Introducing the Frontier Brain of The Battle Casino;
His signature Pokemon is his lucky Sableye
The Battle Casino relies on not only skill, but a bit of luck.
-LV 50 FLAT BATTLE (using the Pokémon Black/White Infrared)
-No unreleased Pokemon, Items, or Abilities
-No use of Wonder Launcher, unless randomly permitted
-Drizzle Swim Clause- The combination of the abilities Drizzle and Swift Swim are not allowed on the same team.
-Uber Clause- No Uber Pokemon are allowed. These Pokemon include:
-Deoxys (Deoxys, Deoxys-S and Deoxys-A)
-Giratina (both forms)
-Shaymin (sky form)
Area 1: TYPE OF BATTLE (DIE ROLL)
Roll 1d4 once to find out what type of battle.
Area 2:CLAUSES (DIE ROLL)
Roll 1d6 three times to detirmine which 3 Clauses must be followed.
1: Sleep Clause
You cannot put two of your opponent's Pokemon to sleep at the same time. (Rest not applicable)
2: Evasion Clause
No moves that increase evasion such as Double Team and Minimize may be used. Things like Sand-Attack and Sand Veil are still legal.
3: Species Clause
No two of the same Pokemon may be used on one team.
4: One Hit KO Clause
One hit ko moves such as Horn Drill or Sheer Cold are not to be used.
5: Item Clause
No two Pokémon can hold the same item.
6: Selfdestruct Clause
The moves Selfdestruct, Explosion, Perish Song, Destiny Bond, or any other such move may not be used if both players only have 1 remaining Pokemon. If a player uses one of those moves under this condition, they automatically lose.
Area 3:ADDITIONAL RULES (DIE ROLL)
Roll 1d8 every even numbered turn to find out what additional rule gets used that turn.
1: Challenger Swap: Roll 1d6 and switch out pokemon according to die number.
2: Brain Swap: Roll 1d6 and switch out pokemon according to die number.
3: Challenger Random Attack: Roll 1d4 and use attack according to number rolled.
4: Brain Random Attack: Roll 1d4 and use attack according to number rolled.
5: Challenger must use Wonder Launcher this turn.
6: Brain must use Wonder Launcher this turn.
7: Free Turn (Nothing Happens)
8: Double Up (Roll 2d6, only Additional Rules 1 through 6 apply, if doubles are rolled (example 6 rolled twice) only that one rule is applied)
"You're gonna need more than good luck to win this one."
His Frontier Symbol