Time for me to flex my reffing muscles, it's been a few months since I reffed a match without someone getting DQed.
And look, here's our competitors entering the Stadium. Today in the Arena we have Dummy 007 the [strike]MI6 agent[/strike] Grass type gym hopeful against L33Th00f, the Bastiodon lover! What twists and turns await us in the arena today?
Today in the arena, the battle will not be won with KOes, but with Points! I'd tell you how they work, but the giant 50 foot Jumbotron screen is showing the rules and I'm too damn lazy to explain them.
Dummy 007's team:
Flarelm [Septimus Heap] (M)
Nature: Brave (Adds One (1) Rank to 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)
Typing: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
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.
Stats:
HP: 100
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 47 (55/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 16
EC: 6/9
MC: 0
DC: 3/5
Attacks (18):
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume
Counter
Earth Power
Seed Bomb
Sunny Day
Swords Dance
Rock Slide
Substitute
SolarBeam
Cherubi [Sarah Heap] (F)
Nature: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [5]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 41 (35*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 0
DC: N/A
Attacks (16):
Morning Sun
Tackle
Growth
Leech Seed
Helping Hand
Magical Leaf
Sunny Day
Lucky Chant
Worry Seed
GrassWhistle
Heal Pulse
Weather Ball
Toxic
SolarBeam
Rest
Hidden Power [Rock 7]
Sewaddle [Boy 409] (M)
Nature: Impish (Adds One (1) Rank to Defense; Subtracts One (1) Rank from Special Attack)
Typing: Bug/Grass
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
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. (e.g., Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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: 90
Atk: Rank 2
Def: Rank 4(+)
SpA: Rank 1(-)
SpD: Rank 2
Spe: 42
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/9
MC: 0
DC: 2/5
Attacks (14):
Tackle
String Shot
Bug Bite
Razor Leaf
Struggle Bug
Endure
Flail
Agility
Me First
Mind Reader
Toxic
Sunny Day
Rest
Safeguard
Exeggcute [Alther Mella] (M)
Nature: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [5]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: Grass/Psychic
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Harvest (DW): (Innate) At the end of each round, this Pokemon recylces a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 46 (40*1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 2/5
Attacks (18):
Barrage
Uproar
Hypnosis
Reflect
Leech Seed
Confusion
Bullet Seed
Stun Spore
PoisonPowder
Sleep Powder
AncientPower
Leaf Storm
Power Swap
Telekinesis
Psychic
Energy Ball
Sunny Day
Sludge Bomb
Deerling [Marcia Overstrand] (F)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack)
Typing: Normal/Grass
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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.
Serene Grace (DW): (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (e.g., paralysis from Thunderbolt)
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 75
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 2/5
Attacks (18):
Tackle
Camouflage
Growl
Sand-Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Nature Power
Double-Edge
GrassWhistle
Synthesis
Worry Seed
Sunny Day
Thunder Wave
Wild Charge
Flash
Seedot [Simon Heap] (M)
Nature: Brave (Adds One (1) Rank to 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)
Typing: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Pickpocket (DW): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 26 (30/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 2/9
MC: 0
DC: 1/5
Attacks (11):
Bide
Harden
Growth
Nature Power
Synthesis
Foul Play
Leech Seed
Nasty Plot
Sunny Day
SolarBeam
Shadow Ball
Hidden Power [Fire 7]
Leethoof's team:
Shieldon (Frontier) (F)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15 = 26)
Short Class: 1
Armour Class: 3
EC:3/6
MC:0
DC:3/5
Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
Ancientpower
Metal Burst
Flash Cannon
Thunderbolt
Stone Edge
Ice Beam
Smack Down
Curse
Counter
Rock Blast
Shieldon (Warden) (M)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 26 (30/1.15 = 26)
Short Class: 1
Armour Class: 3
EC:3/6
MC:0
DC:3/5
Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
Sandstorm
Rock Slide
Toxic
Roar
Scary Face
Counter
Body Slam
Wide Guard
Shieldon (Bulwark) (M)
Nature: BRAVE (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 26 (30/1.15 = 26)
Short Class: 1
Head Class: 3
EC:3/6
MC:0
DC:3/5
Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
Metal Burst
Iron Head
Endure
Sandstorm
Dig
Stone Edge
Rock Smash
Body Slam
Counter
Rock Blast
Earthquake
Rock Tomb
MagneTON (Maglev) (M)
Nature: Modest (Adds * to Sp.Attack; Subtracts * from 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.
