http://www.youtube.com/watch?v=k4WLoVjjAVA
"Welcome, one and all, to the great, the new, one single-ly most comprehensive Pokemon Stadium yet! This arena, long hailed as the crown jewel of the Smashlands' Pokemon embassy, has finally been made available for general Pokemon battling!"
"Our maiden match will be a 6v6 Triples battle-according to the battlers themselves, here are the conditions:"
Banryu's Team:
Charmeleon (*) Aether (m)
Nature: Rash
Personality: Evolution created a drastic upshift in his personality, changing him from a rash and impetuous youngster a to headstrong and aggressive adolescent. Very proud of his newfound power, he now has battle constantly on the brain, always looking to pick a fight, and constantly training in the meantime. His battle style reflects his attitude: extremely aggressive, and he is reasonably skilled at ranged and close combat alike.
Very reckless and impetuous, eager to charge into battle and quick to attack with nothing held back. His mental defenses are a little weak as a result, but his passion for the thrill of battle and enthusiasm to earn his trainer's approval are unmatched. In battle he is aggressive and unrelenting, and has only gotten more so since evolving. He seeks to put opponents on the defensive with his aggressive tactics and varied attack styles and techniques.
Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: **
SpA: **** (+)
SpD: ** (-)
Spe: 80
EC: 6/9
MC: 2
DC: 5/5
Abilities: Blaze, Solar Power (DW)
Blaze: (innate) 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)
Solar Power [DW]: (innate) 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
(*) Metal Claw
(*) Dragon Rage
(*) Rage
(*) Scary Face
(*) Fire Fang
(o) Flame Burst
(o) Flamethrower
(o) Fire Spin
(*) Dragon Dance
(*) Dragon Pulse
(*) Ancientpower
(*) Sunny Day
(*) Will-O-Wisp
(*) Hidden Power (Grass, 7)
(o) Brick Break
Vibrava (*) Myrmeleon (m)
Nature: Hardy
Personality: The change in life cycle drastically altered his behavior. Whereas before Myrmeleon was laid-back and always hungry, as a Vibrava he is very active, moving almost constantly, and is now very alert to sounds. His underlying personality, however, remains mostly the same-- he remains a staunch competitor due to his unfailing grit and perseverance in tough situations. In battle, he has developed separate fighting styles: one reminiscent of his days as a Trapinch, where he would huddle underground and strike with powerful Ground attacks, and one above-ground, where his new wings give him much higher mobility as well as access to sonic attacks. He is still developing his ability to fly, as well as his affinity for moves of his newfound Dragon typing.
Type: Ground / Dragon
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: **
SpA: **
SpD: **
Spe: 70
EC: 5/9
MC: 0
Ability: Levitate
Levitate: (innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks:
(o) Sonicboom
(*) Bite
(*) Sand-Attack
(*) Faint Attack
(*) Sand Tomb
(o) Supersonic
(o) Crunch
(o) Earthquake
(o) Fissure
(*) Quick Attack
(*) Bug Bite
(*) Earth Power
(o) Draco Meteor
(o) Roost
(*) Dig
(*) Rock Slide
(*) Protect
Feebas (*) Phoebus (F)
Nature: Bold
Personality: Quite strong-willed, and very tenacious for a Pokemon that is otherwise quite weak. The nature of her shabby appearance and equally bland fighting style cause her to be a little self-conscious, and she thus feels the need to work that much harder to impress her opponents as well as her own trainer. Being a fish Pokemon, she is entirely aquatic, and does her best to play a strong defensive game utilizing her high underwater mobility.
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: * (-)
Def: **** (+)
SpA: ****
SpD: *****
Spe: 81
EC: 6/6
MC: 0
DC: 2/5
Abilities: Swift Swim, Adaptability (DW)
Marvel Scale: (innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the damage received from physical attacks by two (2).
