*Plop* *Plop*
Droplets of water echo through the dark expanse of Cerulean Cave as they fall to splash on the smooth rocks. All is dark, and all is silent but for the monotonous dripping. All is calm...for now. Deep within the rock a great beast slumbers, a beast warped by science, warped by the greed of humanity, ready to punish all who enter its sacred place.
A soft yellow glow brightens slowly as a trainer rounds a corner to enter a large, spacious cavern, his path illuminated by his trusty Staryu. The light bounces off to distant, dark corners, never to return from the black embrace.
The trainer shivers, hugging his shoulders.
"This place gives me the creeps Misty. And it's cold as well. Max, come out"
With a flash of red, a small candle, Max the Litwick, comes out. The trainer huddles next to his, the small glow from the candle warming him slowly.
The sounds of footsteps echoes through the cavern, magnified by the nooks and crannies in the bleak rock. Two trainers appear from tunnels at opposite ends of the cavern and step out. Their eyes lock.
"LET'S BATTLE" they call out simultaneously, their echoes repeating them for a long minute before silence falls again.
"Where is this place?" one calls out, his hands fingering the pokeballs by his side.
His opponenet replies:
The reply comes promptly:
"Umm, okay. Uh...I'm Referee Ritter, here today in this bloody cold cave, and the battlers to day are..."
"Terrador14."
"Solstice."
Referee Ritter looks at Max and Misty.
"Might as well do this," he whispers, "Stops the boredom at least."
Clearing his throat, he calls out:
"LET THE BATTLE...BEGIN!"
~~~
Staryu * [Celeste] (Genderless)
Nature: Timid (+15% Spd, +5% Acc, -* Atk)
Type:
<Water>: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Ability 1: Natural Cure
Type: 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.
Ability 2: Illuminate
Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Command: (Ability: Illuminate [does not take up one of your three actions per round])
Ability 3 (DW): Analytic
Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 94 (85 + 15%)
EC: 2/6
MC: 1
DC: 1/5
Attacks:
Tackle *
Harden *
Water Gun *
Rapid Spin *
Recover *
Camouflage *
Swift*
Reflect Type*
Power Gem*
Hydro Pump*
Ice Beam*
Thunderbolt*
Psychic*
Larvitar * [Caesar] (Male)
Nature: Adamant (+ * Atk, - * SAtk)
Type:
<Rock/Ground>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Ability 1: Guts <Type: 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.
>
Ability 2 (DW): Sand Veil <Type: Innate
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
>
Stats:
HP: 90
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 41
EC: 1/4/9
MC: 0
DC: 1/5
Attacks:
Bite*
Leer*
Sandstorm*
Screech*
Chip Away*
Rock Slide*
Scary Face*
Crunch
Stealth Rock*
Outrage*
Curse*
Earthquake*
Rest*
Stone Edge*
Mienfoo * [Shao] (Male)
Nature: Adamant (+* Atk, -* SAtk)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: 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.
Ability 2: Regenerator Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Stats:
HP: 90
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 65
EC: 2/6
MC: 0
DC: 1/5
Attacks:
Pound*
Meditate*
Detect*
Fake Out*
Doubleslap*
Swift*
Calm Mind*
Hi Jump Kick
Knock Off*
Low Kick*
Me First*
Acrobatics*
Swords Dance*
Stone Edge*
Charmander [Draco] (Male)
Nature: Rash (+1 SAtk -1 SDef)
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.
Stats:
HP: 90
Atk: **
Def: **
SAtk: *** (+)
SDef: * (-)
Spd: 65
EC: 0/4/9
MC: 0
DC: 0/5
Abilities:
Ability 1: Blaze: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)
Ability 2: Solar Power (DW) 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).
Attacks:
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Dragon Pulse
Counter
Belly Drum
Fire Blast
Protect
Hidden Power Grass 7
Breloom(*) (M) (Bushido)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Special Attack reduced by *.)
Type: Grass
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).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 81 (70x1.15)
EC: 6/6
MC: 0
DC: 4/5
Abilities:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Quick Feet (DW): (Innate)
This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Attacks:
Absorb (*)
Tackle (*)
Stun Spore (*)
Leech Seed (*)
Mega Drain (*)
Headbutt (*)
Poison Powder (*)
Spore
Mach Punch
Seed Bomb (*)
Drain Punch (*)
Worry Seed (*)
Facade (*)
Double Team (*)
Safeguard (*)
Stone Edge
Nohface (F) Bella Luna
Nature: Adamant (*) increase to Attack, (*) decrease to Special Attack
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 110
EC: 6/6
MC: 1
DC: 3/5
Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Attacks:
Scratch(*)
Iron Defense(*)
Lick(*)
Odor Sleuth(*)
Shadow Sneak(*)
Faint Attack(*)
Curse(*)
Tackle(*)
Leer(*)
Shadowstrike
Metal Burst
Meteor Mash(*)
Psycho Shift(*)
Yawn(*)
Roar(*)
Will'O'Wisp(*)
Rock Slide(*)
Murkrow(M) (Rogue)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Defense reduced by *.)