<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:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Analytic (DW) Locked: If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 70
Diameter Class: 2
Magnetic Force Class: 3
EC:5/9
MC:0
DC:5/5
Attacks:
Metal Sound
Tackle
Thundershock
Supersonic
Sonic Boom
Thunder Wave
Spark
Mirror Shot
Zap Cannon
Tri Attack
Magnet Rise
Discharge
Lock-On
Signal Beam
Bide
Teleport
Thunderbolt
Light Screen
Flash Cannon
Sewaddle [Seamstress] (F)
Nature: Brave (+ attack, - Speed, 10% evasion loss)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
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)
Clorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 36 (42/1.15) (10% evasion loss)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks (Total: 11):
Tackle
String Shot
Bug Bite
Razor Leaf
Struggle Bug
Endure
Camoflague
Me First
Air Slash
Toxic
Light Screen
Double Team
Grass Knot
Sunny Day
Solarbeam
Spinarak (Lure) (M)
Nature: Brave (+Atk; Speed/1.15, -10 EVA)
Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
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)
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Sniper (DW): (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 1
BST: 12
EC: 3/6
MC: 0
DC: 2/5
Attacks:
Poison Sting
String Shot
Scary Face
Leech Life
Constrict
Night Shade
Shadow Sneak
Fury Swipes
Sucker Punch
Spider Web
Pin Missile
Cross Poison
Disable
Night Slash
Toxic Spikes
Substitute
Protect
Dig
Total: 18
The pokemon have taken the field! Round 1 of this battle is Frontier the Shieldon against Septimus Heap the Flarelm! (unless that's not how it's supposed to work, idk)
Dummy 007 gives orders->Leethoof gives orders->I ref
And look, here's our competitors entering the Stadium. Today in the Arena we have Dummy 007 the [strike]MI6 agent[/strike] Grass type gym hopeful against L33Th00f, the Bastiodon lover! What twists and turns await us in the arena today?
Today in the arena, the battle will not be won with KOes, but with Points! I'd tell you how they work, but the giant 50 foot Jumbotron screen is showing the rules and I'm too damn lazy to explain them.
6 vs 6 NFE Singles
2-Day Player DQ / 4-Day Ref DQ
2 Recoveries / 5 Chills (you probably won't need them)
Arena: Hoenn Battle Arena
[Copied from Bulbapedia, with a few adjustments]
The Battle Arena pits two Pokémon against one another for three rounds. If both Pokémon last all three rounds, they are rated on how they battled in three aspects, and the Pokémon with the higher score wins, and the losing Pokémon leaves battle. If they somehow tie, both Pokémon leave battle, each receiving a KOC. A knockout results in an automatic win for the Pokémon that is still standing. Pokémon are scored on their mind, skill, and body. The Pokémon with the better rating in each category scores two points, while a tie will award one point to each Pokémon.
Mind judges Pokémon on their offensive style. One point is awarded if an attack that deals damage is chosen for use (except Counter, Mirror Coat, and Bide, which do not award points, and Fake Out, which deducts one point), and one point is deducted if Protect, Detect, or Endure was chosen. All other moves do not award points. The Pokémon with the higher number of points wins the two points in the overall judgment.
Skill judges Pokémon on accuracy. One point is awarded if an attack lands successfully, while two points are deducted if it does not, unless it was caused by Protect, Detect, Endure, or Fake Out, in which no points are deducted. The Pokémon with the higher number of points wins the two points in the overall judgment.
Body judges the amount of HP and energy remaining at the end of the third round compared to their amount at the start of the first. The Pokémon with the better ratio wins the two points in the overall judgment. [Calculated as: (Current HP + Current Energy) / (Starting HP + Starting Energy)]
Due to the fact that it's in-game, all types of moves are allowed and no bonuses will be awarded based on arena effects. The arena may not be used as part of any attack; all events will be conducted normally. Once a round is finished, whether by KO or judging, the winning Pokemon will be returned to its Trainer's Poke Ball with its current HP and Energy intact. (The losing Pokemon, obviously, can no longer battle.) Once all six Pokemon from each side have battled, Trainers will continue to send out Pokemon to battle until one side runs out of Pokemon. (Example: Trainer A owns Pokemon B, C, D, E, F, and G. Trainer H owns Pokemon I, J, K, L, M, and N. In battle, B>I, J>C, D>K, E>L, M>F, and G>N. They send out their Pokemon again: B>M, J>D, J>E, G>J. Trainer A wins 2-0.)
