Someoneelse
Why am I here?
Rules
You guys agree on Positioning
Objection sends out, with items
EspyOwner sends out, with items and orders
Objection orders
Iscrew up ref
OK, I have 3 battle slots, so I am issuing 3 challenges.
3v3 (see below for format)
LC mons, preferably up to 20 moves only
2 substitutions
2 recoveries, 5 chills
3-day DQ
If you pick triples, the arena will be this:
This is what happens when you put a Match 3 game in the ASB arena. Don't worry, all your moves can be used as usual. However, any time 3 damaging moves of the same type are used in succession, the third one has its BAP boosted by 3. Note that this mechanic is a little more complicated than it first seems, so a detailed example is provided.
Suppose you have an Alakazam, a Starmie, a Gallade and a Reuniclus (in order of fastest to slowest), and on the first action, Alakazam uses Psychic, Starmie uses Psychic, Gallade uses Psycho Cut and Reuniclus uses Psyshock. By the time it gets to Gallade's turn, his move is the third Psychic move used in a row, so it gets the BAP boost. Reuniclus' Psyshock, on the other hand, is starting a new chain of Psychic-type damaging moves, and if both Alakazam and Starmie use Psychic-type moves on action 2, Starmie's one will get the BAP boost. Had Gallade used Shadow Ball, the chain would be broken and a new one of Ghost-type moves would start, and if Reuniclus used Astonish on action 1 (after Gallade had moved) and Alakazam used Shadow Ball on action 2, Alakazam's Shadow Ball would get the BAP boost. All non-damaging moves and commands break all chains and do not start new ones.
Objection's TeamEspyOwner said:I'll take Objection's triples battle.
One ability, switch = KO, training items.
woo 1k
EspyOwner's TeamObjection said:
Meowth [Prince John] (M)
Nature: Naive (+Speed, -Special Defence)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 104 (+) (Accuracy boost: 25% (24.864367816091954022988505747126% unrounded))
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Moves: 16
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
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.
Attacks:
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Faint Attack
Screech
Taunt
Hypnosis
Odor Sleuth
Snatch
Thunderbolt
Dig
Torment
U-turn
Larvitar [Rourke] (M)
Nature: Quiet (+Special Attack, -Speed)
Type: Rock/Ground
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 35 (-) (Opponent's accuracy boost: 10%)
Size Class: 1
Weight Class: 4
Base Rank Total: 13
Moves: 17
EC: 1/9
MC: 0
DC: 1/5
Abilities:
Guts: (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.
Sand Veil (DW): (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.
Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Earthquake
Stone Edge
Dragon Dance
Pursuit
Stealth Rock
Smack Down
Brick Break
Rock Polish
Outrage
Klink [AUTO] (U)
Nature: Hasty (+Speed, -Defence)
Type: Steel
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 35 (+) (Accuracy boost: 5% (4.2241379310344827586206896551724% unrounded))
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Moves: 14
EC: 1/9
MC: 0
DC: 1/5
Abilities:
Plus: (Innate) This Pokemon possesses a positive electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Minus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).
Minus: (Innate) This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).
Clear Body (DW): (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Attacks:
ViceGrip
Charge
Thundershock
Gear Grind
Bind
Charge Beam
Zap Cannon
Hyper Beam
Protect
Thunderbolt
Flash Cannon
Gravity
Magic Coat
Signal Beam
Levitate
EspyOwner said:
Staryu (Storm)
Nature: Timid (+15% Speed, -1 Attack, +22% Accuracy)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Illuminate:
Type: Can be Enabled
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
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.
Analytic (Dream World):
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Size Class: 2
Weight Class: 3
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
BubbleBeam
Minimize
Hydro Pump
Power Gem
Brine
Reflect Type
Aurora Beam
Barrier
Supersonic
Magic Coat
Blizzard
Thunder
Surf
Dive
Rhyhorn (Colossus) [Male]
Nature: Careful (+1 Special Defense, -1 Special Attack)
Type: Rock/Ground
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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:
Lightningrod:
Type: Innate
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Reckless (Dream World):
Type: Innate
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 25
Size Class: 3
Weight Class: 5
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Rock Blast
Counter
Crunch
Pursuit
Payback
Rock Smash
Rock Slide
Scyther (Dagger) [Female]
NATURE: Careful
TYPE
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Swarm:
Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician:
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Steadfast (Dream World):
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 105
Size Class: 3
Weight Class: 4
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Double Team
Counter
Endure
Night Slash
Protect
Brick Break
U-Turn
How this will work
You guys agree on Positioning
Objection sends out, with items
EspyOwner sends out, with items and orders
Objection orders
I