Beginner Battle
2v2, Singles
3 day DQ time
2 recovery moves, 5 chills, certain moves will have restricted power (see italics for details)
Swich=KO
All Abilities
Item=No
TheWolfe's Pokemon team!
Torchic - Roy (M)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
Type: Fire - Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two.
Speed Boost: (DW) - LOCKED.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1
Spe: 45
EC: 0/9
MC: 0
DC: 0/5
Attacks:
-Scratch
-Growl
-Focus Energy
-Ember
-Peck
-Sand Attack
-Fire Spin
-Featherdance
-Low Kick
-Baton Pass
-Dig
-Substitute
-Flame Charge
Mudkip - Hype Dog (F)
Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
Type: Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two.
Damp: (DW) - LOCKED.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 35 - 10 evasion flat
EC: 0/9
MC: 0
DC: 0/5
Attacks:
-Tackle
-Growl
-Mud Slap
-Water Gun
-Bide
-Foresight
-Mud Sport
-Counter
-Yawn
-Uproar
-Scald
-Ice Beam
-Rock Smash
Gerard's Pokemon team!
EVERYONE WELCOME TO THIS FIGHT WE ARE ABOUT TO WITNESS!!! I am your announcer, narrator and referee, and today we are preparing for a dramatic Pokemon battle between TheWolfe and Gerard! According to my (Possibly false) sources, it appears that TheWolfe bullied Gerard for his lunch money, then Gerard retaliated by gluing TheWolfe to a chair during lunch. Now, they have agreed to settle their differences by a fight during Band class. They both took Hall passes, the teams have been prepared, now they plan to reenter class with something more dramatic then music in mind.
Let the battle begin!
The predetermined order for this battle is...
1. TheWolfe sends out a Pokemon.
2. Gerard sends out a Pokemon and gives orders.
3. TheWolfe gives orders.
4. I ref.
5. TheWolfe gives orders.
6. Gerard gives orders.
7. I ref.
8. Gerard gives orders.
9. TheWolfe gives orders.
10. I ref.
5-10 are repeated continuously until the battle is over. TheWolfe, get this battle started! What Pokemon will you begin this grand battle with?
2v2, Singles
3 day DQ time
2 recovery moves, 5 chills, certain moves will have restricted power (see italics for details)
Swich=KO
All Abilities
Item=No
I got this one from the UPNetwork wiki. I decided to modify it a bit.
Band Room, 2nd Period:
A large band room, with cabinets filled with instruments and cases on one side, drums on one wall, and three offices to the side, one with props. A piano sits near the conductor's stand. Three rows of chairs face towards the stand.
This IS during Band class, and consequently there will be many students with their instruments. Luckily, they will clear out after the first round. The walls are filled with sandbags and the battle can spill out into the campus. The band room is located on the first floor so there is little danger of severe injury from height should any Pokemon be knocked outside. Smaller Pokemon may be suffocated by large brass instruments. Recorders can be used as handy clubs. Intentionally hurting any child is an automatic disqualification.
The Quadrangle, just outside, is perfect for an outdoor battle in the grass. Meanwhile the Turner Center, which is right next to the offices, has a stage and rows of seats.
Weather moves are not effective unless a hole is blown out to the outdoors. Earthquake, Magnitude, and other related attacks that would cause collateral structure damage will have restrained power since the campus is built exceptionally sturdy. Since the band room is located right above the basement, Dig and other tunneling moves will not work.
The school is fairly destructible and past the Quadrangle is a parking lot with plenty of cars. After the fifth round, parents will rush to pick up their kids. Cars will be packed and TV crews will be there.
PUNCHING OUT CAMERA EQUIPMENT IS PERMITTED!!!!!!!!!!!!!
Band Room, 2nd Period:
A large band room, with cabinets filled with instruments and cases on one side, drums on one wall, and three offices to the side, one with props. A piano sits near the conductor's stand. Three rows of chairs face towards the stand.
This IS during Band class, and consequently there will be many students with their instruments. Luckily, they will clear out after the first round. The walls are filled with sandbags and the battle can spill out into the campus. The band room is located on the first floor so there is little danger of severe injury from height should any Pokemon be knocked outside. Smaller Pokemon may be suffocated by large brass instruments. Recorders can be used as handy clubs. Intentionally hurting any child is an automatic disqualification.
