st Place -
One Master Ball, 10CC, Ultimate bragging right

2nd Place- 30UC
3rd Place - 20UC
4th Place- 10UC
5th Place- 5UC

Everyone Else- 5CC

______________________________________________________________




"This match is going to be in the history books hundreds of years from now!"

Now, before I instruct you all on how to attack, let's reveal some tricks I have up my sleeves!


The Lottery
-There is a lottery every round (until I say so), and when a person sends me their actions, they can either say I'm in or I'm out (You are "out" if you say neither). Then, i tally up who is in. Depending on how many people are "in" you are healed or hurt

1: The trainer gets a "+70HP&EN" card, which they can play at any time, or give to any pokemon, or give to any trainer for them to use. If the trainer's pokemon is KOed, the Card is wasted and cannot be given away.
2-5: Pokemon heal 7HP/EN every action for 2 rounds (This happens before pokemon attack), and are cured of all harmful statuses
6-9: Pokemon heal 3HP/EN every action for 2 rounds (This happens before pokemon attack),
10-14: Pokemon heal 10HP/EN at the beginning of the round
15-16: Nothing
17: A SURPRISE!
18-19: Nothing
20-24: Pokemon lose a flat 30 speed for 2 rounds (80 spe Mamo becomes 50 spe)
25-29: Pokemon lose STAB for 1 round, and get damaged 10HP/EN at the beginning of the round
30-34:Pokemon take 5HP/EN damage every action for 2 rounds (This happens before pokemon attack)
35- Every Pokemon loses 40HP/40EN, and is given Toxic Poison (If immune to poison, then they are burned. If immune to burn, then they are 30% Paralyzed (Yes, there isn't a natural 30% para, but this will happen))

Mortal Enemies
-Each Person has a Mortal Enemy. They do not know who it is though. If they attack their Mortal Enemy, their attack gains +5 final damage. Also, you cannot be given stat drops/status effects/taunted/tormented/spited/disabled/encored by your Mortal Enemy. You and your Mortal Enemy can only attack each other with damaging attacks. If you are the one to KO your Mortal Enemy, you get a +70HP&EN card, which they can play at any time, or give to any pokemon, or give to any trainer for them to use. If the trainer's pokemon is KOed, the Card is wasted and cannot be given away.

Care Packages
-At the end of the round, it will be announced that a care package is going to be dropped. i will RNG where, and tell them where. The care package will land at the end of the following round. I will also give a hint as to how good the care package is.

Natural Disasters
-Each Arena is vulnerable to a completely random and unsuspecting natural disaster/event. up to 5 arenas can be affected by a natural disaster in a round. There will be no natural Disasters occurring for the first 2 rounds.

More Tricks/Events?
There will be more tricks/twists/events that have not been revealed. be prepared, for they will come without much warning!
______________________________________


"Now, I wish you all the best of luck. Remember, not everyone has to be an enemy. Be smart, and stay on your toes! use the nature i have provided you with.... or else it will use you!"

Order of Operations
Everyone has 3 days to PM me their actions
PM me 3 actions
(Beware of passing the DQ)
I will then ref between 1-4 days

All pokemon have 4 Recovery move uses, and 20 Chills
3 substitutions +1KO sub

LET THE ULTIMATE SHOWDOWN BEGIN~!
 

"Let's see what each of our participants have brought to the Ultimate Showdown..."




Bisharp (Optimus) (M)

"To meet in battle one who has spent their whole life training- that, is the greates honor I can receive."
As noble as his namesake, Optimus, the respected leader of Complications' team, is the exception that makes the rule. Not all Bisharp are evil, and he's more than happy to prove it to you in battle.
Nature: Adamant (+Atk, -SAtk)

Type:

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.


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:
Defiant:
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are * decreased by an opponent's Attack or Ability, its Attack increases by *two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Inner Focus:
Type: 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.

Pressure (Unlocked) (DW)
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.


Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 1
DC: 5/5

Attacks:
Aerial Ace
Assurance
Brick Break (*)
Cut
Dig
Double Team
Dual Chop
Facade
Faint Attack (*)
Focus Blast
Frustration
Fury Cutter (*)
Giga Impact
Grass Knot
Guillotine
Hidden Power Water (7)
Hone Claws
Hyper Beam
Iron Defense
Iron Head
Knock Off
Leer (*)
Low Kick
Low Sweep
Magnet Rise
Metal Burst
Metal Claw (*)
Metal Sound
Night Slash
Payback
Poison Jab
Protect
Psycho Cut (*)
Pursuit
Rain Dance
Rest
Retaliate
Return
Revenge
Rock Polish
Rock Tomb
Role Play
Scary Face (*)
Scratch (*)
Shadow Claw
Sleep Talk
Snatch
Stealth Rock (*)
Stone Edge
Substitute
Sucker Punch (*)
Swords Dance (*)
Taunt (*)
Thunder Wave
Torment (*)
Toxic
X-Scissor


Attract
Dark Pulse
Embargo
False Swipe
Fling
Foul Play
Headbutt
Mean Look
Rock Smash
Round
Sandstorm
Slash
Snarl
Snore
Spite
Swagger
Thief
Total Obtained: 57
To Obtain: 17 (34 MC)

Nidoking [King] (Male)
Mild: (+1 Sp.Atk, -1 Def)
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Poison Point: (Can be disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry: (Innate)This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Sheer Force: (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.

HP: 100
Atk: Rank 3
Def: Rank 2 (-1)
SpA: Rank 4 (+1)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 18

EC: Maxed
MC: 0
DC: Maxed
KOC: 0

Attacks:
1). Leer(*)
2). Peck(*)
3). Focus Energy(*)
4). Tackle(*)
5). Horn Attack(*)
6). Double Kick(*)
7). Poison Sting(*)
8). Focus Energy(*)
9). Fury Attack(*)
10). Helping Hand(*)
11). Poison Jab
12). Fire Blast
13). Sludge Wave
14). Sucker Punch(*)
15). Head Smash(*)
16). Confusion(*)
17). Sludge Bomb(*)
18). Thunderbolt(*)
19). Ice Beam(*)
20). Protect
21). Water Pulse
22). Dig
23). Double Team
24). Hone Claws
25). Chip Away
26). Thrash
27). Earth Power
28). Megahorn
29). Blizzard
30). Flamethrower
31). Thunder
32). Brick Break
33). Fire Punch
34). Thunderpunch
35). Ice Punch
36). Focus Blast
37). Surf
38). Hidden Power (Grass) [7 BAP]
39). Taunt
40). Toxic
41). Horn Drill

<Charizard> [Mimring] (Male)
Nature: Lonely (+Att, -Def)
Type: Fire/Flying
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 brushfire areas.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Blaze: (Type: Innate)
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Solar Power: (Type: Innate) [DW, Unlocked]
When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2)

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Heat Wave
Dragon Claw
Shadow Claw
Air Slash
Scratch(*)
Growl(*)
Ember(*)
Smokescreen(*)
Dragon Rage(*)
Scary Face(*)
Fire Fang(*)
Wing Attack
Flamethrower
Inferno
Fire Spin
Flame Burst
Slash

Dragon Dance(*)
Dragon Rush(*)
Metal Claw(*)
Flare Blitz
Counter
Ancientpower
Crunch

Brick Break(*)
Dig(*)
Hone Claws(*)
Sunny Day
Fire Blast
Hidden Power Ground 7
Fly
Dragon Tail
Solarbeam
Protect
Rock Slide
Double Team
Shadow Claw
Earthquake

Thunderpunch
Seismic Toss
Bide
Mimic
Roost
Tailwind
Outrage
Fire Pledge
Iron Tail
Blast Burn
Air Cutter
Endure

(Gallade) Rodney (M)

Types:
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

EC: FULL
MC: 1
DC: FULL

Nature: Impish (+Def, -SpA)

Stats:
HP: 100
ATK: 5
DEF: 4 (+)
SPA: 2 (-)
SPD: 4
SPE: 80
SIZE: 3
WEIGHT: 4
BRT: 21

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.
Justified: (Innate) 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 by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Moves:
Calm Mind
Charm
Close Combat
Confusion
Double Team
Dream Eater
Feint
Fury Cutter
Future Sight
Growl
Heal Pulse
Helping Hand
Hypnosis
Imprison
Leaf Blade
Lucky Chant
Magical Leaf
Night Slash
Protect
Psycho Cut
Psychic
Slash
Stored Power
Swords Dance
Teleport

Confuse Ray
Destiny Bond
Disable
Encore
Grudge
Mean Look
Memento
Shadow Sneak
Synchronoise
Will-O-Wisp

Body Slam
Defense Curl
Double-Edge
Drain Punch
Dual Chop
Endure
Fire Punch
Fury Cutter
Headbutt
Helping Hand
Hyper Voice
Ice Punch
Icy Wind
Knock Off
Low Kick
Magic Coat
Magic Room
Mimic
Mud-Slap
Nightmare
Pain Split
Recycle
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Swift
ThunderPunch
Trick
Vacuum Wave
Wonder Room
Zen Headbutt

Aerial Ace
Ally Switch
Attract
Brick Break
Bulk Up
Bulldoze
Captivate
Charge Beam
Cut
Dream Eater
Earthquake
Echoed Voice
Facade
False Swipe
Flash
Fling
Focus Blast
Focus Punch
Frustration
Giga Impact
Grass Knot
Hidden Power
Hyper Beam
Light Screen
Low Sweep
Natural Gift
Poison Jab
Psych Up
Psyshock
Rain Dance
Reflect
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shock Wave
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Taunt
Telekenesis
Thief
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Work Up
X-Scissor

Sing
Wish

64 moves

Hippowdon(*) [Stortamus] (M)
NATURE: Sassy (-10% Evasion) (NC)

TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

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. It can re-summon the effect mid-battle for 9% Energy with a command.
Sand Force (DW): (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.

STATS
HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 40 (-)
Size Class: 4
Weight Class: 7
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

ATTACKS (59/59)
PHYSICAL
Bite*
Body Slam*
Bulldoze
Crunch
Dig*
Double-Edge
Earthquake*
Facade
Fire Fang
Fissure
Frustration
Giga Impact
Headbutt
Ice Fang
Iron Head
Iron Tail
Natural Gift
Revenge
Return
Rock Slide*
Rock Smash
Rock Tomb
Sand Tomb*
Secret Power
Stone Edge
Strength
Superpower
Tackle*
Take Down*
Thunder Fang

SPECIAL
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Mud-Slap
Round
Snore
Spit Up
Water Pulse

OTHER
Attract
Captivate
Curse*
Double Team
Endure
Protect
Rest
Roar*
Sand-Attack*
Sandstorm
Slack Off*
Sleep Talk
Stealth Rock
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Toxic
Whirlwind
Yawn*

Lickilicky(*) Yum! (M)
Nature: Quiet (Special Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on an opponent's attacks.)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Cloud Nine: (Can Be Activated) This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 43

Total Ranks: 15
Size Class: 3
Weight Class: 5
EC: 6/6
MC: 0
DC: 5/5

51 Attacks Attacks:
Lick(*)
Wrap(*)
Supersonic(*)
Defense Curl(*)
Knockoff(*)
Stomp(*)
Disable(*)
Me First
Refresh
Wring Out
Power Whip

Bodyslam(*)
Zen Headbutt(*)
Muddy Water(*)
Counter
Bind
Endure
Bide
Mud Slap
Sleep Talk
Icy Wind
Block
Mimic

Flamethrower(*)
Ice Beam(*)
Thunder Bolt (*)
Rock Slide
Bulldoze
Earthquake
Fire Blast
Sandstorm
Substitute
Dig
Protect
Surf
Shadow Ball
Incinerate
Focus Punch
Solar Beam
Dragon Tail
Focus Blast
Toxic
Rest
Hyper Beam
Attract
Rain Dance
Thunder
Hidden Power (7, Ground)
Work Up
Explosion
Skull Bash

Pyroak [Grass Skirt] (Male)
Nature: Brave (+1 Attack, -9 Speed, -10 Evasion)
Type: Fire/Grass
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 brushfire areas.
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: 120
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 3
Spe: 51 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Attacks:
Flare Blitz
Wood Hammer
Pound (*)
Sweet Scent (*)
Growth (*)
Ember (*)
Leech Seed (*)
Bullet Seed (*)
Flame Wheel (*)
Fire Spin (*)
Giga Drain (*)
Absorb
Lava Plume
Fire Spin
Heat Crash

Dragonbreath (*)
Earth Power (*)
Sand Tomb (*)
Aromatherapy
Grasswhistle
Counter

Block

Fire Blast (*)
Will-O-Wisp (*)
Flash Cannon (*)
Sunny Day
Solarbeam
Toxic
Hidden Power Ice [7]
Counter
Synthesis
Roar
Double Team
Substitute
Dragon Tail
Protect
Light Screen
Energy Ball
Flamethrower
Grass Knot
Earthquake
Flame Charge
Low Sweep
Facade

<Muk> (Bosco) (Male)

Nature: Quiet (-10% evasion)
Type: Poison

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.