Cute Charm [DW Locked]: (innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Attacks:
(*) Splash
(*) Tackle
(o) Water Gun
(o) Wrap
(o) Water Sport
(o) Refresh
(o) Water Pulse
(o) Twister
(o) Recover
(o) Captivate
(o) Hydro Pump
(o) Aqua Ring
(*) Confuse Ray
(*) Mirror Coat
(*) Haze
(*) Boiling Water / Scald
(*) Ice Beam
(*) Toxic
Chikorita Agrith (f)
Nature: Bashful
Personality: Shy and easily frightened, but also kind and warm-hearted as well as very in-tune with the natural environment, like most Grass-types. She doesn't much like having to attack other Pokemon, but will not hesitate to defend herself offensively if need be. Her skill set focuses mainly on support and healing, a role which she wholeheartedly embraces.
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).
Stats:
HP: 90
Atk: **
Def: ***
SpA: **
SpD: ***
Spe: 45
EC: 3/9
MC: 0
DC: 2/5
Abilities: Overgrow, Leaf Guard [DW]
Overgrow: (innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).
Leaf Guard [DW Locked]: (innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Attacks:
(+) Tackle
(+) Growl
(+) Razor Leaf
(+) Poisonpowder
(+) Synthesis
(+) Reflect
(+) Magical Leaf
(+) Natural Gift
(o) Light Screen
(o) Aromatherapy
(+) Leech Seed
(+) Healing Pulse
(+) Nature Power
(+) Attract
(+) Sunny Day
(+) Hidden Power (Fire, 6)
Shieldon Toronero (m)
Nature: Sassy
Personality: Very stubborn and strong-willed, he would rather defend than move in to attack, and is unfaltering in his dedication to holding his ground. His stubbornness makes him more likely to defend if ordered to attack unless forced under extreme pressure. He has a very well-roundedly defensive fighting style, specializing in ranged attacks and protective techniques.
Type: Rock / Steel
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized.
Stats:
HP: 90
Atk: **
Def: ****
SpA: **
SpD: **** (+)
Spe: 26 (-)
EC: 3/6
MC: 0
DC: 3/5
Abilities: Sturdy, Soundproof [DW]
Sturdy: (innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Soundproof [DW Locked]: (innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.
Attacks:
(+) Tackle
(+) Protect
(+) Taunt
(+) Metal Sound
(+) Take Down
(+) Iron Defense
(+) Swagger
(o) Metal Burst
(+) Rock Blast
(+) Stealth Rock
(+) Counter
(o) Magic Coat
(+) Flash Cannon
(+) Ice Beam
(+) Flamethrower
Archen [Dromaeus] (f)
Nature: Naive
Personality: Thoroughly cunning and crafty, Dromaeus is a focused and serious hunter. Due to the fact that she was revived from a fossil, she is inexperienced with the modern world, and often makes mistakes because of it. Nonetheless she is quite intelligent for a prehistoric Pokemon, and learns quickly. She is the fastest of the team, and her tactics are largely hit-and-run-- dive in to attack, then dart away before the opponent can counterattack. Her dazzling speed and combination of evasive and powerful attacking moves make her a severe threat in battle, and she cares for little else except to fight.
Type: Rock/Flying
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude 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:
Archen
HP: 90
Atk: ****
Def: **
SpA: ***
SpD: * (-)
Spe: 81 (+)
EC: 2/6
MC: 0
Ability: Defeatist
Defeatist: The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear.
Attacks:
(+) Quick Attack
(+) Leer
(+) Wing Attack
(+) Rock Throw
(+) Double Team
(+) Scary Face
(+) Pluck
(+) Ancientpower
(+) Agility
(+) Quick Guard
(o) Acrobatics
(o) Endeavor
(o) U-Turn
(o) Dragon Claw
(+) Earth Power
(+) Defog
(+) Steel Wing
(+) Claw Sharpen
(+) Stone Edge
(+) Taunt
Temperantia's team:
Flaaffy(*) Cyndi (F)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain
Abilities:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Plus(DW): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.
