Korski
Distilled, 80 proof
BATTLE ON!
Arena:
Rules:
1vs1 Singles
2-day DQ
2 Recoveries / 5 Chills
Abilities=ALL
Items=ON
Switch=N/A
Teams:
Its_A_Random:
Gliscor(*) [Capers] (M)
NATURE: Impish
TYPE
Ground: 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.
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
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (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.
Poison Heal (DW Unlocked): (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.
STATS
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (51)
LEVEL-UP
Thunder Fang
Ice Fang
Fire Fang
Poison Jab
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
Screech
U-Turn
X-Scissor
Guillotine
TM/HM
Toxic
Taunt
Protect
Frustration
Earthquake*
Return
Dig
Brick Break
Double Team
Sandstorm
Rock Tomb
Aerial Ace
Torment
Facade
Rest
Giga Impact
Stone Edge
Swords Dance*
Rock Slide*
Swagger
Substitute
Strength
EGG
Counter
Agility*
Baton Pass*
Night Slash*
Feint
Power Trick
PAST-GEN
Iron Tail
Roost
Endure
Sleep Talk
Natural Gift
Aqua Tail
Sky Attack
LightWolf:
Reuniclus [Greed] (M)
Nature: Quiet (+SpA -15% Speed, -10% Evasion)
Type:
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:
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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Overcoat: (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).
Regenerator: (Innate) (DW) 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: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 26 (-)
Size Class: 2
Weight Class: 2
Evasion: -10%
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Psywave (*)
Reflect (*)
Rollout (*)
Snatch (*)
Hidden Power (Fire, 7) (*)
Light Screen (*)
Charm (*)
Recover (*)
Psyshock (*)
Psychic
Pain Split
Skill Swap
Imprison (*)
Secret Power (*)
Confuse Ray (*)
Toxic (*)
Energy Ball (*)
Shadow Ball (*)
Thunder
Telekinesis
Double Team
Protect
Focus Blast
Grass Knot
LightWolf releases Greed, equips item, and issues Actions --> IAR issues Actions --> Korski refs
Arena:
Arena: The Earth Cauldron
Field Type: Ground
Complexity: Moderate
Format: Singles
Restrictions: No weather except Sandstorm, Artificial Field, Limited Ceiling, No Water Source, Rocks must be obtained through digging
Description: At the entrance, there is a staircase you must climb. The case spirals around a circular column, about 20 metres high & 30 metres in diameter. At the top, there is a circular arena. The entrance is shut & is replaced by guardrails 10 metres high, which encircle the arena. you see a rectangular field, 20x15 metres in dimension, the rectangle consisting of some sand & some painted lines. Outside the rectangle is hard rock-like material that cannot be dug into, but the sand is, but only to a certain depth. There also may be loose rocks in the sand as well, only accessible by digging. When a seismic-based move is used, sand will come flinging up from the rectangle, & all Pokemon that is not immune to Sandstorm that is within the confinements of the Cauldron will suffer an accuracy drop of 1 stage. The arena is also rather sturdy, allowing seismic activity to occur. Flying Pokemon also have the ability to fly out of the cauldron, over the guardrails & out of range from most attacks. Lastly, the arena is indoors, so the only weather that can occur is Sandstorm. This arena got its name, due to the fact that it clearly suits Ground-Types & for it's Cauldron-like appearance.
Summary: Circular arena, 30 metres in diameter, surrounded by 10 metre high guardrails. The centre of the arena consists of a rectangle, 20 metres long, 15 metres wide, the rectangle consisting of diggable sand & painted lines, the outside of the rectangle consists of hard, undiggable rock. Sturdy enough for seismic activity to occur. Loose rocks present in the diggable sand, Sand flings up dropping the accuracy of Pokemon susceptible to Sandstorm by 1 stage when a seismic move is used, Flyers can fly out of the cauldron, & the only weather that can occur is Sandstorm.
Field Type: Ground
Complexity: Moderate
Format: Singles
Restrictions: No weather except Sandstorm, Artificial Field, Limited Ceiling, No Water Source, Rocks must be obtained through digging
Description: At the entrance, there is a staircase you must climb. The case spirals around a circular column, about 20 metres high & 30 metres in diameter. At the top, there is a circular arena. The entrance is shut & is replaced by guardrails 10 metres high, which encircle the arena. you see a rectangular field, 20x15 metres in dimension, the rectangle consisting of some sand & some painted lines. Outside the rectangle is hard rock-like material that cannot be dug into, but the sand is, but only to a certain depth. There also may be loose rocks in the sand as well, only accessible by digging. When a seismic-based move is used, sand will come flinging up from the rectangle, & all Pokemon that is not immune to Sandstorm that is within the confinements of the Cauldron will suffer an accuracy drop of 1 stage. The arena is also rather sturdy, allowing seismic activity to occur. Flying Pokemon also have the ability to fly out of the cauldron, over the guardrails & out of range from most attacks. Lastly, the arena is indoors, so the only weather that can occur is Sandstorm. This arena got its name, due to the fact that it clearly suits Ground-Types & for it's Cauldron-like appearance.
Summary: Circular arena, 30 metres in diameter, surrounded by 10 metre high guardrails. The centre of the arena consists of a rectangle, 20 metres long, 15 metres wide, the rectangle consisting of diggable sand & painted lines, the outside of the rectangle consists of hard, undiggable rock. Sturdy enough for seismic activity to occur. Loose rocks present in the diggable sand, Sand flings up dropping the accuracy of Pokemon susceptible to Sandstorm by 1 stage when a seismic move is used, Flyers can fly out of the cauldron, & the only weather that can occur is Sandstorm.
Rules:
1vs1 Singles
2-day DQ
2 Recoveries / 5 Chills
Abilities=ALL
Items=ON
Switch=N/A
Teams:
Its_A_Random:
Gliscor(*) [Capers] (M)
NATURE: Impish
TYPE
Ground: 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.
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
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (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.
Poison Heal (DW Unlocked): (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.
STATS
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (51)
LEVEL-UP
Thunder Fang
Ice Fang
Fire Fang
Poison Jab
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
Screech
U-Turn
X-Scissor
Guillotine
TM/HM
Toxic
Taunt
Protect
Frustration
Earthquake*
Return
Dig
Brick Break
Double Team
Sandstorm
Rock Tomb
Aerial Ace
Torment
Facade
Rest
Giga Impact
Stone Edge
Swords Dance*
Rock Slide*
Swagger
Substitute
Strength
EGG
Counter
Agility*
Baton Pass*
Night Slash*
Feint
Power Trick
PAST-GEN
Iron Tail
Roost
Endure
Sleep Talk
Natural Gift
Aqua Tail
Sky Attack
LightWolf:
Reuniclus [Greed] (M)
Nature: Quiet (+SpA -15% Speed, -10% Evasion)
Type:
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:
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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Overcoat: (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).
Regenerator: (Innate) (DW) 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: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 26 (-)
Size Class: 2
Weight Class: 2
Evasion: -10%
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Psywave (*)
Reflect (*)
Rollout (*)
Snatch (*)
Hidden Power (Fire, 7) (*)
Light Screen (*)
Charm (*)
Recover (*)
Psyshock (*)
Psychic
Pain Split
Skill Swap
Imprison (*)
Secret Power (*)
Confuse Ray (*)
Toxic (*)
Energy Ball (*)
Shadow Ball (*)
Thunder
Telekinesis
Double Team
Protect
Focus Blast
Grass Knot
LightWolf releases Greed, equips item, and issues Actions --> IAR issues Actions --> Korski refs