Hi all and welcome to this beautiful day at the ASB arena, the sun is beating down on the spectator stands, not a cloud in the sky. The grass slowly rippling in the light wind. A group of Starly is flying overhead. This truly is a great day for a battle. Topher's Mons BIG BERTHA (Move your mouse to reveal the content) BIG BERTHA (open) BIG BERTHA (close) Hippopotas [BIG BERTHA] (F) Nature: Brave (+1 Atk, -15% Speed, -10% Evasion) Type: Ground 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 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command. Sand Force (Innate; DW LOCKED): 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. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 27 (-) Size Class: 2 Weight Class: 3 Base Rank Total: 15 EC: 2/6 MC: 2 DC: 1/5 Attacks: Tackle Sand-Attack Bite Yawn Take Down Dig Sand Tomb Body Slam Curse Revenge Slack Off Stockpile Roar Earthquake Return Attract Rock Slide Frogger (Move your mouse to reveal the content) Frogger (open) Frogger (close) Poliwag [Frogger] (M) Nature: Mild (+1 SpA, -1 Def) Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Water Absorb (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. Damp (Innate: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Swift Swim: (Innate; DW LOCKED): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Stats: HP: 90 Atk: Rank 2 Def: Rank 1 (-) SpA: Rank 3 (+) SpD: Rank 2 Spe: 90 Size Class: 1 Weight Class: 2 Base Rank Total: 13 EC: 1/9 MC: 2 DC: 1/5 Attacks: Water Sport Bubble Hypnosis Water Gun DoubleSlap Rain Dance Body Slam BubbleBeam Encore Endure Ice Ball Mud Shot Water Pulse Ice Beam Psychic Double Team Scald Substitute Not Odd (Move your mouse to reveal the content) Not Odd (open) Not Odd (close) Oddish [Not Odd] (F) Nature: Calm (+1 SpD, -1 Atk) 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 breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Abilities: Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Run Away (Innate; DW LOCKED): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 3 SpD: Rank 4 (+) Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 14 EC: 1/9 MC: 2 DC: 1/5 Attacks: Absorb Sweet Scent Acid PoisonPowder Stun Spore Sleep Powder Mega Drain Lucky Chant After You Ingrain Nature Power Synthesis Teeter Dance Toxic Venoshock Sunny Day Double Team Energy Ball Bec's Mons Houndour (Move your mouse to reveal the content) Houndour (open) Houndour (close) Houndour [Ardora] (F) Nature: Lonely (+1 Attack, -1 Defense) Type: Dark/Fire Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas. Abilities: Early Bird: (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. Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost. Unnerve (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: HP: 90 Atk: Rank 3 (+) Def: Rank 1 (-) SpA: Rank 3 SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 14 EC: 3/6 MC: 0 DC: 2/5 Attacks: Leer Ember Howl Smog Roar Bite Odor Sleuth Beat Up Fire Fang Thunder Fang Fire Spin Nasty Plot Feint Flamethrower Substitute Rest Shadow Ball Sludge Bomb Flame Charge Protect Necturine (Move your mouse to reveal the content) Necturine (open) Necturine (close) Necturine [Neptune] (F) Nature: Lonely (+1 Attack, -1 Defense) Type: Grass/Ghost 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. 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: Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. Stats: HP: 90 Atk: Rank 3 (+) Def: Rank 1 (-) SpA: Rank 2 SpD: Rank 3 Spe: 51 Size Class: 1 Weight Class: 1 Base Rank Total: 13 EC: 2/6 MC: 0 DC: 2/5 Attacks: Leer Vine Whip Ominous Wind Shadow Sneak Toxic Spikes Will-O-Wisp Hex Giga Drain Gravity Leaf Blade Sketch Future Sight Shadow Ball Energy Ball Torment Sunny Day Solar Beam Pain Split Power Whip Synthesis Let the Battle... BEGIN!