Stats:
HP: 90
Atk: **
Def: **
SpA: ****(+)
SpD: **
Spe: 30 (35/1.15= 30.4.., truncated to 30)
EC: 4/9
MC: 0
DC: 4/5
Attacks:
Tackle(*)
Growl(*)
Thundershock(*)
Thunder Wave(*)
Cotton Spore(*)
Charge(*)
Signal Beam
Power Gem
Cotton Guard
Agility(*)
Body Slam(*)
Screech(*)
Light Screen(*)
Thunderbolt(*)
Charge Beam (*)
Hidden Power(Ice, 7)
Croagunk(*) Mr. Bubbles (M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type: Poison/Fighting
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare 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).
Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Poison Touch (DW): (Can Be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.
Stats:
HP: 90
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 50
EC: 4/6
MC: 1
DC: 4/5
Attacks:
Astonish(*)
Mud Slap(*)
Poison Sting(*)
Taunt(*)
Pursuit(*)
Faint Attack(*)
Revenge(*)
Swagger(*)
Sucker Punch
Nasty Plot
Vacuum Wave(*)
Cross Chop(*)
Fake Out(*)
Rain Dance(*)
Poison Jab(*)
Earthquake(*)
Combee- Iseria (F)
Nature: Serious (No effect)
Type: Bug/Flying
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost 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).
Abilities:
Honey Gather: (Innate)This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
Hustle (DW): (Innate)This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Stats:
HP: 90
Atk: **
Def: **
SpA: **
SpD: **
Spe: 70
EC: 2/6
MC: 1
DC: 1/5
Attacks:
Sweet Scent
Gust
Bug Bite
Ominous Wind
Mud Slap
Tailwind
Murkrow- Eclipse (M)
Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
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).
Abilties:
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.
Stats:
HP: 100
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 91
EC: 4/6
MC: 0
DC: 2/5
Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Sucker Punch
Taunt
Roost
Sky Attack
Psycho Shift
Thunder Wave
Snarl
Toxic
Snorunt- Black Swan (F)
Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Type: Ice
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Abilities:
Inner Focus: (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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
Hp: 90
Atk: * (-)
Def: **
SpA: *** (-)
SpD: **
Spe: 50
EC: 2/6
MC: 0
DC: 1/5
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Hex
Disable
Fake Tears
Ice Beam
Toxic
Shadow Ball
Tangela- Marlboro
Nature: Brave (Increase Atk by *, divide speed by 1.15, decrease Evasion by flat 5%)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed. Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance all have Energy Cost reduced by one (1).
Abilities:
Chlorophyll: (Innate)During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Regenerator (DW): (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: 100
Atk: *** (+)
Def: ****
SpA: ****
SpD: **
Spe: 52 (60/1.15= 52.1... truncated down to 52)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Ingrain
Constrict
Sleep Powder
Absorb
Growth
Poisonpowder
Vine Whip
Bind
Giga Drain
Leech Seed
Flail
Sludge Bomb
Swords Dance
Solarbeam
"Seeing all this-it might be a good idea to refresh everyone on the rules of a Triples battle. The seeker (in our case, Banryu,) sends out his first three mons-this is ASB, so no positions are needed. The challenger (in our case, Temperantia,) will then send out his three Pokemon-and two moves per mon only. The seeker then posts his own two moves per mon-then the referee calls what happened.
Basically it's the exact same thing as a singles or doubles battle, except with three mons, and two attacks per mon rather than three.
And with all that out of the way-LET THE MATCH BEGIN!"
"Welcome, one and all, to the great, the new, one single-ly most comprehensive Pokemon Stadium yet! This arena, long hailed as the crown jewel of the Smashlands' Pokemon embassy, has finally been made available for general Pokemon battling!"