[/QUOTE]
2-Day Player DQ / 4-Day Ref DQ
2 Recoveries / 5 Chills (you probably won't need them)
Arena: Hoenn Battle Arena
[Copied from Bulbapedia, with a few adjustments]
The Battle Arena pits two Pokémon against one another for three rounds. If both Pokémon last all three rounds, they are rated on how they battled in three aspects, and the Pokémon with the higher score wins, and the losing Pokémon leaves battle. If they somehow tie, both Pokémon leave battle, each receiving a KOC. A knockout results in an automatic win for the Pokémon that is still standing. Pokémon are scored on their mind, skill, and body. The Pokémon with the better rating in each category scores two points, while a tie will award one point to each Pokémon.
Mind judges Pokémon on their offensive style. One point is awarded if an attack that deals damage is chosen for use (except Counter, Mirror Coat, and Bide, which do not award points, and Fake Out, which deducts one point), and one point is deducted if Protect, Detect, or Endure was chosen. All other moves do not award points. The Pokémon with the higher number of points wins the two points in the overall judgment.
Skill judges Pokémon on accuracy. One point is awarded if an attack lands successfully, while two points are deducted if it does not, unless it was caused by Protect, Detect, Endure, or Fake Out, in which no points are deducted. The Pokémon with the higher number of points wins the two points in the overall judgment.
Body judges the amount of HP and energy remaining at the end of the third round compared to their amount at the start of the first. The Pokémon with the better ratio wins the two points in the overall judgment. [Calculated as: (Current HP + Current Energy) / (Starting HP + Starting Energy)]
Due to the fact that it's in-game, all types of moves are allowed and no bonuses will be awarded based on arena effects. The arena may not be used as part of any attack; all events will be conducted normally. Once a round is finished, whether by KO or judging, the winning Pokemon will be returned to its Trainer's Poke Ball with its current HP and Energy intact. (The losing Pokemon, obviously, can no longer battle.) Once all six Pokemon from each side have battled, Trainers will continue to send out Pokemon to battle until one side runs out of Pokemon. (Example: Trainer A owns Pokemon B, C, D, E, F, and G. Trainer H owns Pokemon I, J, K, L, M, and N. In battle, B>I, J>C, D>K, E>L, M>F, and G>N. They send out their Pokemon again: B>M, J>D, J>E, G>J. Trainer A wins 2-0.)
[/QUOTE]
Dummy 007's team:
Flarelm [Septimus Heap] (M)
Nature: Brave (Adds One (1) Rank to 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)
Typing: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
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.
Stats:
HP: 100
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 47 (55/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 16
EC: 6/9
MC: 0
DC: 3/5
Attacks (18):
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume
Counter
Earth Power
Seed Bomb
Sunny Day
Swords Dance
Rock Slide
Substitute
SolarBeam
Cherubi [Sarah Heap] (F)
Nature: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [5]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 41 (35*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 0
DC: N/A
Attacks (16):
Morning Sun
Tackle
Growth
Leech Seed
Helping Hand
Magical Leaf
Sunny Day
Lucky Chant
Worry Seed
GrassWhistle
Heal Pulse
Weather Ball
Toxic
SolarBeam
Rest
Hidden Power [Rock 7]
Sewaddle [Boy 409] (M)
Nature: Impish (Adds One (1) Rank to Defense; Subtracts One (1) Rank from Special Attack)
Typing: Bug/Grass
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
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. (e.g., Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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: 90
Atk: Rank 2
Def: Rank 4(+)
SpA: Rank 1(-)
SpD: Rank 2
Spe: 42
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/9
MC: 0
DC: 2/5
Attacks (14):
Tackle
String Shot
Bug Bite
Razor Leaf
Struggle Bug
Endure
Flail
Agility
Me First
Mind Reader
Toxic
Sunny Day
Rest
Safeguard
Exeggcute [Alther Mella] (M)
Nature: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [5]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: Grass/Psychic
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Harvest (DW): (Innate) At the end of each round, this Pokemon recylces a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 46 (40*1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 2/5
Attacks (18):
Barrage
Uproar
Hypnosis
Reflect
Leech Seed
Confusion
Bullet Seed
Stun Spore
PoisonPowder
Sleep Powder
AncientPower
Leaf Storm
Power Swap
Telekinesis
Psychic
Energy Ball
Sunny Day
Sludge Bomb
Deerling [Marcia Overstrand] (F)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack)
Typing: Normal/Grass
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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.