Type: Dark-Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1
SpA: Rank 3
SpD: Rank 2
Spe: 105 (91x1.15)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
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 1/3rd of the time.
Prankster(DW): (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Peck(*)
Astonish(*)
Pursuit(*)
Haze(*)
Wing Attack(*)
Night Shade(*)
Assurance(*)
Roost(*)
Confuse Ray(*)
Perish Song(*)
Snarl(*)
Shadow Ball(*)
Psychic(*)
Eevee (M) (Full Name: Follow the Wind, Nickname: Fellow)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced by *)
Type: Normal
Normal: Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: *(-*)
Def: **
SpA: **
SpD: ***
Spe: 64 (53x1.15)
EC: 1/6
MC: 1
DC: 1/5
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptibility: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation(DW): (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Yawn(*)
Detect(*)
Wish(*)
Shadow Ball(*)
Hidden Power Fire Power 6(*)
Substitute(*)
Terrador goes first
Droplets of water echo through the dark expanse of Cerulean Cave as they fall to splash on the smooth rocks. All is dark, and all is silent but for the monotonous dripping. All is calm...for now. Deep within the rock a great beast slumbers, a beast warped by science, warped by the greed of humanity, ready to punish all who enter its sacred place.
A soft yellow glow brightens slowly as a trainer rounds a corner to enter a large, spacious cavern, his path illuminated by his trusty Staryu. The light bounces off to distant, dark corners, never to return from the black embrace.
The trainer shivers, hugging his shoulders.
"This place gives me the creeps Misty. And it's cold as well. Max, come out"
With a flash of red, a small candle, Max the Litwick, comes out. The trainer huddles next to his, the small glow from the candle warming him slowly.
The sounds of footsteps echoes through the cavern, magnified by the nooks and crannies in the bleak rock. Two trainers appear from tunnels at opposite ends of the cavern and step out. Their eyes lock.
"LET'S BATTLE" they call out simultaneously, their echoes repeating them for a long minute before silence falls again.
"Where is this place?" one calls out, his hands fingering the pokeballs by his side.
His opponenet replies:
"How shall we play?" calls the trainer after detailing Cerulean Cave.Open Challenge
4v4 Doubles
2 Recovers/5 Chills/No Sleep Moves
DQ Time: 36 Hrs
Arena: Cerulean Cave
The den of Mewtwo, Cerulean Cave is only open to the most powerful of Trainers, but someone knocked out the man guarding the entrance, so any who wish may explore. Although the deeper levels were caved in by Red's battle with Mewtwo after his conquest of the Elite Four, there still exists a spacious chamber in which there are many channels of water and slightly inadequate lighting. Daring adventurers may enter, and Mewtwo itself may occasionally appear. Naturally, this is a cave, so many opportunities for ingenious battling exist.
Long story short: Lots of water, somewhat poor lighting, 40% chance of an adventurer entering and using a random pokemon's random move on a random target, 10% chance of Mewtwo using a random move on a random target. Other logical improvisations concerning caves may occur.
The reply comes promptly:
"You there, with the Litwick and the Staryu! We need a referee!"Switch=KO
No Items
All Abilities
"Umm, okay. Uh...I'm Referee Ritter, here today in this bloody cold cave, and the battlers to day are..."
"Terrador14."
"Solstice."
Referee Ritter looks at Max and Misty.
"Might as well do this," he whispers, "Stops the boredom at least."
Clearing his throat, he calls out:
"LET THE BATTLE...BEGIN!"
~~~
Staryu * [Celeste] (Genderless)
Nature: Timid (+15% Spd, +5% Acc, -* Atk)
Type:
<Water>: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Ability 1: Natural Cure
Type: 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.