A classic Pokemon battling arena: the typical lengthwise field of sod decorated with a Pokeball in the middle, as well as starting and boundary lines. The platforms shown in the picture are for the trainers, and will be situated along the outside of the arena, rather than the center. At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds (6 turns) before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The layout and effects of the different elemental fields are as follows:
- Rock: Enables the use of Rock-based moves such as Rock Slide and Rock Tomb. The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses. The cacti in the arena mimic the move Spikes, causing damage to any Pokemon that hits them (acts as a field/movement hazard, NOT an entry hazard).
- Grass: Grass-type and Bug-type Pokemon feel very at home in this foresty stage. Grass-type attacks have their base damage boosted by 1 and their energy cost reduced by 1, while Bug-type Pokemon have the energy cost of all Bug-type attacks and Dodge commands reduced by 1.
- Water: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by 2. Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift).
- Fire: The arena blazes with intense heat; Fire-type attacks have their damage output boosted by 25%, while Water-type moves have their damage reduced by 25%. The likelihood of Pokemon recieving burns from moves that inflict Burn is raised by 10%.
- Electric: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by 25%. Additionally, any Pokemon attempting to remain on the treadmills must spend 3 energy per turn to stay there without falling off the stage or to move across it, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 15%.
- Flying: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command is much easier to use; Pokemon using it may remain airborne for a little while depending on the Pokemon's weight. The energy cost of all wind-based attacks is reduced by 1.
- Ground: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by 1, and lowering the energy cost for consecutive Digging by 2. Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect.
- Ice: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by 1, and the Freeze chance of all moves is boosted by 5%. The effect of burns is neutralized while this stage is in effect (though it will resume after the stage's duration is complete). Additionally, the ground is very slippery, restricting movement and making Dodge commands very difficult (according to the ref's discretion) for any non-Ice type Pokemon on the ground.
Also, each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
NOTE: The field is not to the scale that it is in Super Smash Bros, but rather about twice that size for ample maneuverability.
ADDITIONAL NOTE: The fields do not repeat until all 8 have been brought up.
- Rock: Enables the use of Rock-based moves such as Rock Slide and Rock Tomb. The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses. The cacti in the arena mimic the move Spikes, causing damage to any Pokemon that hits them (acts as a field/movement hazard, NOT an entry hazard).
- Grass: Grass-type and Bug-type Pokemon feel very at home in this foresty stage. Grass-type attacks have their base damage boosted by 1 and their energy cost reduced by 1, while Bug-type Pokemon have the energy cost of all Bug-type attacks and Dodge commands reduced by 1.
- Water: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by 2. Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift).
- Fire: The arena blazes with intense heat; Fire-type attacks have their damage output boosted by 25%, while Water-type moves have their damage reduced by 25%. The likelihood of Pokemon recieving burns from moves that inflict Burn is raised by 10%.
- Electric: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by 25%. Additionally, any Pokemon attempting to remain on the treadmills must spend 3 energy per turn to stay there without falling off the stage or to move across it, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 15%.
- Flying: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command is much easier to use; Pokemon using it may remain airborne for a little while depending on the Pokemon's weight. The energy cost of all wind-based attacks is reduced by 1.
- Ground: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by 1, and lowering the energy cost for consecutive Digging by 2. Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect.
- Ice: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by 1, and the Freeze chance of all moves is boosted by 5%. The effect of burns is neutralized while this stage is in effect (though it will resume after the stage's duration is complete). Additionally, the ground is very slippery, restricting movement and making Dodge commands very difficult (according to the ref's discretion) for any non-Ice type Pokemon on the ground.
Also, each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
NOTE: The field is not to the scale that it is in Super Smash Bros, but rather about twice that size for ample maneuverability.
ADDITIONAL NOTE: The fields do not repeat until all 8 have been brought up.