About: When his pack was forced to run away from Twilight's Fire-Blast, Steve's Dig was able to catch him off-guard and KO, since then, Bosco has shown to be an extremely quirky Grimer, highly energetic and cheerful towards his team mates regardless of the situation, he can be described as the team's cheer-leader. He is also extremely fond of costumes.


Abilites:

Stench (Innate):

This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.


Sticky Hold (Innate):

This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.


Poison Touch (DW UNLOCKED,can be enabled):

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 of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).




Muk
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 43 (-)
Size Class: 3
Weight Class: 3

EC: 6/6
MC: 0
DC: 5/5


Attacks:

Poison Gas(*)
Pound(*)
Harden(*)
Mud-Slap(*)
Disable(*)
Sludge(*)
Minimize(*)
Mud-Bomb(*)
Acid Armor
Gunk Shot
Memento




Poison-Jab(*)
Flamethrower(*)
Payback(*)
Rock-Slide
Pain-Split
Giga-Drain
Rest
Venoshock
Sleep-Talk
Ice Punch
Thunderbolt
Endure
Brick-Break
Dark Pulse
Hidden-Power (Water, 7)
Double-Team
Protect
Dig
Toxic
Taunt
Shadow Ball
Torment
Scary Face
Rock Tomb
Focus Punch
Facade


Curse(*)
Shadow-Sneak(*)
Acid-Spray(*)

Volcarona (Taiyo) (F)
NATR: Timid (+15% Speed, +15% [15.20%] Accuracy, Attack decreased by *)

Type: Bug / Fire
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

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. Superior senses in volcanic or brushfire areas.

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 (Unlocked): (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, X-Scissor from 8 to 10)
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

STATS: 85 / 60 / 65 / 135 / 105 / 100

HP: 100
Atk-: * (1)
Def: *** (3)
SpA: ***** (5)
SpD: **** (4)
Spe+: 115 (100 * 1.15)

SC: 3
WC: 3
BRT: 22

EC: 6 / 6
MC: 0
DC: 5 / 5

ATTACKS [61]:
Amnesia
Bug Bite
Bug Buzz
Double-Edge
Ember
Fiery Dance
Fire Spin
Flame Charge
Flame Wheel
Flare Blitz
Gust
Heat Wave
Hurricane
Leech Life
Quiver Dance
Rage Powder
Silver Wind
String Shot
Take Down
Thrash
Whirlwind

Endure (#)
Foresight
Harden
Morning Sun (#)
Zen Headbutt (#)

Giga Drain
Magnet Rise
Roost
Sleep Talk
Snore
Tailwind

Acrobatics
Aerial Ace
Calm Mind
Double Team
Fire Blast
Flamethrower
Fly
Frustration
Giga Impact
Hidden Power [Water 7]
Hyper Beam
Incinerate
Light Screen
Overheat
Poison Jab
Protect
Psychic
Rest
Return
Safeguard
SolarBeam (#)
Struggle Bug
Substitute
Sunny Day (#)
Swagger
Toxic
U-turn
Wild Charge
Will-O-Wisp (#)

Lucario(*) [Rico] (Male)
"See, this is one of the laws of the universe. You know, atoms make up all matter, gravity pulls things down, Rico'll tear you a new one, stuff like that."
The Kumar to Ben's Harold (or is it the other way around?). Hot-headed and hotter-blooded, Rico is a devout follower of the rule of cool...seriously, why else would he wear that scarf?

Nature: Naughty (+1 atk, -1 SpD)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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: Inner Focus, Steadfast, Justified (DW)
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.
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.
Justified (DW, unlocked): (innate) 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 by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (55/100):
Level Up:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Copycat
Final Gambit
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Dragon Pulse
Close Combat
Extremespeed
Heal Pulse
Me First
Calm Mind
Quick Guard

Egg:
Blaze Kick(*)
Vacuum Wave (*)
Iron Defense(*)
Circle Throw
Hi Jump Kick
Agility
Crunch

TM:
Hidden Power(*) - Ice, power 7
Swords Dance(*)
Earthquake(*)
Psychic
Shadow Claw
Double Team
Bulldoze
Substitute
Rock Slide
Focus Blast
Dig
Toxic
Poison Jab
Roar
Flash Cannon

Other:
Thunderpunch
Ice Punch
Zen Headbutt
Magnet Rise
Drain Punch
Sleep Talk
Focus Punch
Low Kick
Water Pulse

*Gallade (Ragnarok) Male*
Nature:
Serious
Type:
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.
Fighting: STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Steadfast:
Type: 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.
Justified (DW):
Type: Innate
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 by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.


Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
DC: 5/5
MC: 0


Attacks: 84 Total
Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Close Combat
Confuse Ray
Confusion
Cut
Destiny Bond
Disable
Double Team
Drain Punch
Dual Chop
Earthquake
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Flash
Focus Punch
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Heal Pulse
Helping Hand
Hidden Power (Water7)
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf blade
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Night Slash
Pain Split
Protect
Psychic
Psycho Cut
Psych Up
Rain Dance
Reflect
Rest
Return
Rock Slide
Safeguard
Shadow Ball
Shadow Sneak
Skill Swap
Slash
Sleep Talk
Snatch
Stone Edge
Strength
Substitute
Sunny Day
Swords Dance
Taunt
Telekinesis
Teleport
Thief
Thunder Bolt
Thunder Punch
Thunder Wave
Torment
Toxic
Will o wisp
Wish
X-Scissor
Zen Headbutt

Medicham (*) [Frollo] (M)
Nature: Jolly (+Speed, -Special Attack)

Type: Fighting/Psychic
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:
HP: 90
Atk: Rank 2 [5 with Pure Power]
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 92 (+) (Accuracy boost: 10% (9.7287356321839080459770114942529% unrounded))
Size Class: 3
Weight Class: 3
Base Rank Total: 18
Moves: 56

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Pure Power: (Trait) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
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 (*)
Swagger
Mind Reader (*)
Feint (*)
Calm Mind (*)
Force Palm
Recover
Hi Jump Kick
Reversal
Psych Up

Drain Punch (*)
Ice Punch (*)
ThunderPunch (*)
Fire Punch
Foresight
Bullet Punch
Fake Out
DynamicPunch
Psycho Cut
Secret Power

Bulk Up (*)
Brick Break (*)
Rock Slide(*)
Telekinesis
Low Sweep
Light Screen
Reflect
Focus Punch
Protect
Double Team
Substitute
Rock Smash
Strength
Flash
Toxic
Poison Jab
Sunny Day
Rock Tomb
Rest
Facade

Magic Coat
Zen Headbutt
Counter
Pain Split
Endure
Metronome
Low Kick
Headbutt
Helping Hand
Gravity
Mimic
Sleep Talk

Dispel (Raid only)
Actaea the Krillowatt (F)

Nature:
Timid - Speed increases by 15%. Accuracy increases by 17%. Subtracts * from Attack.​
Types:
Water: 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).
Electric: 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:
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.
Shell Armour: Innate This Pokemon’s thick, bony outer shell prevents it from taking critical hits.​
Stats:
HP: 125
Att: ** (-)
Def: ***
SpA: ***
SpD: ***
Spd: 121 (+)
Accuracy Boost: 17%
Size Class: 1
Weight Class: 2​
Counters:
EC: Fully Evolved
MC: 0
DC: Unlocked​
Attacks:
-Bubble
-Charge
-Thundershock
-Tackle
-Detect
-Sheer Cold
-Mind Reader
-Metrenome
-Rain Dance
-Thunderbolt
-Double Team
-Ice Shard
-Confuse Ray
-Imprison
-Mirror Coat
-Aqua Jet
-Counter
-Hydro Pump
-Thunder
-Discharge
-Volt Switch
-Dive
-Surf
-Blizzard
-Torment
-Substitute
-Earthquake
-Discharge
-Follow Me
-Bulldoze
-Hidden Power Grass [7]
-Muddy Water
-Thunder Wave
-Endure
-Electroweb
-Icy Wind
-Earth Power
-Me First
-Copycat
-Heart Swap
-Shock Wave
-Whirlpool
-Signal Beam
-Helping Hand
-Toxic
-Hail
-Ice Beam
-Hyper Beam
-Protect
-Secret Power
-Rest
-Natural Gift
-Safeguard
-Scald​

Slowpoke (Derpy Hooves) Female
Nature: Sassy (+SpD, -Spe, -10% evasion)
Type: Water/Psychic
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator (DW ability- UNLOCKED): (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: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4
SpD: Rank 4 (+)
Spe: 26 (30/1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 1
DC: 5/5

Attacks: (40 total)
Physical:
Brick Break
Dig
Drain Punch
Earthquake
Headbutt
Tackle
Zen Headbutt

Special:
Brine
Confusion
Fire Blast
Flamethrower
Focus Blast
Future Sight
Ice Beam
Psychic
Psyshock
Scald
Shadow Ball
Surf
Water Gun

Status:
Curse
Disable
Endure
Growl
Heal Pulse
Light Screen
Magic Coat
Me First
Protect
Rain Dance
Reflect
Rest
Safeguard
Slack Off
Substitute
Telekinesis
Thunder Wave
Toxic
Trick Room
Yawn

Emolga [Boltair] (Female) (*)
Nature: Mild (+1 Sp.Atk ; -1 Def)

Type:
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.
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:
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) (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.

Stats:

Emolga
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: N/A
MC: 0
DC: 5/5

Attacks:

Acrobatics (*)
Aerial Ace
Agility
Air Slash (*)
Astonish
Attract
Baton Pass
Charge (*)
Charge Beam
Charm
Covet
Cut
Discharge
Double Team (*)
Electro Ball
Encore
Facade
Flash
Fling
Frustration
Helping Hand
Hidden Power (Grass,7)
Iron Tail (*)
Knock Off
Last Resort
Light Screen
Protect
Pursuit (*)
Quick Attack (*)
Rain Dance
Rest
Return
Roost (*)
Round
Shock Wave (*)
Signal Beam
Sleep Talk
Snore
Spark (*)
Substitute
Swagger
Tail Whip (*)
Tailwind
Taunt
Thunder
ThunderShock
Thunder Wave
Thunderbolt
Tickle
Toxic
U-Turn
Volt Switch
Wild Charge

Total Moves: 53 - Movepool Complete

Slaking (Creon) [M]
Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense]
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


Abilities:
Truant: (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.


Stats:
HP: 125
Atk: Rank 7 (+)
Def: Rank 3 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 25


EC: 9/9
MC: 0
DC: N/A


Attacks:
Uproar
Scratch
Yawn
Encore
Slack Off
Faint Attack
Amnesia
Endure
Flail
Focus Punch
Reversal
Counter
Covet
Chip Away
Punishment

Crush Claw
Night Slash
Hammer Arm
Body Slam
Pursuit

Return
Double Team
Rock Slide
Earthquake
Facade
Toxic
Giga Impact
Protect
Taunt
Shadow Claw
Substitute
Brick Break
Aerial Ace
Bulldoze
Flamethrower
SolarBeam
Blizard
Ice Beam
Thunderbolt
Rocus Blast
Roar

Fire Punch
Ice Punch
ThunderPunch
Sucker Punch
Shock Wave
Low Kick
After You
Icy Wind
Block
Gunk Shot

Moves: 52

Hydreigon* (Tiamat) (F)
Nature: Naive (Special Defense lowered by *; Speed raised by 15%, accuracy boost)
Type: Dragon/Dark
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.

Stats
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 113
Size Class: 4
Weight Class: 5
Accuracy boost: 15%
Base Rank total: 22

EC: N/A
MC: 0
DC: N/A

Ability:
Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.