The Quadrangle, just outside, is perfect for an outdoor battle in the grass. Meanwhile the Turner Center, which is right next to the offices, has a stage and rows of seats.
Weather moves are not effective unless a hole is blown out to the outdoors. Earthquake, Magnitude, and other related attacks that would cause collateral structure damage will have restrained power since the campus is built exceptionally sturdy. Since the band room is located right above the basement, Dig and other tunneling moves will not work.
The school is fairly destructible and past the Quadrangle is a parking lot with plenty of cars. After the fifth round, parents will rush to pick up their kids. Cars will be packed and TV crews will be there.
PUNCHING OUT CAMERA EQUIPMENT IS PERMITTED!!!!!!!!!!!!!
TheWolfe's Pokemon team!
Torchic - Roy (M)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
Type: Fire - Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1
Spe: 45
EC: 0/9
MC: 0
DC: 0/5
Attacks:
-Scratch
-Growl
-Focus Energy
-Ember
-Peck
-Sand Attack
-Fire Spin
-Featherdance
-Low Kick
-Baton Pass
-Dig
-Substitute
-Flame Charge
Mudkip - Hype Dog (F)
Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
Type: Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 35 - 10 evasion flat
EC: 0/9
MC: 0
DC: 0/5
Attacks:
-Tackle
-Growl
-Mud Slap
-Water Gun
-Bide
-Foresight
-Mud Sport
-Counter
-Yawn
-Uproar
-Scald
-Ice Beam
-Rock Smash
Gerard's Pokemon team!
Togepi (Éponine) {F}
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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 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 1/3rd of the time.
Stats:
HP: 90
Atk: 0 (-)
Def: 3
SpA: 3 (+)
SpD: 3
Spe: 20
EC: 2/9
MC: 2
DC: 1/5
Attacks:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Psych Up
Nasty Plot
Morning Sun
Psychic
Flamethrower
Grass Knot
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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 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 1/3rd of the time.
Stats:
HP: 90
Atk: 0 (-)
Def: 3
SpA: 3 (+)
SpD: 3
Spe: 20
EC: 2/9
MC: 2
DC: 1/5
Attacks:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Psych Up
Nasty Plot
Morning Sun
Psychic
Flamethrower
Grass Knot
Budew (Cicuta) {F}
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Grass/Poison
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
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 Poison-type attacks will inflict Toxic level poison.
Leaf Guard (DW): (Innate)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3 (+)
SpD: 3
Spe: 55
EC: 2/9
MC: 2
DC: 1/5
Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Synthesis
Sleep Powder
Extrasensory
Venoshock
Sunny Day
SolarBeam
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Grass/Poison
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
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 Poison-type attacks will inflict Toxic level poison.
Leaf Guard (DW): (Innate)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3 (+)
SpD: 3
Spe: 55
EC: 2/9
MC: 2
DC: 1/5
Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Synthesis
Sleep Powder
Extrasensory
Venoshock
Sunny Day
SolarBeam
EVERYONE WELCOME TO THIS FIGHT WE ARE ABOUT TO WITNESS!!! I am your announcer, narrator and referee, and today we are preparing for a dramatic Pokemon battle between TheWolfe and Gerard! According to my (Possibly false) sources, it appears that TheWolfe bullied Gerard for his lunch money, then Gerard retaliated by gluing TheWolfe to a chair during lunch. Now, they have agreed to settle their differences by a fight during Band class. They both took Hall passes, the teams have been prepared, now they plan to reenter class with something more dramatic then music in mind.
Let the battle begin!
The predetermined order for this battle is...
1. TheWolfe sends out a Pokemon.
2. Gerard sends out a Pokemon and gives orders.
3. TheWolfe gives orders.
4. I ref.
5. TheWolfe gives orders.
6. Gerard gives orders.
7. I ref.
8. Gerard gives orders.
9. TheWolfe gives orders.
10. I ref.
5-10 are repeated continuously until the battle is over. TheWolfe, get this battle started! What Pokemon will you begin this grand battle with?