"Our maiden match will be a 6v6 Triples battle-according to the battlers themselves, here are the conditions:"
Banryu said:6v6 Singles/Doubles/Triples (challenger's choice)
Restrictions:
- Switching is ENABLED (for singles and doubles, disputable with triples)
- Items are OFF
- 3 Recoveries, no Chills (disputable)
- DQ Time is 3 Days for battlers, 5 days for the ref (grace periods may be given)
- Combined Rarity rating for all Pokemon cannot be exceed 20
Arena: Pokemon Stadium
"Yep, that's right-for this inaugural event, we've pulled out all the stops and are showcasing a full-fledged, 6v6 TRIPLES battle! Our contenders have posted their teams-why don't we take a look at them?"Triples
switch=KO
No items
All Abilities
Banryu's Team:
Charmeleon (*) Aether (m)
Nature: Rash
Personality: Evolution created a drastic upshift in his personality, changing him from a rash and impetuous youngster a to headstrong and aggressive adolescent. Very proud of his newfound power, he now has battle constantly on the brain, always looking to pick a fight, and constantly training in the meantime. His battle style reflects his attitude: extremely aggressive, and he is reasonably skilled at ranged and close combat alike.
Very reckless and impetuous, eager to charge into battle and quick to attack with nothing held back. His mental defenses are a little weak as a result, but his passion for the thrill of battle and enthusiasm to earn his trainer's approval are unmatched. In battle he is aggressive and unrelenting, and has only gotten more so since evolving. He seeks to put opponents on the defensive with his aggressive tactics and varied attack styles and techniques.
Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: **
SpA: **** (+)
SpD: ** (-)
Spe: 80
EC: 6/9
MC: 2
DC: 5/5
Abilities: Blaze, Solar Power (DW)
Blaze: (innate) 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)
Solar Power [DW]: (innate) 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
(*) Metal Claw
(*) Dragon Rage
(*) Rage
(*) Scary Face
(*) Fire Fang
(o) Flame Burst
(o) Flamethrower
(o) Fire Spin
(*) Dragon Dance
(*) Dragon Pulse
(*) Ancientpower
(*) Sunny Day
(*) Will-O-Wisp
(*) Hidden Power (Grass, 7)
(o) Brick Break
Vibrava (*) Myrmeleon (m)
Nature: Hardy
Personality: The change in life cycle drastically altered his behavior. Whereas before Myrmeleon was laid-back and always hungry, as a Vibrava he is very active, moving almost constantly, and is now very alert to sounds. His underlying personality, however, remains mostly the same-- he remains a staunch competitor due to his unfailing grit and perseverance in tough situations. In battle, he has developed separate fighting styles: one reminiscent of his days as a Trapinch, where he would huddle underground and strike with powerful Ground attacks, and one above-ground, where his new wings give him much higher mobility as well as access to sonic attacks. He is still developing his ability to fly, as well as his affinity for moves of his newfound Dragon typing.
Type: Ground / Dragon
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: **
SpA: **
SpD: **
Spe: 70
EC: 5/9
MC: 0
Ability: Levitate
Levitate: (innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks:
(o) Sonicboom
(*) Bite
(*) Sand-Attack
(*) Faint Attack
(*) Sand Tomb
(o) Supersonic
(o) Crunch
(o) Earthquake
(o) Fissure
(*) Quick Attack
(*) Bug Bite
(*) Earth Power
(o) Draco Meteor
(o) Roost
(*) Dig
(*) Rock Slide
(*) Protect
Feebas (*) Phoebus (F)
Nature: Bold
Personality: Quite strong-willed, and very tenacious for a Pokemon that is otherwise quite weak. The nature of her shabby appearance and equally bland fighting style cause her to be a little self-conscious, and she thus feels the need to work that much harder to impress her opponents as well as her own trainer. Being a fish Pokemon, she is entirely aquatic, and does her best to play a strong defensive game utilizing her high underwater mobility.