Attacks (76/82 Moves):

Acrobatics
Aqua Tail
Assurance
Astonish
Attract
Bite(*)
Body Slam
Bulldoze
Charge Beam
Crunch(*)
Dark Pulse(*)
Double Hit
Double Team
Draco Meteor
Dragon Pulse
Dragon Rage(*)
Dragon Rush
Dragon Tail
Dragonbreath(*)
Earthquake
Earth Power(*)
Echoed Voice
Facade
Fire Blast
Fire Fang
Flamethrower
Flash Cannon
Fly
Focus Blast
Focus Energy(*)
Frustration
Giga Impact
Head Smash(*)
Headbutt(*)
Heat Wave
Hidden Power [Grass, 7 BP]
Hyper Beam
Hyper Voice
Ice Fang
Incinerate(*)
Iron Tail
Outrage
Payback
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Roar(*)
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Scary Face
Screech
Signal Beam
Slam
Sleep Talk
Stone Edge
Substitute
Sunny Day
Superpower
Surf
Swagger
Tackle(*)
Taunt
Thief(*)
Thunder Fang
Thunder Wave(*)
Torment
Toxic
Tri Attack
U-turn
Work Up

Togekiss [Togekissu] (F)
Nature: Modest (+1 SpA, -1 Atk)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 84

EC: 9/9
MC: 0
DC: 5/5

Attacks:
After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Charm
Double-Edge
Encore
ExtremeSpeed
Follow Me
Growl
Last Resort
Magical Leaf
Metronome
Safeguard
Sky Attack
Sweet Kiss
Wish
Yawn

Extrasensory
Foresight
Future Sight
Lucky Chant
Mirror Move
Morning Sun
Nasty Plot
Peck
Psycho Shift
Secret Power
Stored Power

Aerial Ace
Defog
Detect
Double Team
Endure
Facade
Flamethrower
Fly
Hidden Power (Ground, 7)
Hyper Beam
Light Screen
Mud-Slap
Pluck
Protect
Psychic
Psyshock
Reflect
Rest
Shadow Ball
Silver Wind
Snore
SolarBeam
Substitute
Sunny Day
Swagger
Telekinesis
Thunder Wave
Toxic
Water Pulse
Zap Cannon

Air Cutter
Body Slam
Counter
Covet
Dizzy Punch
Drain Punch
Endeavor
Headbutt
Heal Bell
Heat Wave
Helping Hand
Hyper Voice
Magic Coat
Mimic
Ominous Wind
Signal Beam
Sleep Talk
Softboiled
Swift
Tailwind
Tri Attack
Trick
Uproar

Gastrodon(*) Gastrodoom (M)
Nature: Quiet (-10 evasion)
Type:

Water:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (39/1.15) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Sticky Hold:
(Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sand Force (DW): (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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Attacks:
Mud-Slap(*)
Mud Sport(*)
Harden(*)
Water Pulse(*)
Mud Bomb(*)
Hidden Power Grass Power 7(*)
Rain Dance(*)
Recover
Muddy Water
Body Slam

Brine(*)
Mirror Coat(*)
Counter(*)
Yawn
Curse
Protect(*)
Toxic(*)
Scald(*)
Ice Beam
Earthquake
Earth Power
Sandstorm
Dig
Dive
Surf
Substitute
Waterfall
Double Team
Pain Split
Bulldoze
Sleep Talk
Rest
Endure
Rock Slide
Sludge Wave
Blizzard
Hyper Beam
Hail
Round
Rock Tomb
Clear Smog
String Shot
Amnesia
Fissure
Block
Giga Impact
Memento
47 moves

Porygon2 (Matrix)
Nature: Modest (Sp. Atk increased by *, Attack decreased by *)

Type:
Normal:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Adaptability:
(Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks (40):
Trick Room
Nasty Plot
Conversion 2
Tackle
Sharpen
Defense Curl
Conversion
Agility
Recover
Magnet Rise
Psybeam
Embargo
Magic Coat
_____________________
Tri Attack
Signal Beam
Discharge
Lock-On
Zap Cannon
Hyper Beam

Pain Split
Endure
Sleep Talk

Bide
Teleport
Double Team
Swift
Protect
Psychic
Psych Up
Dark Pulse
Ice Beam
Blizzard
Thunderbolt
Thunder
Psyshock
Shadow Ball
Thunder Wave
Solarbeam
Hidden Power Fighting 7
Substitute

Dusclops * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
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.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 21 (25*0.85v) (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: 9/9
MC: 0
DC: doesn't matter

Abilities:
Pressure:(Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks (41):
Leer (*)
Night Shade (*)
Disable (*)
Foresight (*)
Astonish (*)
Confuse Ray (*)
Shadow Sneak (*)
Pursuit (*)
Fire Punch
Thunder Punch
Ice Punch
Gravity
Bind
Shadow Punch
Curse
Hex
Mean Look
Payback
Future Sight

Destiny Bond (*)
Pain Split (*)
Imprison (*)
Grudge

Trick Room (*)
Will-o-Wisp (*)
Return (*)
Earthquake
Rock Slide
Focus Punch
Counter
Substitute
Protect
Rest
Sleep Talk
Taunt
Toxic
Torment
Spite
Skill Swap
Snatch
Brick Break


Haxorus, Slasher (M)
Nature: Jolly (plus Speed, minus Special Attack, +14% Accuracy)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Mold Breaker: (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.)
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:
Haxorus
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112 (+)
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Dragon Claw
Dragon Dance
Taunt
Dragon Pulse
Swords Dance
Guillotine
Outrage
Giga Impact

Counter
Endeavor
Endure
Iron Tail
Night Slash
Razor Wind
Reversal

Aqua Tail
Draco Meteor
Low Kick
Sleep Talk
Snore
Superpower

Aerial Ace
Brick Break
Bulldoze
Dig
Double Team
Dragon Tail
Earthquake
Grass Knot
Facade
Payback
Poison Jab
Protect
Rain Dance
Rest
Return
Roar
Rock Slide
Shadow Claw
Substitute
Sunny Day
Surf
Toxic
X-Scissor
Total Moves: 52/68

Jellicent[Jill](F)*
Nature: Bold (+Def, -Att)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Abilities:
Water Absorb: Type: 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.

Cursed Body: Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Damp (DW unlocked): Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 110
Atk: Rank 1(-)
Def: Rank 4(+)
SpA: Rank 3
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Bubble*
Water Sport*
Absorb*
Night Shade*
BubbleBeam*
Recover*
Water Pulse*
Ominous Wind
Rain Dance
Hex
Wring Out
Water Spout
Brine

Confuse Ray*
Mist*
Acid Armor*
Pain Split

Giga Drain
Icy Wind
Magic Coat

Ice Beam*
Shadow Ball*
Scald*
Toxic
Protect
Will-o-Wisp
Surf
Double Team


Cyclohm [Gandalf] (M)
Nature: Modest (+Special Attack, -Attack)
Type:
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.
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:
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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Moves:
Tackle
Growl
Leer
Dragon Rage
Thundershock
Charge
Rain Dance
Twister
Sonicboom
Spark
Dragon Tail
Discharge
Slack Off
Dragon Pulse
Hurricane
Weather Ball
Zap Cannon
Double Hit
Thrash
Whirlwind
Bide
Tri Attack
Outrage

DragonBreath
Hydro Pump
Magnet Rise
Heal Bell
Power Gem
Mud-Slap
Endure
Shock Wave
Dragon Dance
Gust
Water Pulse

Light Screen
Thunder
Thunder Wave
Thunderbolt
Protect
Draco Meteor
Flamethrower
Toxic
Hail
Blizzard
Substitute
Hidden Power (Ground 7)
Fire Blast
Volt Switch
Surf
Sunny Day
Ice Beam
Electroweb
Sleep Talk
Rest
Torment
Hyper Beam
Double Team
Roar
Earthquake
Charge Beam
Signal Beam
Snore
Hone Claws
Flash
Sandstorm
Attract
Round
Incinerate
Bulldoze
Dragon Tail
Trick Room

Total: 71/85

Lucario [Libra] (M)
Nature: Naive (+15% Speed, +12% Accuracy, -1 SpD)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:

Steadfast: Type: 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: Type: 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.
Justified (DW): Type: Innate
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 by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (90*1.15=103.5=104)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Reversal*
Screech*
Dark Pulse
Metal Claw
Bone Rush
Metal Sound
Extremespeed
Heal Pulse
Aura Sphere
Close Combat

Detect*
Iron Defense*
Sky Uppercut*
Blaze Kick

Magnet Rise
Helping Hand
Hi Jump Kick
Ice Punch

Bulk Up*
Brick Break*
Shadow Claw*
Substitute
Rock Slide
Focus Blast

Crobat [Cave Rage] (M)
Nature: Hasty (+15% Speed +26% Accuracy, -1 Def)

Type: Poison/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
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.
Infiltrator (DW Unlocked): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 150 (+15%, +26% Accuracy)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Cross Poison
Screech
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Swift
Air Cutter
Acrobatics
Air Slash
Poison Fang
Haze

Giga Drain
Steel Wing
Zen Headbutt

Toxic
Venoshock
Shadow Ball
Taunt
Bide
Fly
Hidden Power [Ground, 7]
Endure
Heat Wave
Snatch
U-turn
Protect

Roost



Dusknoir [Doc Scratch] (M)
Nature: Impish (+1 Def., -1 Spc. Att.)
Type: Ghost
Ghost

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.

Abilities:

Pressure (Innate) - This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:

HP: 90
Atk: Rank 4
Def: Rank 6 (+1)
SpA: Rank 2 (-1)
SpD: Rank 5
Spe: 45
Size Class: 4
Weight Class: 5
Base Rank Total: 21

EC: 9/9
MC: 0

Attacks:
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Curse
Shadow Punch

Memento
Pain Split
Imprison

DynamicPunch
Trick Room
Taunt
Torment
Rest
Sleep Talk
Protect
Earthquake
Spite

Mirage (Female Zoroark)
Hasty Nature
Type: 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.

Abilty:
Illusion: Type: Innate
Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

HP: 90
Atk: Rank 4
Def: Rank 1(-)
SpA: Rank 5
SpD: Rank 2
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Accuracy Bonus: +17%

EC: 6/6
MC: 0

Attacks: (39 Moves Known)
U-Turn
Scratch
Leer
Pursuit
Fake Tears
Hone Claws
Fury Swipes
Faint Attack
Scary Face
Taunt
Foul Play
Torment
Agility
Embargo
Punishment
Nasty Plot
Imprison
Night Daze

Counter
Detect
Extrasensory
Sucker Punch

Bounce
Dark Pulse
Snatch
Snore

Toxic
Hidden Power (Ice, 7)
Protect
Dig
Shadow Ball
Double Team
Flamethrower
Aerial Ace
Rest
Thief
Low Sweep
Focus Blast
Grass Knot

Tyranitar Thrym (M)
Nature:Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type:
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).
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.

Glyph of Crunch: Raises the base power of Crunch by 1

Stats:
HP: 110
Atk: Rank 6 +
Def: Rank 4
SpA: Rank 3
SpD: Rank 3 -
Spe: 61

EC 9/9
MC 0
DC 5/5

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 Strength, or Sand Throw Abilities.
Unnerve (Unlocked): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.