Serene Grace (DW): (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (e.g., paralysis from Thunderbolt)
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 75
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 2/5
Attacks (18):
Tackle
Camouflage
Growl
Sand-Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Nature Power
Double-Edge
GrassWhistle
Synthesis
Worry Seed
Sunny Day
Thunder Wave
Wild Charge
Flash
Seedot [Simon Heap] (M)
Nature: Brave (Adds One (1) Rank to 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)
Typing: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Pickpocket (DW): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 26 (30/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 2/9
MC: 0
DC: 1/5
Attacks (11):
Bide
Harden
Growth
Nature Power
Synthesis
Foul Play
Leech Seed
Nasty Plot
Sunny Day
SolarBeam
Shadow Ball
Hidden Power [Fire 7]
Leethoof's team:
Shieldon (Frontier) (F)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15 = 26)
Short Class: 1
Armour Class: 3
EC:3/6
MC:0
DC:3/5
Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
Ancientpower
Metal Burst
Flash Cannon
Thunderbolt
Stone Edge
Ice Beam
Smack Down
Curse
Counter
Rock Blast
Shieldon (Warden) (M)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 26 (30/1.15 = 26)
Short Class: 1
Armour Class: 3
EC:3/6
MC:0
DC:3/5
Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
Sandstorm
Rock Slide
Toxic
Roar
Scary Face
Counter
Body Slam
Wide Guard
Shieldon (Bulwark) (M)
Nature: BRAVE (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 26 (30/1.15 = 26)
Short Class: 1
Head Class: 3
EC:3/6
MC:0
DC:3/5
Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
Metal Burst
Iron Head
Endure
Sandstorm
Dig
Stone Edge
Rock Smash
Body Slam
Counter
Rock Blast
Earthquake
Rock Tomb
MagneTON (Maglev) (M)
Nature: Modest (Adds * to Sp.Attack; Subtracts * from 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.
<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:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Analytic (DW) Locked: If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 70
Diameter Class: 2
Magnetic Force Class: 3
EC:5/9
MC:0
DC:5/5
Attacks:
Metal Sound
Tackle
Thundershock
Supersonic
Sonic Boom
Thunder Wave
Spark
Mirror Shot
Zap Cannon
Tri Attack
Magnet Rise
Discharge
Lock-On
Signal Beam
Bide
Teleport
Thunderbolt
Light Screen
Flash Cannon
Sewaddle [Seamstress] (F)
Nature: Brave (+ attack, - Speed, 10% evasion loss)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
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)
Clorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 36 (42/1.15) (10% evasion loss)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks (Total: 11):
Tackle
String Shot
Bug Bite
Razor Leaf
Struggle Bug
Endure
Camoflague
Me First
Air Slash
Toxic
Light Screen
Double Team
Grass Knot
Sunny Day
Solarbeam
Spinarak (Lure) (M)
Nature: Brave (+Atk; Speed/1.15, -10 EVA)
Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
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)
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Sniper (DW): (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 1
BST: 12
EC: 3/6
MC: 0
DC: 2/5
Attacks:
Poison Sting
String Shot
Scary Face
Leech Life
Constrict
Night Shade
Shadow Sneak
Fury Swipes
Sucker Punch
Spider Web
Pin Missile
Cross Poison
Disable
Night Slash
Toxic Spikes
Substitute
Protect
Dig
Total: 18
The pokemon have taken the field! Round 1 of this battle is Frontier the Shieldon against Septimus Heap the Flarelm! (unless that's not how it's supposed to work, idk)
Dummy 007 gives orders->Leethoof gives orders->I ref