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: * (-)
Def: **** (+)
SpA: ****
SpD: *****
Spe: 81
EC: 6/6
MC: 0
DC: 2/5
Abilities: Swift Swim, Adaptability (DW)
Marvel Scale: (innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the damage received from physical attacks by two (2).
Cute Charm [DW Locked]: (innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Attacks:
(*) Splash
(*) Tackle
(o) Water Gun
(o) Wrap
(o) Water Sport
(o) Refresh
(o) Water Pulse
(o) Twister
(o) Recover
(o) Captivate
(o) Hydro Pump
(o) Aqua Ring
(*) Confuse Ray
(*) Mirror Coat
(*) Haze
(*) Boiling Water / Scald
(*) Ice Beam
(*) Toxic
Chikorita Agrith (f)
Nature: Bashful
Personality: Shy and easily frightened, but also kind and warm-hearted as well as very in-tune with the natural environment, like most Grass-types. She doesn't much like having to attack other Pokemon, but will not hesitate to defend herself offensively if need be. Her skill set focuses mainly on support and healing, a role which she wholeheartedly embraces.
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).
Stats:
HP: 90
Atk: **
Def: ***
SpA: **
SpD: ***
Spe: 45
EC: 3/9
MC: 0
DC: 2/5
Abilities: Overgrow, Leaf Guard [DW]
Overgrow: (innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).
Leaf Guard [DW Locked]: (innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Attacks:
(+) Tackle
(+) Growl
(+) Razor Leaf
(+) Poisonpowder
(+) Synthesis
(+) Reflect
(+) Magical Leaf
(+) Natural Gift
(o) Light Screen
(o) Aromatherapy
(+) Leech Seed
(+) Healing Pulse
(+) Nature Power
(+) Attract
(+) Sunny Day
(+) Hidden Power (Fire, 6)
Shieldon Toronero (m)
Nature: Sassy
Personality: Very stubborn and strong-willed, he would rather defend than move in to attack, and is unfaltering in his dedication to holding his ground. His stubbornness makes him more likely to defend if ordered to attack unless forced under extreme pressure. He has a very well-roundedly defensive fighting style, specializing in ranged attacks and protective techniques.
Type: Rock / Steel
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized.
Stats:
HP: 90
Atk: **
Def: ****
SpA: **
SpD: **** (+)
Spe: 26 (-)
EC: 3/6
MC: 0
DC: 3/5
Abilities: Sturdy, Soundproof [DW]
Sturdy: (innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Soundproof [DW Locked]: (innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.
Attacks:
(+) Tackle
(+) Protect
(+) Taunt
(+) Metal Sound
(+) Take Down
(+) Iron Defense
(+) Swagger
(o) Metal Burst
(+) Rock Blast
(+) Stealth Rock
(+) Counter
(o) Magic Coat
(+) Flash Cannon
(+) Ice Beam
(+) Flamethrower
Archen [Dromaeus] (f)
Nature: Naive
Personality: Thoroughly cunning and crafty, Dromaeus is a focused and serious hunter. Due to the fact that she was revived from a fossil, she is inexperienced with the modern world, and often makes mistakes because of it. Nonetheless she is quite intelligent for a prehistoric Pokemon, and learns quickly. She is the fastest of the team, and her tactics are largely hit-and-run-- dive in to attack, then dart away before the opponent can counterattack. Her dazzling speed and combination of evasive and powerful attacking moves make her a severe threat in battle, and she cares for little else except to fight.
Type: Rock/Flying
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude 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:
Archen
HP: 90
Atk: ****
Def: **
SpA: ***
SpD: * (-)
Spe: 81 (+)
EC: 2/6
MC: 0
Ability: Defeatist
Defeatist: The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear.