Attacks:
Thunder Fang
Fire Fang
Ice Fang
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Crunch
Dark Pulse
Hyper Beam

Dragon Dance
Ancient Power
Iron Head
Aqua Tail
Assurance

Snarl
Stone Edge
Earthquake
Thunderbolt
Hone Claws
Ice Beam
Flamethrower
Aerial Ace
Taunt

Superpower

Conkeldurr [Lumber] (M)
Nature: Careful (Adds a Rank to Special Defense. Subtracts a Rank from Special Attack.)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 9 / 9
MC: 0
DC: 5 / 5

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.
Sheer Force: (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.
Iron Fist (UNLOCKED): (Innate) This 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)

Attacks:
Pound (*)
Leer (*)
Focus Energy (*)
Bide (*)
Low Kick (*)
Rock Throw (*)
Wake-Up Slap (*)
Little By Little (*)
Focus Punch
Hammer Arm
Foresight
Stone Edge
Scary Face

Drain Punch (*)
Mach Punch (*)
Detect (*)
Reversal
Wide Guard
Force Palm
Endure

Ice Punch
Fire Punch
Thunder Punch

Bulk Up (*)
Rock Slide (*)
Payback (*)
Taunt
Earthquake
Substitute
Knock Down
Facade
Toxic
Low Sweep
Dig

Scizor [Blade] (M)
Nature: Careful (+SpD, -SpA)

Type:
Bug/Steel: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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; Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 65
Size: 3
Weight: 5 (118 kg)
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

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, X-Scissor from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Light Metal: (Trait) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)


45/82 Moves

Acrobatics
Aerial Ace
Agility
Air Slash
Attract
Baton Pass
Bide
Brick Break
Bug Bite
Bug Buzz
Bullet Punch
Captivate
Counter
Curse
Cut
Defog
Detect
Double Edge
Double Hit
Double Team
Endure
Facade
False Swipe
Feint
Flash Cannon
Fling
Focus Energy
Frustration
Fury Cutter
Giga Impact
Headbutt
Hidden Power Ground 6
Hyper Beam
Iron Defense
Iron Head
Knock Off
Leer
Light Screen
Metal Claw
Mimic
Morning Sun
Natural Gift
Night Slash
Ominous Wind
Pursuit
Protect
Quick Attack
Rage
Rain Dance
Razor Wind
Rest
Return
Reversal
Rock Smash
Roost
Round
Safeguard
Sandstorm
Secret Power
Silver Wind
Skull Bash
Slash
Sleep Talk
Snore
Sonicboom
Steel Wing
Strength
Struggle Bug
Substitute
Sunny Day
SuperPower
Swagger
Swift
Swords Dance
Tailwind
Take Down
Thief
Toxic
U-Turn
Vacuum Wave
Venoshock
Wing Attack
X-Scissor

Dusknoir [Cyclost] (M)
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: Ghost
Summary: 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.

Stats:
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4(+)
SpD: Rank 5
Spe: 39(-)
Size Class: 4
Weight Class: 5
Base Stat Total: 21

EC: 9/9
MC: 0
DC: n/a

Abilities
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks:
Fire Punch
Thunder Punch
Ice Punch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Future Sight
Shadow Punch

Imprison
Pain Split
Destiny Bond
Grudge
Memento
Headbutt

Endure
Counter
Dark Pulse
Snatch
Skill Swap
Faint Attack
Sucker Punch
DynamicPunch

Payback
Focus Punch
Return
Psych Up
Earthquake
Substitute
Shadow Ball
Trick Room
Protect
Taunt
Double Team
Brick Break
Torment
Ice Beam
Toxic
Blizzard
Psychic
Focus Blast
Bulldoze
Rock Slide

Total Moves: 48
Éponine (Togekiss) {♀}

Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)
Type: Normal / Flying


  • Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

  • 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:


  • 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.
  • Serene Grace: (Innate)
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects.
  • 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 25% of the time.

Stats:

HP: 100
Atk:
1 (-)
Def:
3
SpA:
5
SpD: 4

Spe:
96 (+)
SC: 3
WC: 3
BST: 20


EC: 9/9
MC: 0
DC: 5/5


Attacks: 57

After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Body Slam
Brick Break
Charm
Counter
Defog
Double Edge
Double Team
Encore
Endeavour
Endure
ExtremeSpeed
Flamethrower
Fly
Follow Me
Grass Knot
Growl
Heal Bell
Heat Wave
Hidden Power Ice (7)
Hyper Beam
Hyper Voice
Icy Wind
Last Resort
Light Screen
Magic Coat
Magical Leaf
Metronome
Morning Sun
Nasty Plot
Protect
Psych Up
Psychic
Psycho Shift
Reflect
Rest
Roost
Round
Safeguard
Shadow Ball
Signal Beam
Sky Attack
Sleep Talk
Solarbeam
Sunny Day
Swagger
Sweet Kiss
Tailwind
Thunder Wave
Tri Attack
Trick
Wish
Yawn

Serenity - Togekiss (F)
Nature: Bold (Adds 1 to Defense; Subtracts 1 from Attack)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
KOs: 9
Original Trainer: rickheg

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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck: (Dream World; Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Stats:
Togekiss
HP: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
-After you
-Air Slash
-AncientPower
-Attract
-Aura Sphere
-Bestow
-Brick Break
-Charm
-Counter
-Covet
-Defog
-Double Team
-Dream Eater
-Encore
-Endeavor
-Endure
-Extrasensory
-Extremespeed
-Flamethrower
-Fling
-Fly
-Follow Me
-Foresight
-Future Sight
-Grass Knot
-Growl
-Heal Bell
-Heat Wave
-Helping Hand
-Hidden Power: Ice 7
-Hyper Beam
-Incinerate
-Light Screen
-Magic Coat
-Magical Leaf
-Metronome
-Mimic
-Mirror Move
-Morning Sun
-Mud-Slap
-Nasty Plot
-Pluck
-Protect
-Psych Up
-Psycho Shift
-Psyshock
-Rain Dance
-Reflect
-Rest
-Role Play
-Roost
-Safeguard
-Shadow Ball
-Shock Wave
-Signal Beam
-Sky Attack
-Sleep Talk
-Solarbeam
-Stored Power
-Substitute
-Sunny Day
-Sweet Kiss
-Swift
-Tailwind
-Thunder Wave
-Toxic
-Tri Attack
-Trick
-Twister
-Uproar
-Water Pulse
-Wish
-Yawn
-Zap Cannon

Total Moves: 75

*<Lucario> [Lionheart] (Male)
Nature: Naive
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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:
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.
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.
Justified (DW)(UNLOCKED): (Innate) 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 by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.



Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+) (+12% Accuracy & Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 1
DC: 5/5

Total Moves: 101
Attacks:(61)
*Counter
*Endure
*Feint
*Force Palm
*Foresight
*Quick Attack
*Reversal
*Screech
Aura Sphere
Bone Rush
Close Combat
Copycat
Dark Pulse
Detect
Dragon Pulse
Extremespeed
Heal Pulse
Me First
Metal Claw
Metal Sound
Quick Guard

*Agility
*Blaze Kick
*Vacuum Wave
Bullet Punch
Circle Throw
Cross Chop
Follow Me
Hi-Jump Kick
Iron Defense
Sky Uppercut
Zen Headbutt

*Brick Break
*Earthquake
*Rock Slide
*Shadow Claw
Bulldoze
Dig
Drain Punch
Dual Chop
Facade
Flash Cannon
Focus Blast
Focus Punch
Helping Hand
Hidden Power(Grass 7)
Hone Claws
Ice Punch
Iron Tail
Magic Coat
Magnet Rise
Mud Slap
Psychic
Rest
Role Play
Sleep Talk
Snore
Substitute
Sunny Day
Thunder Punch
Toxic

_____________________________________________________________
 


Drake walks into the arena, and he walks right into a great mist. He walks right onto the sharp edge of a seashell.

"OUCH"

Suddenly, a creepy female figure with a chainsaw steps out of the shadows.

"AAARGH"

The female figure has another shadow, in the form of a Dusknoir. Shakily, Drake backs away.

WHO'S THERE

Oh hi who are you

AHHHH GHOSTS RUN RUN RUN

Suddenly, Drake gets an idea.

"Wait a minute..."
 

Complications pulls his fedora a little lower as a dust devil whips by him, stinging his eyes. To his side, Optimus stands unmoving. Complications looks around the town he's in, noting his surroundings. He spots King Serperior, along with his Nidoking, and Gerard with his Togekiss. "What do you make of this," Optimus asks. Complications looks towards his most trusted ally and says, "I'm not sure yet, but needless to say a plan is forming..."
 


"Whelp. We just had to end up directly in the bulls-eye. Just great.

The good news is that no one else is here. We better get out of here - and fast. This area is going to get real ugly. We better find some allies while we're at it."



"Yessir! Sounds like a sage plan to me!"
 
Simon wakes up slowly, eyes fading in and out of focus. His head spinning, he made a slow survey of the area.

Snow. Blinding, biting snow that sneaks through every crevice, chilling to the bone. Flicking his collar up against the wind, he looks across the outcrop, to the other sillouettes in the flurry; a Conkeldurr hOnKiNg to itself, and a Gastrodon looking decidely uncomfortable.


"Whoa... What? How did I get here... Ugh. Dammit Glacier, why do you always take me to such frigid locations... Glacier..?

"Creon, you okay, buddy?"


The furry mass of the Laziness behind Simon grunted, seeming mildly annoyed by the weather, but not uncomfortable.
 


Madotsuki looked around. "Couldn't have asked for a more... pleasant area to start in. Sickening, almost..."



Doc Scratch chimed in. <I'll say. It doesn't quite befit a man of my charisma, to be in such an exposed place. You must work to find true beauty, you know. Unless you're me. Hoo.>

"Hmm?" Madotsuki looked at figures in the distance. "We have company."

<Perhaps we should show them... our hospitality?>

"No... we shouldn't start fighting yet. Let's see what they have to say."

<I meant hospitality. I always say exactly what I mean.>
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
In what was going to almost certainly be a short lived melee for him, Random figures out that he & his Pokémon were dealt a cruel hand by Glacier Knight's RNG, finding himself in the most popular room of all rooms...

"Well, look where we landed...Out of all the places we could have possibly land, we find ourselves in a room of six...Just fucking perfect. I doubt this mad bunch will approve of our dusty entrance, so...inb4 a flurry of trips, I guess..."
 


"I have to admit, we certainly lucked out when it came to the view."

"It's certainly better than our luck with our first opponents."

"Oh I don't know, there might be a benefit to these participants showing up here."

"Yeah, well I hope you don't mind if I start praying."
 


I look around the dusty, Western-style town that I was dropped off at and try to catch my bearings. I hear a thumping noise to my side and turn to see King stomping a perimeter around me.

"King, let us look for either friends or foes. I would prefer the former."



King looks at me and snorts. We begin moving from building to building. Though we see many sets of stairs, we decide to not go up them. After about 15 minutes, we arrive at the center of the town and see four figures: The trainers, Complications and Gerard, and their pokemon, Bisharp and Togekiss.

"So, King, what should we do now? We have found both a friend and a foe."
"I say that we move out of this area now. Though the buildings look safe, they are on weak ground. I smelled a swamp some distance away. Perhaps we should go there?"
"Good idea. Let us talk to Comp and Gerard. Perhaps we can avoid a confict this early?"
"Fine. I could care less."

With that out of the way, King and I position ourselves beside Complications and his Bisharp and face Gerard and his Togekiss.
 

No prey in sight... but I do like the locale.
I wanted destruction...
Be patient, my rocky friend, it is said that good things come to those who can wait. And now, it is time for the hunter's eternal dilemma... what way to pick? Or should we stay and give ourselves tactical advantage? Decisions, decisions...
 

Well look what we have here, Boss! Three targets!


Don't get cocky, Rico. You know damn well we're at a disadvantage here.


What do you suggest we do then?


Well, we either hightail it for better odds, or we forge alliances. And the sooner we get some of those, the better.
 

''So....it begins.''


Indeed.....may i ask you something though?


''What is it?''


Why me? Steve is your best friend, and Dizzy really wanted to come....why did you choose me?

''I.....do not know, actualy....i think i just went with my gut.''

Fair enough....whats the plan? I dont think you plan to attack that trainer.


''First, we gotta make allies....and i think i know where we should go.''

Hopefully it has a good breeze.
 


And so it began... let us lay waste to this rife, unsuspecting world! Those who shall side with me will get rewards beyond their wildest dreams - and those who oppose us... will be destroyed, utterly!
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus


Brr...this place is colder than Lorelei after I asked her out on a date! I'm not sure if we can take the massive hailstorm that could come at any second. What say you, Lumber?

LUMBER NO LIKE HAIL! LUMBER SMASH PUNY ICE!

Yes, that's what I thought. Let's take a look around for some other trainers, shall we? Looks like we have a Slaking and a Gastrodon with us today. They seem as out of place as we are, Lumber! Shall we give them a hand?

LUMBER'S BOOM STICKS ARE FROZEN. LUMBER HAS HARD TIME GRABBING BOOM STICKS! LUMBER WANTS WARMTH!

Perhaps now isn't the time to confront anyone, at least not in this weather. Unless provoked, of course! Let's see if we can move away from this spot, or at least grab a cup of tea with a potential friend!

LUMBER LIKE COFFEE, NOT TEA! BLACK COFFEE!