Ability 2: Illuminate
Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Command: (Ability: Illuminate [does not take up one of your three actions per round])
Ability 3 (DW): Analytic
Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 94 (85 + 15%)
EC: 2/6
MC: 1
DC: 1/5
Attacks:
Tackle *
Harden *
Water Gun *
Rapid Spin *
Recover *
Camouflage *
Swift*
Reflect Type*
Power Gem*
Hydro Pump*
Ice Beam*
Thunderbolt*
Psychic*
Larvitar * [Caesar] (Male)
Nature: Adamant (+ * Atk, - * SAtk)
Type:
<Rock/Ground>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Ability 1: Guts <Type: 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.
>
Ability 2 (DW): Sand Veil <Type: Innate
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
>
Stats:
HP: 90
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 41
EC: 1/4/9
MC: 0
DC: 1/5
Attacks:
Bite*
Leer*
Sandstorm*
Screech*
Chip Away*
Rock Slide*
Scary Face*
Crunch
Stealth Rock*
Outrage*
Curse*
Earthquake*
Rest*
Stone Edge*
Mienfoo * [Shao] (Male)
Nature: Adamant (+* Atk, -* SAtk)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: 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.
Ability 2: Regenerator Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Stats:
HP: 90
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 65
EC: 2/6
MC: 0
DC: 1/5
Attacks:
Pound*
Meditate*
Detect*
Fake Out*
Doubleslap*
Swift*
Calm Mind*
Hi Jump Kick
Knock Off*
Low Kick*
Me First*
Acrobatics*
Swords Dance*
Stone Edge*
Charmander [Draco] (Male)
Nature: Rash (+1 SAtk -1 SDef)
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.
Stats:
HP: 90
Atk: **
Def: **
SAtk: *** (+)
SDef: * (-)
Spd: 65
EC: 0/4/9
MC: 0
DC: 0/5
Abilities:
Ability 1: Blaze: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)
Ability 2: Solar Power (DW) 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).
Attacks:
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Dragon Pulse
Counter
Belly Drum
Fire Blast
Protect
Hidden Power Grass 7
Breloom(*) (M) (Bushido)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Special Attack reduced by *.)
Type: Grass
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).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 81 (70x1.15)
EC: 6/6
MC: 0
DC: 4/5
Abilities:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Quick Feet (DW): (Innate)
This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Attacks:
Absorb (*)
Tackle (*)
Stun Spore (*)
Leech Seed (*)
Mega Drain (*)
Headbutt (*)
Poison Powder (*)
Spore
Mach Punch
Seed Bomb (*)
Drain Punch (*)
Worry Seed (*)
Facade (*)
Double Team (*)
Safeguard (*)
Stone Edge
Nohface (F) Bella Luna
Nature: Adamant (*) increase to Attack, (*) decrease to Special Attack
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 110
EC: 6/6
MC: 1
DC: 3/5
Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Attacks:
Scratch(*)
Iron Defense(*)
Lick(*)
Odor Sleuth(*)
Shadow Sneak(*)
Faint Attack(*)
Curse(*)
Tackle(*)
Leer(*)
Shadowstrike
Metal Burst
Meteor Mash(*)
Psycho Shift(*)
Yawn(*)
Roar(*)
Will'O'Wisp(*)
Rock Slide(*)
Murkrow(M) (Rogue)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Defense reduced by *.)
Type: Dark-Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1
SpA: Rank 3
SpD: Rank 2
Spe: 105 (91x1.15)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
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 1/3rd of the time.
Prankster(DW): (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Peck(*)
Astonish(*)
Pursuit(*)
Haze(*)
Wing Attack(*)
Night Shade(*)
Assurance(*)
Roost(*)
Confuse Ray(*)
Perish Song(*)
Snarl(*)
Shadow Ball(*)
Psychic(*)
Eevee (M) (Full Name: Follow the Wind, Nickname: Fellow)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced by *)
Type: Normal
Normal: Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: *(-*)
Def: **
SpA: **
SpD: ***
Spe: 64 (53x1.15)
EC: 1/6
MC: 1
DC: 1/5
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptibility: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation(DW): (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Yawn(*)
Detect(*)
Wish(*)
Shadow Ball(*)
Hidden Power Fire Power 6(*)
Substitute(*)
1. Terrador releases 2 pokaymanz
2. Solstice releases 2 pokaymanz
3. Solstice orders his pokaymanz
4. Terrador orders his pokaymanz
5. /me ref
6. Terrador orders his pokaymanz
7. Solstice orders his pokaymanz
8. /me ref
9. Repeat from 3.
2. Solstice releases 2 pokaymanz
3. Solstice orders his pokaymanz
4. Terrador orders his pokaymanz
5. /me ref
6. Terrador orders his pokaymanz
7. Solstice orders his pokaymanz
8. /me ref
9. Repeat from 3.
Terrador goes first