Attacks:
(+) Quick Attack
(+) Leer
(+) Wing Attack
(+) Rock Throw
(+) Double Team
(+) Scary Face
(+) Pluck
(+) Ancientpower
(+) Agility
(+) Quick Guard
(o) Acrobatics
(o) Endeavor
(o) U-Turn
(o) Dragon Claw
(+) Earth Power
(+) Defog
(+) Steel Wing
(+) Claw Sharpen
(+) Stone Edge
(+) Taunt
Temperantia's team:
Flaaffy(*) Cyndi (F)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain
Abilities:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Plus(DW): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.
Stats:
HP: 90
Atk: **
Def: **
SpA: ****(+)
SpD: **
Spe: 30 (35/1.15= 30.4.., truncated to 30)
EC: 4/9
MC: 0
DC: 4/5
Attacks:
Tackle(*)
Growl(*)
Thundershock(*)
Thunder Wave(*)
Cotton Spore(*)
Charge(*)
Signal Beam
Power Gem
Cotton Guard
Agility(*)
Body Slam(*)
Screech(*)
Light Screen(*)
Thunderbolt(*)
Charge Beam (*)
Hidden Power(Ice, 7)
Croagunk(*) Mr. Bubbles (M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type: Poison/Fighting
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare 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).
Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Poison Touch (DW): (Can Be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.
Stats:
HP: 90
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 50
EC: 4/6
MC: 1
DC: 4/5
Attacks:
Astonish(*)
Mud Slap(*)
Poison Sting(*)
Taunt(*)
Pursuit(*)
Faint Attack(*)
Revenge(*)
Swagger(*)
Sucker Punch
Nasty Plot
Vacuum Wave(*)
Cross Chop(*)
Fake Out(*)
Rain Dance(*)
Poison Jab(*)
Earthquake(*)
Combee- Iseria (F)
Nature: Serious (No effect)
Type: Bug/Flying
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost 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).
Abilities:
Honey Gather: (Innate)This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
Hustle (DW): (Innate)This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Stats:
HP: 90
Atk: **
Def: **
SpA: **
SpD: **
Spe: 70
EC: 2/6
MC: 1
DC: 1/5
Attacks:
Sweet Scent
Gust
Bug Bite
Ominous Wind
Mud Slap
Tailwind
Murkrow- Eclipse (M)
Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
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).
Abilties:
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.
Stats:
HP: 100
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 91
EC: 4/6
MC: 0
DC: 2/5
Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Sucker Punch
Taunt
Roost
Sky Attack
Psycho Shift
Thunder Wave
Snarl
Toxic
Snorunt- Black Swan (F)
Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Type: Ice
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Abilities:
Inner Focus: (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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
Hp: 90
Atk: * (-)
Def: **
SpA: *** (-)
SpD: **
Spe: 50
EC: 2/6
MC: 0
DC: 1/5
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Hex
Disable
Fake Tears
Ice Beam
Toxic
Shadow Ball
Tangela- Marlboro
Nature: Brave (Increase Atk by *, divide speed by 1.15, decrease Evasion by flat 5%)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed. Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance all have Energy Cost reduced by one (1).
Abilities:
Chlorophyll: (Innate)During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Regenerator (DW): (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: 100
Atk: *** (+)
Def: ****
SpA: ****
SpD: **
Spe: 52 (60/1.15= 52.1... truncated down to 52)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Ingrain
Constrict
Sleep Powder
Absorb
Growth
Poisonpowder
Vine Whip
Bind
Giga Drain
Leech Seed
Flail
Sludge Bomb
Swords Dance
Solarbeam
"Seeing all this-it might be a good idea to refresh everyone on the rules of a Triples battle. The seeker (in our case, Banryu,) sends out his first three mons-this is ASB, so no positions are needed. The challenger (in our case, Temperantia,) will then send out his three Pokemon-and two moves per mon only. The seeker then posts his own two moves per mon-then the referee calls what happened.
Basically it's the exact same thing as a singles or doubles battle, except with three mons, and two attacks per mon rather than three.
And with all that out of the way-LET THE MATCH BEGIN!"