Okay, okay, coffee it is. Just don't get too hopped up on caffeine, we need to conserve our energy!
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus

Alright, let's see what surprises there are in store for us.

There's something about A SURPRISE! that intrigues me, since it'll almost certainly put in a fun twist somewhere. That's why I'm setting this plan in motion. I want exactly seventeen of us—no more, no less—to participate in the lottery. To ensure that we do have seventeen, I request the following:

1) IF you have already sent in actions to participate in the lottery THEN tell me saying you have. Hopefully we haven't had seventeen people that have sent in actions with participation yet.

2) IF you have not sent in actions yet AND would like to participate in the lottery AND there are less than 17 participants so far THEN tell me saying you will. This is so we can ensure that exactly 17 people are in the lottery.

3) IF you are not participating THEN post saying you aren't. You might be able tell me over IRC but don't assume that I'll see it since I'm idle half the time. What I end up wanting to have is 35 people that fit into either "IN" or "OUT."

Know that everybody will probably be able to tell who participated and who didn't, so if you're going to rescind on your participation there won't be a person that doesn't know it. I'll keep a list of participants here:

IN
1. Engineer
2. LupusAter
3. Madotsuki [PM]
4. Imanalt
5. UllarWarlord
6. Ragnarokalex
7. Pwnemon
8. rickheg [VM]
9. Frosty [PM]

OUT
1. King Serperior
2. Texas
3. EM
4. LockDown
5. Dogfish
6. SimonSays [PM]
7. AOPSUser
8. Objection [PM]

10:51 King_Serperior Engineer: I have sent in my actions. I am not "In" the lottery
10:51 LupusAter and i'm in the lottery
10:57 Texas out
10:57 elevator_music out
10:58 Lockdown out
10:59 dogfish44 I'm not intending to test the lottery ¬_¬
13:43 kupobot imanalt said 52 minutes ago in #capasb: im in for the lottery in the showdown thingie
13:43 kupobot Ullar said 52 minutes ago in #capasb: whatimanalt said
13:43 kupobot AOPSUser said 25 minutes ago in #capasb: out
15:44 Ragnarokalex Hey Engineer, I want in on the lottery dealio
15:45 Pwnemon i'll do the lotto
 

Ullar

card-carrying wife-guy
is a Smogon Discord Contributor


KILL ALL. I MUST DESTROY EVERYTHING.

"..."

Yeah, I know, we said we would forge alliances to win, BUT LOOK AT HIM. SUCH A TENDER MORSEL.

"..."

I see...fair enough. We do it your way.
 
The Ultimate Showdown: Round One


"...And so it begins..."

Three boats were dispatched to bring the whole lot; It took some time, but eventually all three made it safely into the port. A shady figure gazed at the majestic ships as they slowly lolled into place. The Observatory was a good distance away, but the figure could keenly make out each of the Thirty-Five participants he had invited to his realm. The man did not care about past events; everyone from Ghetsis to Gym leaders, to Werewolves and scientists, and all the trainers in-between had been asked to sign up.... and sign up they did. Now, as the sun began to swirl the sky with sunset shades, the figure awaited the group's approach. Some walked faster than others, seemingly nervous about having to trek through a foreign place at night. Others took their time, walking slower to purposely inspect their opponents. Trying to find allies, perhaps? With a click of a button, the figure's platform causally descended to the ground floor. He had prepare to welcome his guests lavishly, of course.

~X~

When all thirty-five newcomers arrived at the large observatory, the figure introduced himself. As explained over a lush 4 course dinner, the reason to summon the most eclectic group of trainers in all the world was to create a most interesting battle: A melee like no other, The Ultimate Showdown. The synopsis was left with many holes, and numerous questions unanswered. The charitable figure merely shirked them off; they would soon find out for themselves the answers, or else perish. With that, he sent his contestants to bed, each with their own luxurious quarters. Night gracefully waltzed through the sky, with sparkling deposits of galaxies and stars. But things seem quite hasty, as the Sun eagerly burst from the horizon and night ceased to exist.

A quick breakfast, and then The Figure appeared once more, silently but powerfully making his presence known. The games were scheduled to begin at noon. Prep your precious partner, and deposit their container capsule in the teleporting organizer on the top observing deck. The faces smiled, grinned, grimaced, and shirked. The figure left with content thoughts: the diversity would surely prove entertaining.

Things began precisely and with haste. The participants, six or seven at a time, jammed into the platform, flustered and nervous as they ascended to where things got very serious. Their minds flashed back to the previous talk of Prizes: the figure was very charitable, and exceedingly rich, and was able to bestow upon the victors the most glorious of gifts. They also pondered the words of fellow competitors.... the figure was correct in his assumption of alliances being born prematurely. In no time, everyone was situated in the marvelous observation deck, a room that surely was the quintessence of The Figure's wealth. Some looked out and stared at Massimo, the large expanse of land and water which was The Figure's own making. Others silently awaited the beginning.

The Figure saw their ambitious eyes, felt the intense silence.

So it began. With an easy wave of the hand, the Pokemon were launched into battle.

"Let the Ultimate Showdown Begin..."

~X~
Speed Order: Crobat-Zoroark/Krilowatt-Volcarona-Hydreigon-Haxorus-Lucario(TRG)/Lucario(Ranger)-Emolga-Charizard/Slaking-Togekiss(Gerard)-Medicham-Lucario(Wanderer)/PorygonZ-Nidoking-Gallade(Pwne)/Gallade(Alex)/Togekiss(EM)/Cyclohm/Togekiss(Wolfe)-Bisharp-Scizor-Tyranitar-Jellicent-Pyroak-Conkeldurr/Dusknoir(Madot)-Muk/Lickylicky-Hippodown-Dusknoir(Rick)-Gastrodon-Slowbro-Dusclops


Optimus (Complications)
HP: 100
EN: 100
Abilities: Defiant/Inner Focus/Pressure
Stats: 6(7)/4/1/3
Body: Size 3 / Weight 4
Speed: 70
Status:
Items: Rare Candy



King (King_Serperior)
HP: 100
EN: 100
Abilities: Poison Point/Sheer Force/Rivalry
Stats: 3/2/4/3
Body: Size 3 / Weight 4
Speed: 85
Status:
Items:
Expert Belt


Mimring (Ullar Warlord)
HP: 100
EN: 100
Abilities: Blaze/Solar Power
Stats: 4/2/4/3
Body: Size 1 / Weight 2
Speed: 100
Status:
Items: Bright Powder



Rodney (Pwnemon)
HP: 100
EN: 100
Abilities: Steadfast/Justified
Stats: 5/4/2/4
Body: Size 3 / Weight 4
Speed: 80
Status:
Items: Leftovers



Stortamus (Its_A_Random)
HP: 110
EN: 100
Abilities: Sand Stream/Sand Force
Stats: 4/4/3/4
Body: Size 4 / Weight 7
Speed: 40 (-10% evasion)
Status:
Items: Leftovers



Yum! (Yarnus of Bethany)
HP: 110
EN: 100
Abilities: Own Tempo/Cloud Nine/Oblivious
Stats: 3/3/4/3
Body: Size 3 / Weight 5
Speed: 43 (-10% Evasion)
Status:
Items: Expert Belt



Grass Skirt (Smashlloyd20)
HP: 120
EN: 100
Abilities: Rock Head/Battle Armor/Chlorophyll
Stats: 4/4/3/3
Body: Size 4 / Weight 5
Speed: 51 (-10% evasion)
Status:
Items: Leftovers



Bosco (Matezoide)
HP: 110
EN: 100
Abilities: Stench/Sticky Hold/Poison Point
Stats: 4/3/4/4
Body: Size 3 / Weight 3
Speed: 43 (-10% Evasion)
Status:
Items: Black Sludge




Taiyo (Engineer Pikachu)
HP: 100
EN: 100
Abilities: Flame Body/Swarm/Levitate
Stats: 1/3/5/4
Body: Size 3 / Weight 3
Speed: 115 (+15% Acc)
Status:
Items: Shell Bell



Rico (The_Wanderer)
HP: 100
EN: 100
Abilities: Inner Focus/Steadfast/Justified
Stats: 5(6)/3/4(5)/2
Body: Size 3 / Weight 4
Speed: 90
Status:
Items: Soothe Bell



Ragnarok (RagnarokAlex)
HP: 100
EN: 100
Abilities: Steadfast/Justified
Stats: 5/3/3(4)/4
Body: Size 3 / Weight 4
Speed: 80
Status:
Items: Dawn Stone



Frollo (Objection)
HP: 90
EN: 100
Abilities: Pure Power/Telepathy
Stats: 5/3/1/3
Body: Size 2 / Weight 5
Speed: 92 (+10% Acc)
Status:
Items: Expert Belt



Actea (Athenodoros)
HP: 125
EN: 100
Abilities: Magic Guard/Shell Armor/Trace
Stats: 2/3/3/3
Body: Size 1 / Weight 2
Speed: 121 (+17% Acc)
Status:
Items: Enigma Berry



Derpy Hooves (WaterWarrior)
HP: 100
EN: 100
Abilities: Oblivious/Own Tempo/Regenerator
Stats: 3/4/4/4
Body: Size 3 / Weight 4
Speed: 26 (-10% Evasion)
Status:
Items: Mystic Water



Boltair (Dogfish44)
HP: 90
EN: 100
Abilities: Motor Drive / Static
Stats: 3(5)/1/4(6)/2
Body: Size 1 / Weight 1
Speed: 103
Status:
Items: Everstone



Creon (SimonSays)
HP: 90
EN: 100
Abilities: Truant
Stats: 7/3/3/3
Body: Size 4 / Weight 5
Speed: 100
Status:
Items: Expert Belt



Tiamat (Zarator)
HP: 100
EN: 100
Abilities: Levitate
Stats: 4/3/5/2
Body: Size 4 / Weight 5
Speed: 113
Status:
Items: Expert Belt



Togekissu (Elevator_Music)
HP: 100
EN: 100
Abilities: Hustle/Serene Grace/Super Luck
Stats: 1/3/6/4
Body: Size 3 / Weight 3
Speed: 80
Status:
Items: Expert Belt



GASTRODOOOOOM (Imanalt)
HP: 110
EN: 100
Abilities: Sticky Hold/Storm Drain/Sand Force
Stats: 3/3/4(5)/3
Body: Size 2 / Weight 3
Speed: 33 (-10% Evasion)
Status:
Items: Rare Candy



Matrix (Maxim)
HP: 100
EN: 100
Abilities: Adaptability/Download/Analytic
Stats: 2/3/6/3
Body: Size 2 / Weight 3
Speed: 90
Status:
Items: Silk Scarf



Gespenst (Frosty)
HP: 90
EN: 100
Abilities: Pressure
Stats: 4/5(7)/2/5(7)
Body: Size 3 / Weight 3
Speed: 21 (-10% Evasion)
Status:
Items: Eviolite



Slasher (Texas Cloverleaf)
HP: 100
EN: 100
Abilities: Rivalry/Mold Breaker/Unnerve
Stats: 6/3/1/3
Body: Size 3 / Weight 5
Speed: 112 (+14% Accuracy)
Status:
Items:
Dragon Fang


Jill (TIO)
HP: 110
EN: 100
Abilities: Water Absorb/Cursed Body/Damp
Stats: 1/4/3/4
Body: Size 4 / Weight 5
Speed: 60
Status:
Items: Exp Share



Gandalf (AOPSUser)
HP: 110
EN: 100
Abilities: Shield Dust/Static/Overcoat
Stats: 1/4/5/3
Body: Size 4 / Weight 4
Speed: 80
Status:
Items: Expert Belt



Libra (MRcRanger97)
HP: 100
EN: 100
Abilities: Steadfast/Inner Focus/Justified
Stats: 4/3/4/2
Body: Size 3 / Weight 4
Speed: 104 (+12% Acc)
Status:
Items: Muscle Band



Cave Rage (LockDown)
HP: 100
EN: 100
Abilities: Inner Focus/ Infiltrator
Stats: 3(4)/2(3)/3/3(4)
Body: Size 4 / Weight 4
Speed: 150 (+26% Acc)
Status:
Items: Soothe Bell




Doc Scratch (Madotsuki)
HP: 90
EN: 100
Abilities: Pressure/Levitate
Stats: 4/6/2/5
Body: Size 4 / Weight 5
Speed: 45
Status:
Items: Reaper Cloth



