Why not deadfox :) Two noobs for a battle!
3v3
Singles
DQ Time: 3 days
2 Recoveries/5 Chills per poke
Arena: Mount Ember Peak
The top of a mountain with very rocky terrain. There are boulders everywhere. They are all big enough to hide behind but they can be both shattered and moved if hit by a strong attack. Being on a mountain top, there is plenty of sky for aerial matches. The sun beats down hard but it is a pleasant, cool temperature.
Summary:
Rocks provide 5% extra evasion but if hit by a strong attack while hiding behind it does 5% extra damage
Strong sunshine (no charge for SolarBeam and Fire boosted attacks)
Lots of space for flying
Digging not allowed
Ok lets go then
Switch = KO
All abilities
No items
Now just needing a ref
Treecko* [Maximus] (M)
Nature: Naughty
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).
Abilities:
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).
Stats:
HP: 90
Atk: ***(+1)
Def: **
SpA: ***
SpD: * (-1)
Spe: 70
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Pound*
Leer*
Absorb*
Quick Attack*
Pursuit*
Screech*
Synthesis*
Crunch*
Grasswhistle*
Swords Dance*
Energy Ball*
Rock Slide*
Growlith* [Argos] (M)
Nature: Rash
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).
Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Stats:
HP: 90
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Bite*
Roar*
Ember*
Leer*
Odor Sleuth*
Helping Hand*
Flame Wheel*
Reversal*
Close Combat*
Morning Sun*
Howl*
Wild Bolt*
Fire Blast*
Swagger*
Dratini [Gareth] (M)
Nature: Naughty
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Stats:
HP: 90
Atk: ****(+1)
Def: **
SpA: **
SpD: * (-1)
Spe: 50
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Wrap*
Leer*
Thunder Wave*
Twister*
Dragon Rage*
Slam*
Agility*
ExtreemeSpeed*
Dragon Pulse*
Dragon Dance*
Waterfall*
Fire Blast*
Thunderbolt*
Magnemite* [Shocta]
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Stats:
HP: 80
Atk: * (-1)
Def: ***
SpA: **** (+1)
SpD: **
Spe: 45
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Magnet Pull: (Can be activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Surdy: (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.
Attacks:
Metal Sound (*)
Tackle (*)
Thundershock (*)
Supersonic (*)
SonicBoom (*)
Thunder Wave (*)
Spark (*)
Rain Dance (*)
Protect (*)
Explosion (*)
Magnet Bomb (*)
Discharge (*)
Magnet Rise (*)
Horsea* [Dreeko] (F)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
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: 90
Atk: **
Def: ** (-1)
SpA: ***
SpD: *
Spe: 69 (60*1.15)
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Attacks:
Bubble (*)
Smokescreen (*)
Leer (*)
Water Gun (*)
Focus Energy (*)
Bubblebeam (*)
Agility (*)
Scald (*)
Dive (*)
Rain Dance (*)
Aurora Beam (*)
Dragonbreath (*)
Signal Beam (*)
Litwick* [Flicka] (M)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)
Type: Ghost/Fire
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
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: 90
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 23 (20*1.15)
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Attacks:
Ember (*)
Astonish (*)
Minimize (*)
Smog (*)
Fire Spin (*)
Confuse Ray (*)
Night Shade (*)
Will-O-Wisp (*)
Flame Burst (*)
Imprison (*)
Haze (*)
Acid Armor (*)
Heat Wave (*)
Energy Ball (*)
Attract (*)
Theif (*)
1. deadfox081 sends out their Pokemon.
2. AlphaJolt sends out their Pokemon and issues their actions.
3. deadfox081 issues actions.
4. doominic77 refs the round.
5. deadfox081 issues actions.
6. AlphaJolt issues actions.
7. doominic77 refs the round