Mirage (Eternal_Drifter)
HP: 90
EN: 100
Abilities: Illusion
Stats: 4/1/5/2
Body: Size 3 / Weight 4
Speed: 121 (+17% Acc)
Status:
Items:



Thrym (Lupus Ater)
HP: 110
EN: 100
Abilities: Sand Stream/Unnerve
Stats: 6/4/3/3
Body: Size 4 / Weight 6
Speed: 61
Status:
Items: Rock Gem



Lumber (DarkSlay)
HP: 110
EN: 100
Abilities: Guts/Sheer Force/Iron Fist
Stats: 5/3/1/4
Body: Size 3 / Weight 4
Speed: 45
Status:
Items: Expert Belt



Blade (Rediamond)
HP: 100
EN: 100
Abilities: Swarm/Technician/Light Metal
Stats: 5/4/1/4
Body: Size 3 / Weight 5
Speed: 65
Status:
Items: Occa Berry



Cyclost (Rickheg)
HP: 90
EN: 100
Abilities: Pressure/Levitate
Stats: 4/5/4/5
Body: Size 4 / Weight 5
Speed: 39 (-10% Evasion)
Status:
Items: Reaper Cloth



Eponine (Gerard)
HP: 100
EN: 100
Abilities: Hustle/Serene Grace/Super Luck
Stats: 1/3/5/4
Body: Size 3/ Weight 3
Speed: 96 (+10% Acc)
Status:
Items: Expert Belt



Serenity (TheWolfe)
HP: 100
EN: 100
Abilities: Hustle/Serene Grace/Super Luck
Stats: 1/4/5/4
Body: Size 3 / Weight 3
Speed: 80
Status:
Items: Leftovers




LionHeart (TheRoyalGuard)
HP: 100
EN: 100
Abilities: Inner Focus/Justified/Steadfast
Stats: 4(5)/3/4(5)/2
Body: Size 3 / Weight 4
Speed: 104 (+12% Acc)
Status:
Items: Soothe Bell

First things First, the Lottery began! The contestants were told they could possibly gain a valuable item, as long as they played their cards right....

10 People Are in the Lottery! That means....
they heal 10Hp and EN instantly at the beginning of the round!

...

...Alright, so that did nothing really, since everyone is at full HP/EN. Better luck next time folks!


The Figure leaned over from his resting spot, his eye caught on Six fierce pokemon located in the Tall Grasses of Massimo. A quick smile graced his face; eyes focused on what could be an interesting fight. Sadly, his wish was lost upon the participants. Communicating with technology bestowed by the Figure himself, they whispered commands of flight. One by one, the six dispersed, which made the Figure lose focus in a sullen manner. even the remaining two, an Emolga and Hippodown did not accomplish much, though excitement was spread with the flying squirrel's successful Thunder wave. The fleeing Togekiss was now crippled. perfect pray for a later day? The Figure did look intently at the Volcarona, for it seemed to be enacting a devious plot. Before fleeing to a grassy route, it released a large span of fire, starting a chain reaction in the large field. As the fire began to spread, the Flaming Insect fled to the beach, but only after lighting his escape hatch ablaze as well.

The Figure glanced at the Volcano breifly, then quickly turned back, as a much more heated battle was taking place. A Lickylicky and a Charizard stood proud and menacing, fighting with glares and grunts. Finally the Lickylicky was first to take action, giving a war cry while gaining some spinning momentum. the winds began to increase pick up light matter, be it rocks or grit or chunks of lava. A Sandstorm? The Figure chuckled as the move conformed to the arena. Not a sandstorm, but a fire storm, and it raged brutally, making the arena hotter and hotter. The Charizard seemed not to notice for the time being, and spread its wings, charging his bulky enemy with verve. The Lickylicky is a hefty species, but the brute power of the Charizard was able to snatch the pink blob up into the air, and up they went. Soaring, Soaring..... chunks of hot rock and grit getting in the avian's eyes and wings. However, it got to a perfect height, and looked below. The volcano's center seemed small, but the intense heat could be felt from all the way up in the clouds. With a sinister smirk, the Charizard used its might to hoist the blubbering beast above its head, in the air mind you, and toss it viciously to the ground. The Lickylicky's cry echoed through all the levels of the atmosphere, as it plummeted faster and faster. The heat was about to be too much for the thing, but matters got worse when the Lickylicky actually landed in the lava! The Charizard had made its mark with clean precision, and it descended to the ground as its enemy was busy burning alive, frothing around in the crater of lava. The screams were too much. It gave one last grunt of pain, then released a brown wave of water, which sent the whole volcano center into a tizzy. The cool water that was summoned created a thick steam, but did manage to harden some of the lava. The charizard, not sure of what was going on, simply stared at the column of thick white smoke pouring from the volcano, cooling down from its Seismic Toss+Fly combo. Maybe Lickylicky was cooked?

The Figure nodded approvingly at the Charizard's creativity, then looked around the rest of Massimo. In the far north, he spied a Slaking, Conkeldurr, and Gastrodon. Would they duke it out to the end? The Figure frowned as this proved wrong. The three figure made haste to flee from the blizzarding condition, heading south to the cave system. All three of them? Maybe they were allianced... Though Slaking didn't leave as quickly as the others. Fearing attack, it set up a protective beam, then watched his enemies flee south. He ran after them.... maybe to attack from behind?

The Figure glanced at all of Massimo, and was afraid to say that it seemed to all be the same. The lake, with four participants battling on the surf, seemed to empty pretty quickly, only leaving a flustered Medicham and a taunted Dusclops. The Krilowatt fled its own turf, a very nice piece of surd. And the Lucario ran quickly to the hills, hoping to avoid contact. Would the Medicham and Dusclops make friends now? or would a showdown take place?

On the Eastern Hemisphere, the Figure spied pokemon merely walking. A bisharp and nidoking, hand in hand, strolled to the jungle, leaving a Togekiss to set up and claim dominance in the Ghost town. The Swamp became home to a Jellicent and a Haxorus, though the latter quickly fled. Good thing too, the Jellicent had a dastardly plan to drown the Dragon in the murky depths of the swamp sludge. However, its leading cause of failure was its speed. But, the Figure noticed a Lucario sneaking up from behind, coming from the Jungle. Will it battle the slippery Ghost? or can it flee before it becomes the victim Haxorus could have been?

The last major battle The Figure took an interest to was in the north, the Deathly Hallows. A Porygon-Z and Scizor quickly began to duke it out, though the Porygon fell behind. It tried to use a Conversion 2 attack, but failed to do so, since it was faster than his opponent, and it had not attacked before. Still, the metal bug was dealt a nice divvy of damage, and things seemed about even. Who would rise victorious?

One more glance at the Volcano was made, and The Figure was surprised to see a Lucario there! It was not the one who ran from the lake, or the one traversing the jungle. Where did it come from? The charizard didnt seem to notice though, as it tried to blast its burnt prey from the sky. The Fire Blast missed and skimmed the edge of the volcano, which did absolutely nothing. The Lickylicky took a bit more damage from the lava, but a defense curl attack left him hard as a rock. The Heat was finally being ignored. and he could attack! Now if he could only get out of the huge lava center....

The Figure snapped his fingers, and the Lickylicky was transported out of the volcano, still burned, but able to fight his foe. He wouldnt have been able to get out of there anyways. But now there was a third party. Would the Lucario help? or send the Lickylicky to his doom?

And what about the beach? A hyrdeigon burst from the tall grass, and dragon pulsed the nesting cyclohm, who was creating a nasty trap. The dusknoir that was on the beach was creating a nasty trap as well. Would they be activated? what would happen? The beach began to glisten though, as the Sun shone brightly. Cyclohm's sunny day was working against him it seemed, for although it did get hotter, the bright rays reflected the sand, and the intensity began to blind all who stayed around in the arena. Volcarona finished its blazing trail by ending in the Beach, which left a party of four on the glistening sand.

One more battle was visible, and the Figure craned his neck to the north, but westward, to a snowy covered plain. A Pyroak roared voraciously as it took battle stance, setting up trickery. Its Opponent, a Slowbro, was having none of it though. It fervently smashed a brickbreak into the Screen, shattering it beyond use, and then battered the Substitute with watery attacks. The side seemed to favor the slowbro, but the Pyroak didnt seem to counter at all. Not yet anyway....

As for the others i did not mention earlier, A Muk traveled to the jungle, a Togekiss and a Gallade were spotted finishing the round at the Flavor Special, one due to the craftiness of Teleporting, and a Zoroark is no where to be found. the Cliff is now bare, with a single hole in the center....

~X~


The Figure was all around displeased at the display. Angrily, he spoke out amongst the chatting group

"Dear friends... it seems you misunderstood why you are here. YOU ARE NOT HERE TO DILLY DALLY. YOU ARE HERE TO BE THE BEST."

"....my apologizes. Not all of you were pathetic shmucks. I give credit to the Charizard and Lickylicky, as the PorygonZ and Scizor. The Pyroak and Slowbro were valiant as well. May luck be with you six. As for the rest.... you've had your round of rest. Show me why you are worthy of the Prize! Show me why you are meant to be the best of the best!"

"...or else you will suffer punishment."

_________________________________________


Optimus (Complications)
HP: 100
EN: 94
Abilities: Defiant/Inner Focus/Pressure
Stats: 6(7)/4/1/3
Body: Size 3 / Weight 4
Speed: 70
Status:
Items: Rare Candy



King (King_Serperior)
HP: 100
EN: 94
Abilities: Poison Point/Sheer Force/Rivalry
Stats: 3/2/4/3
Body: Size 3 / Weight 4
Speed: 85
Status:
Items:
Expert Belt


Mimring (Ullar Warlord)
HP: 88
EN: 67
Abilities: Blaze/Solar Power
Stats: 4/2/4/3
Body: Size 1 / Weight 2
Speed: 100
Status:
Items: Bright Powder



Rodney (Pwnemon)
HP: 100
EN: 94
Abilities: Steadfast/Justified
Stats: 5/4/2/4
Body: Size 3 / Weight 4
Speed: 80
Status:
Items: Leftovers



Stortamus (Its_A_Random)
HP: 110
EN: 89
Abilities: Sand Stream/Sand Force
Stats: 4/4/3/4
Body: Size 4 / Weight 7
Speed: 40 (-10% evasion)
Status:
Items: Leftovers



Yum! (Yarnus of Bethany)
HP: 43
EN: 79
Abilities: Own Tempo/Cloud Nine/Oblivious
Stats: 3/3/4/3
Body: Size 3 / Weight 5
Speed: 43 (-10% Evasion)
Status: +1 Def
Items: Expert Belt



Grass Skirt (Smashlloyd20)
HP: 83
EN: 92
Abilities: Rock Head/Battle Armor/Chlorophyll
Stats: 4/4/3/3
Body: Size 4 / Weight 5
Speed: 51 (-10% evasion)
Status:
Items: Leftovers



Bosco (Matezoide)
HP: 110
EN: 94
Abilities: Stench/Sticky Hold/Poison Point
Stats: 4/3/4/4
Body: Size 3 / Weight 3
Speed: 43 (-10% Evasion)
Status:
Items: Black Sludge




Taiyo (Engineer Pikachu)
HP: 100
EN: 83
Abilities: Flame Body/Swarm/Levitate
Stats: 1/3/5/4
Body: Size 3 / Weight 3
Speed: 115 (+15% Acc)
Status:
Items: Shell Bell



Rico (The_Wanderer)
HP: 100
EN: 85
Abilities: Inner Focus/Steadfast/Justified
Stats: 5(6)/3/4(5)/2
Body: Size 3 / Weight 4
Speed: 90
Status: +1 Spa, +1 Spd
Items: Soothe Bell



Ragnarok (RagnarokAlex)
HP: 100
EN: 95
Abilities: Steadfast/Justified
Stats: 5/3/3(4)/4
Body: Size 3 / Weight 4
Speed: 80
Status:
Items: Dawn Stone



Frollo (Objection)
HP: 64
EN: 78
Abilities: Pure Power/Telepathy
Stats: 5/3/1/3
Body: Size 2 / Weight 5
Speed: 92 (+10% Acc)
Status:
Items: Expert Belt



Actea (Athenodoros)
HP: 125
EN: 94
Abilities: Magic Guard/Shell Armor/Trace
Stats: 2/3/3/3
Body: Size 1 / Weight 2
Speed: 121 (+17% Acc)
Status:
Items: Enigma Berry



Derpy Hooves (WaterWarrior)
HP: 100
EN: 82
Abilities: Oblivious/Own Tempo/Regenerator
Stats: 3/4/4/4
Body: Size 3 / Weight 4
Speed: 26 (-10% Evasion)
Status:
Items: Mystic Water



Boltair (Dogfish44)
HP: 84
EN: 99
Abilities: Motor Drive / Static
Stats: 3(5)/1/4(6)/2
Body: Size 1 / Weight 1
Speed: 103
Status: +1 Spd
Items: Everstone



Creon (SimonSays)
HP: 121
EN: 90
Abilities: Truant
Stats: 7/3/3/3
Body: Size 4 / Weight 5
Speed: 100
Status:
Items: Expert Belt



Tiamat (Zarator)
HP: 100
EN: 86
Abilities: Levitate
Stats: 4/3/5/2
Body: Size 4 / Weight 5
Speed: 113
Status: -1 Acc
Items: Expert Belt



Togekissu (Elevator_Music)
HP: 100
EN: 94
Abilities: Hustle/Serene Grace/Super Luck
Stats: 1/3/6/4
Body: Size 3 / Weight 3
Speed: 80
Status: 20% Paralysis, -1 Acc
Items: Expert Belt



GASTRODOOOOOM (Imanalt)
HP: 110
EN: 94
Abilities: Sticky Hold/Storm Drain/Sand Force
Stats: 3/3/4(5)/3
Body: Size 2 / Weight 3
Speed: 33 (-10% Evasion)
Status:
Items: Rare Candy



Matrix (Maxim)
HP: 51
EN: 81
Abilities: Adaptability/Download/Analytic
Stats: 2/3/6/3
Body: Size 2 / Weight 3
Speed: 90
Status: +1 Spa
Items: Silk Scarf



Gespenst (Frosty)
HP: 90
EN: 93
Abilities: Pressure
Stats: 4/5(7)/2/5(7)
Body: Size 3 / Weight 3
Speed: 21 (-10% Evasion)
Status:
Items: Eviolite



Slasher (Texas Cloverleaf)
HP: 100
EN: 94
Abilities: Rivalry/Mold Breaker/Unnerve
Stats: 6/3/1/3
Body: Size 3 / Weight 5
Speed: 112 (+14% Accuracy)
Status:
Items:
Dragon Fang


Jill (TIO)
HP: 110
EN: 77
Abilities: Water Absorb/Cursed Body/Damp
Stats: 1/4/3/4
Body: Size 4 / Weight 5
Speed: 60
Status:
Items: Exp Share



Gandalf (AOPSUser)
HP: 84
EN: 76
Abilities: Shield Dust/Static/Overcoat
Stats: 1/4/5/3
Body: Size 4 / Weight 4
Speed: 80
Status: -1 Acc
Items: Expert Belt



Libra (MRcRanger97)
HP: 92
EN: 97
Abilities: Steadfast/Inner Focus/Justified
Stats: 4/3/4/2
Body: Size 3 / Weight 4
Speed: 104 (+12% Acc)
Status:
Items: Muscle Band



Cave Rage (LockDown)
HP: 100
EN: 94
Abilities: Inner Focus/ Infiltrator
Stats: 3(4)/2(3)/3/3(4)
Body: Size 4 / Weight 4
Speed: 150 (+26% Acc)
Status:
Items: Soothe Bell




Doc Scratch (Madotsuki)
HP: 90
EN: 76
Abilities: Pressure/Levitate
Stats: 4/6/2/5
Body: Size 4 / Weight 5
Speed: 45
Status: Hands full of wood, -1 Acc
Items: Reaper Cloth



Mirage (Eternal_Drifter)
HP: 90
EN: 78
Abilities: Illusion
Stats: 4/1/5/2
Body: Size 3 / Weight 4
Speed: 121 (+17% Acc)
Status:
Items:



Thrym (Lupus Ater)
HP: 110
EN: 94
Abilities: Sand Stream/Unnerve
Stats: 6/4/3/3
Body: Size 4 / Weight 6
Speed: 61
Status:
Items: Rock Gem



Lumber (DarkSlay)
HP: 110
EN: 94
Abilities: Guts/Sheer Force/Iron Fist
Stats: 5/3/1/4
Body: Size 3 / Weight 4
Speed: 45
Status:
Items: Expert Belt



Blade (Rediamond)
HP: 70
EN: 85
Abilities: Swarm/Technician/Light Metal
Stats: 5/4/1/4
Body: Size 3 / Weight 5
Speed: 65
Status: 15% Para
Items: Occa Berry



Cyclost (Rickheg)
HP: 90
EN: 100
Abilities: Pressure/Levitate
Stats: 4/5/4/5
Body: Size 4 / Weight 5
Speed: 39 (-10% Evasion)
Status:
Items: Reaper Cloth



Eponine (Gerard)
HP: 100
EN: 84
Abilities: Hustle/Serene Grace/Super Luck
Stats: 1/3/5/4
Body: Size 3/ Weight 3
Speed: 96 (+10% Acc)
Status: 20HP Substitute
Items: Expert Belt



Serenity (TheWolfe)
HP: 100
EN: 94
Abilities: Hustle/Serene Grace/Super Luck
Stats: 1/4/5/4
Body: Size 3 / Weight 3
Speed: 80
Status:
Items: Leftovers




LionHeart (TheRoyalGuard)
HP: 100
EN: 94
Abilities: Inner Focus/Justified/Steadfast
Stats: 4(5)/3/4(5)/2
Body: Size 3 / Weight 4
Speed: 104 (+12% Acc)
Status:
Items: Soothe Bell


Crobat Walked onto the Obsidian-Cave Path!
Crobat -2EN

Speed Tie (Zoroark/Krilowatt)
Rolled 1, Zoroark first

Zoroark used Dig!
Zoroark dug deep into the ground....

Zoroark -7EN

Krilowatt Walked onto the Lake-Pine Forest Path!
Krilowatt -2EN

*Volcarona Activates Flame Body!*
Volcarona's body releases a small but sudden amount of fire, catching the nearby grass on fire!

Volcarona -5EN

Volcarona Walked onto the Tall Grass-Beach path!
Volcarona -2EN

Hydreigon Ran through the Tall Grass-Beach path!
Hydreigon -4EN

Haxorus Walked onto the Swamp-South Sea path!
Haxorus -2EN

Speed Tie (Lucario(TRG)/Lucario(Ranger))
Rolled Two, Ranger Lucario first

Lucario (Ranger) used Dig (Locomotive!)
Lucario dug deep...

Lucario -15EN

Lucario (TRG) Walked onto the Jungle-Swamp path!
Lucario -2EN

Emolga used Thunder Wave!
Emolga -6EN

Speed Tie (Charizard/Slaking)
Rolled two, Slaking first

Slaking used protect!
Slaking -7EN

Charizard used a Combo!
To keep things in order, the description of the combo will be at the end, since its negative priority. charizard is 100 speed, but the combo makes it move last out of everyone this action

Togekiss (Gerard) used Substitute (20HP)!
Togekiss put up a sub!

Togekiss -17EN

Medicham used Taunt!
Medicham taunted Gespenst!

Medicham -10EN

Speed Tie (Lucario(Wanderer)/PorygonZ)
Rolled One, Lucario (Wanderer) first

Lucario (Wanderer) ran through the lake-Hill path!
Lucario -4EN

Porygon-Z used Conversion 2!
But it didt get attacked! The move failed!

Porygon-Z -4EN

Nidoking walked onto the Jungle-Ghost Town Path!
Nidoking -2EN

Speed Tie (Gallade(Pwne)/Gallade(Alex)/Togekiss(EM)/Cyclohm/Togekiss(Wolfe))
Rolled 4/2/5/3/1: Cyclohm/Gallade(alex)/Togekiss(Wolfe)/Togekiss(EM)/Gallade(Pwne)

Cyclohm used Sunny Day!
The Sun is shining bright on the beach!
The sand is too sparkly!

Cyclohm -10EN

Gallade (Alex) used Teleport (Flee)!
(Flavor Special/South Sea/Cliff-South Sea Path/South Sea - Swamp Path)= [ROLLED 1, FLAVOR SPECIAL]
Gallade teleported to the Flavor Special!

Gallade -10EN

Togekiss (Wolfe) walked onto the No Man's-Flavor Special Path!
Togekiss -2EN

Togekiss (EM) walked onto the Tall Grass-Pine Forest path!
Togekiss -2EN

Gallade (Pwne) walked onto the Pine Forest-Cave path!
Gallde -2EN

Bisharp walked onto the Ghost Town-Jungle path!
Bisharp -2EN

Scizor used Brick Break!
Crit Roll: [1-625 Yes, 626-10000 No]=[3458, NO]
(8+(7.5-4.5)) x1.5 = -16.5HP to Matrix

Scizor -6EN

Tyranitar walked onto the Jungle-Desert path!
Tyranitar -2EN

Jellicent used Wring out!
but Texas was not in the arena!
Jellicent -9EN

Pyroak used Light Screen!
Pyroak is covered by a special screen!

Pyroak -8EN

Speed Tie (Conkeldurr/Dusknoir(Madot))
Rolled 1, Conkeldurr first

Conkeldurr walked onto the Cave-Frosty Mountain path!
Conkeldurr -2EN

Dusknoir (Madot) used gravity!
the gravity is more powerful on the beach!

Dusknoir -10EN

Speed Tie (Muk/Lickylicky)
Rolled 1, Muk goes first

Muk walked onto the Cliff-Jungle path!
Muk -2EN

Lickylicky used Sandstorm!
Lickylicky whipped up lava and rocks to make a Fire Storm!

Lickylicky -10EN

*Hippodown's Sand Stream was activated!*

Hippodown used protect!
Hippodown -7EN

Dusknoir (Rick) walked onto the cave-snowy plains path!
Dusknoir -2EN

Gastrodon walked onto the cave-frosty mountains path!
Gastrodon -2EN

Slowbro used Brick Break!
Crit Roll: [1-625 Yes, 626-10000 No]=[5701, NO]
(8+(4.5-6)) x1 = -6.5HP to Pyroak
Light Screen was shattered!

Slowbro -6EN

Dusclops used Imprison!
But Dusclops is taunted!

Charizard used Seismic Toss+Fly!
Charizard picked up Lickylicky, and attempted to toss it into the volcano's center!
Crit Roll: [1-625 Yes, 626-10000 No]=[9802, NO]
Roll to drop Licky into the Volcano: [1-8000 Yes, 8001-10000 Miss due to firestorm/lack of aim/etc]=[3487, YES]
(9+(6-4.5)) x1.5 +(7+5) = -23.25HP to Lickylicky

Charizard -25.5EN

LickyLicky is in lava!
Burn Roll: [1-9500 Yes, 9501-10000 No]= [1832, YES]
(15+3+(6-4.5)) x1 = -20HP to Lickylicky

Firestorm rages in the Volcano Arena!
Charizard gets pelted by chunks of rocks!
Charizard -4HP

Sandstorm rages in the Tall Grass!
Emolga -2HP

The Beach is bright, foggy, and sparkly!
Cyclohm -1 Acc
Dusknoir (Madot) -1 Acc
(this -1 Acc drop is permanent until you leave the arena)

The Super Blizzard rages in the Frosty Mountains!
Slaking -4HP

Burn: Lickylicky -2HP

Leftovers: Gallade (Pwne) +1HP
Leftovers: Hippodown +1HP
Leftovers: Smashlloyd +1HP
Leftovers: Togekiss (Wolfe) +1HP

Crobat Walked through the Obsidian-Cave Path!
Crobat -2EN

Speed Tie (Zoroark/Krilowatt)
Rolled 1, Zoroark first

Zoroark used Dig (locomotive!)
Zoroark started digging to a location...

Zoroark -15EN

Krilowatt Walked through the Lake-Pine Forest Path!
Krilowatt -2EN

Volcarona Walked Through the Tall Grass-Beach path, while using ember!
Volcarona set some of the tall grass on fire!

Volcarona -8EN

Hydreigon Ran through the Tall Grass-Beach path, and Into the Beach Arena!
Hydreigon -4EN

Haxorus Walked through the Swamp-South Sea path!
Haxorus -2EN

Speed Tie (Lucario(TRG)/Lucario(Ranger))
Rolled Two, Ranger Lucario first

Lucario (Ranger) Finished digging!
Lucario popped up in the Volcano Arena!
Lucario -4HP (digging through hot rock/sharp rock, etc)

Lucario (TRG) Walked through the Jungle-Swamp path!
Lucario -2EN

Emolga used Charge!
Emolga is charged for 6a!
Emolga +1spd

Emolga -7EN

Speed Tie (Charizard/Slaking)
Rolled one, Charizard first

Charizard cooled down!

Slaking ran through the Cave-Frosty Mountain path!
Slaking -4EN

Togekiss (Gerard) used Roost!
Togekiss +20HP

Togekiss -11EN

Medicham used Mimic (Rico's Agility!)
But rico is not in the arena anymore!

Medicham -5EN

Speed Tie (Lucario(Wanderer)/PorygonZ)
Rolled One, Lucario (Wanderer) first

Lucario (Wanderer) ran through the lake-Hill path, and into the Rolling Hills Arena!
Lucario -4EN

Porygon-Z used Thunderbolt!
Crit Roll: [1-625 Yes, 626-10000 No]= [5899, NO]
(10+(8.5-6)) x1 +1.75 = -14.25HP to Scizor

Porygon-Z -7EN

Nidoking walked through the Jungle-Ghost Town Path!
Nidoking -2EN

Speed Tie (Gallade(Pwne)/Gallade(Alex)/Cyclohm/Togekiss(Wolfe))
Rolled 2/4/1/3

Gallade (Alex) chilled!
Gallade +12EN

Togekiss (Wolfe) walked through the No Man's-Flavor Special Path!
Togekiss -2EN

Gallade (Pwne) walked through the Pine Forest-Cave path!
Gallade -2EN

Cyclohm created an electroweb trap!
Cyclohm -7EN

Bisharp walked through the Ghost Town-Jungle path!
Bisharp -2EN

Scizor used Bug Bite!
Crit Roll: [1-625 Yes, 626-10000 No]=[1820, NO]
(9+3+(7.5-4.5)) x1 = -15HP to Matrix

Scizor -3EN

Tyranitar walked through the Jungle-Desert path!
Tyranitar -2EN

Jellicent used Icy Wind!
but Texas was not in the arena!
Some of the swamp is frozen!

Jellicent -5EN

Pyroak used Substitute (15HP)!
+15HP sub
-15HP

Pyroak -12EN

Speed Tie (Conkeldurr/Dusknoir(Madot))
Rolled 1, Conkeldurr first

Conkeldurr walked through the Cave-Frosty Mountain path!
Conkeldurr -2EN

Dusknoir (Madot) made a Will-O-Wisp Trap!
Dusknoir -7EN

Speed Tie (Muk/Lickylicky)
Rolled 2, LickyLicky first


Lickylicky used Muddy Water!
the water released hardened some of the lava, reducing damage Lickylicky takes!

Lickylicky -7EN

Muk walked through the Cliff-Jungle path!
Muk -2EN

Hippodown used Chill!
Hippodown +12EN

Dusknoir (Rick) walked through the cave-snowy plains path!
Dusknoir -2EN

Gastrodon walked through the cave-frosty mountains path!
Gastrodon -2EN

Slowbro used Surf!
Crit Roll: [1-625 Yes, 626-10000 No]=[5701, NO]
(10+3+(6-4.5)) x1 +4 = -18.5HP to Pyroak
sub broke!

Slowbro -6EN

Dusclops used Skill Swap (Magic Guard-Pressure)
Actea is not in the arena, and Duclops is taunted!

Togekiss (EM) walked through the Tall Grass-Pine Forest path!
Togekiss -2EN

LickyLicky is in lava!
Burn Roll: [1-9500 Yes, 9501-10000 No]= [ALREADY BURNED]
(5+3+(6-4.5)) x1 = -9.5HP to Lickylicky

Firestorm rages in the Volcano Arena!
Charizard gets pelted by chunks of rocks!
Charizard -4HP
Lucario gets pelted by chunks of rocks!
Lucario -2HP

Sandstorm rages in the Tall Grass!
Emolga -2HP

The Tall Grass Arena is on fire!
But the Sandstorm killed the fire before any major damage was done

Burn: LickyLicky -2HP

Leftovers: Gallade (Pwne) +1HP
Leftovers: Hippodown +1HP
Leftovers: Smashlloyd +1HP
Leftovers: Togekiss (Wolfe) +1HP

Crobat Walked into the Cave Arena!
Crobat -2EN

Speed Tie (Zoroark/Krilowatt)
Rolled 1, Zoroark first

Zoroark arrived at location!
but is still underground....

Krilowatt Walked into the Pine Forest!
Krilowatt -2EN

Volcarona Walked into the Beach Arena!
Volcarona -2EN

Hydreigon used Dragon Pulse!
Crit Roll: [1-625 Yes, 626-10000 No]= [4938, NO]
(9+3+2+(7.5-4.5)) x1.5 = -25.5HP to Cyclohm

Hydreigon -6EN

Haxorus Walked into the South Sea Arena!
Haxorus -2EN

Speed Tie (Lucario(TRG)/Lucario(Ranger))
Rolled Two, Ranger Lucario first

Lucario (Ranger) Chilled!
Lucario +12EN

Lucario (TRG) Walked into the Swamp Arena!
Lucario -2EN

Emolga Chilled!
Emolga +12EN

Speed Tie (Charizard/Slaking)
Rolled 2, Slaking first

Slaking ran into the Cave Arena!
Slaking -4EN

Charizard used Fire Blast!
Hit Roll: [1-9500 Yes, 9501-10000 No]= [9712, NO]
Crit Roll: [1-625 Yes, 626-10000 No]= [4982, NO]
Fire Blast Missed!

Charizard -7EN

Togekiss (Gerard) Chilled!
Togekiss +12EN

Medicham used High Jump Kick!
But rico is not in the arena anymore!
Medicham kept going and crashed!
(13+3+(7.5-4.5)) x1.5 = -28.5HP
28.5/2 = -14HP to Medicham

Medicham -7EN

Speed Tie (Lucario(Wanderer)/PorygonZ)
Rolled One, Lucario (Wanderer) first

Lucario (Wanderer) used Calm Mind!
+1 Spa, +1 SpdLucario -7EN

Porygon-Z used Thunder!
Hit Roll: [1-7000 Yes, 7001-10000 No]= [3517, YES]
Crit Roll: [1-625 Yes, 626-10000 No]= [5899, NO]
Para Roll: [1-3000 Yes, 3001-10000 No]= [240, YES]
(12+(8.5-6)) x1 +1.75 = -16.25HP to Scizor

Porygon-Z -8EN

Nidoking walked into the Jungle Arena!
Nidoking -2EN

Speed Tie (Gallade(Pwne)/Gallade(Alex)/Cyclohm/Togekiss(Wolfe))
Rolled 1/4/3/2


Gallade (Pwne) walked into the Cave Arena!
Gallade -2EN

Togekiss (Wolfe) walked Into the Flavor Special Arena!
Togekiss -2EN

Cyclohm created an electroweb trap!
Cyclohm -7EN

Gallade (Alex) Used Teleport!
Gallade teleported to the top of the floating platform!
Gallade -7EN

Bisharp walked into the Jungle Arena!
Bisharp -2EN

Scizor used Brick Break!
Crit Roll: [1-625 Yes, 626-10000 No]=[3458, NO]
(8+(7.5-4.5)) x1.5 = -16.5HP to Matrix

Scizor -6EN

Tyranitar walked into the Jungle Arena!
Tyranitar -2EN

Jellicent used Wring Out!
but Texas was not in the arena!

Jellicent -9EN

Pyroak Chilled!
Pyroak +12EN

Speed Tie (Conkeldurr/Dusknoir(Madot))
Rolled 2, Dusknoir (Madot)

Dusknoir (Madot) gathered lumber!
Dusknoir ripped off some planks from the Boardwalk!
Dusknoir's hands are full of planks

Dusknoir -7EN

Conkeldurr walked Into the Cave Arena!
Conkeldurr -2EN

Speed Tie (Muk/Lickylicky)
Rolled 2, LickyLicky first

Lickylicky used Defense Curl!
Lickylicky is now Rock Hard!
+1 Def

Lickylicky -4EN

Muk walked into the Jungle Arena!
Muk -2EN

Hippodown used Protect!
Hippodown -7EN

Dusknoir (Rick) chilled on the cave-snowy plains path!
Dusknoir +12EN

Gastrodon walked into the Cave Arena!
Gastrodon -2EN

Slowbro used Scald
Crit Roll: [1-625 Yes, 626-10000 No]=[5701, NO]
(8+3+(6-4.5)) x1 +4 = -14.5HP to Pyroak

Slowbro -6EN

Dusclops used Earthquake!
Crit Roll: [1-625 Yes, 626-10000 No]= [8923, NO]
(10+(6-4.5)) x1 = -11.5HP to Medicham

Dusclops -7EN

Togekiss (EM) walked Into the Pine Forest Arena!
Togekiss -2EN

LickyLicky is in lava!
Burn Roll: [1-9500 Yes, 9501-10000 No]= [ALREADY BURNED]
(3+3+(6-4.5)) x1 = -7.5HP to Lickylicky

Firestorm rages in the Volcano Arena!
Charizard gets pelted by chunks of rocks!
Charizard -4HP
Lucario gets pelted by chunks of rocks!
Lucario -2HP

Sandstorm rages in the Tall Grass!
Emolga -2HP

Burn: LickyLicky -2HP


Leftovers: Gallade (Pwne) +1HP
Leftovers: Hippodown +1HP
Leftovers: Smashlloyd +1HP
Leftovers: Togekiss (Wolfe) +1HP


Lickylicky is removed from the volcano pit


Arenas with affects:

Volcano: Firestorm for 3 more rounds
Beach: 1) Mist 2) Sunny day for 3 more rounds 3) -1 Acc to all for 3 more rounds 4) Gravity for 3 more rounds
Tall Grass: Sandstorm forever (until IAR leaves)
Jungle: Sandstorm forever (Until Lupus leaves)
Tall Grass-Beach Path: On fire, crossing will damage you

Current locations
1= Lake on the Hillside: Objection/Frosty
2= Rolling Hills: The Wanderer
3= Volcano: Ullar Warlord/Yarnus of Bethany/MrcRanger97
4= Snowy Plains: Smashlloyd20/WaterWarrior
5= Pine Forest: Athenodoros/Elevator_Music
6= Tall Grass: Its A Random/Dogfish44
7= Misty Beach: Aopsuser/Madotsuki/Zarator/Engineer Pikachu
8= Frosty Mountains:
9= Cave: Pwnemon/LockDown/Simonsays/Imanalt/Darkslay
10= No Man's Land:
11= Ocean-side Cliff:
12= South Sea: Texas Cloverleaf
13= Obsidian Badlands:
14= Flavor Special:Ragnarokalex/TheWolfe
15= Jungle: Lupus Ater/Complications/King Serperior/Matezoide
16= Murky Swamp: TIO/TheRoyalGuard
17= Deathly Hallows: Maxim/Rediamond
18= Ghost Town: Gerard
19= Dusty Desert:
Cave-snowy plains path: Rickheg
???: Eternal_Drifter
_________________________________________________________

Notes:

When you PM your actions, make sure you put "Showdown Round 2" as the title, or at least have "Round 2" in the name.

PM/Vm me any mistakes you see. A lot went on, so i might have missed some things. DO NO POST MISTAKES/CORRECTION ON THIS THREAD.

Some people did not say they were IN or OUT of the Lottery. If you want in the Lottery next round, make sure you say "IM IN THE LOTTERY'. If you say nothing, you are out of the lottery that round.


There will be another Lottery this round, so make sure to enter if you want in!

There will be a Care Package this round! It will fall from the sky and land in the center of The Ocean Cliffside at the end of this round. What's inside? well its not much, but that's because its only the beginning of the game! It'll help patch up little wounds though!

One More round of No disasters

You have 3 days to PM me actions. they are due 12/27/12, around 10PM (GMT -6)


_________________________________________________________


"Hmm... there are now 3 main groups. Are they allianced? Or will be see a big fight? And what about the ongiong duels? who will be the victor? Let's find out shortly!"
 
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