Alright, guys. I can't really think of anything clever to put here...
Here's the match details for everyone;
Cottonee(*) (M)
Nature: Bold (Defense increased by *; Attack reduced by *)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Prankster: Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: Type: Innate
Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW): Type: Innate
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 66
EC: 3/6
MC: 0
DC: 3/5
Attacks:
Absorb(*)
Growth(*)
Leach Seed(*)
Stun Spore(*)
Mega Drain(*)
Cotton Spore(*)
Razor Leaf(*)
PoisonPowder(*)
Sunny Day
Charm
Helping Hand
Cotton Guard
Helping Hand
Encore(*)
Memento(*)
Worry Seed(*)
Substitute(*)
Taunt(*)
Hidden Power (Fire, 7)(*)
Double Team
Riolu(*) Aura (F)
Nature: Adamant (Attack increased by *; Special Attack reduced by *)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast: 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.
Inner Focus: Type: 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.
Prankster (DW): Type: 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: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
EC: 1/6
MC: 1
DC: 1/5
Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Cross Chop(*)
Blaze Kick(*)
Detect(*)
Rock Slide(*)
Frustration(*)
Earthquake(*)
Dig
Charmander [Pyripnon] (F)
Nature: Lonely (+1 Atk, -1 Def)
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. Superior senses in volcanic or brushfire areas..
Abilities:
Blaze: Type: 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): Type: 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).
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 65
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Crunch
Flare Blitz
Outrage
Rock Slide
Toxic
Will-o-Wisp
Dig
And here's LightWolf's pokemon;
Duosion [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.
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: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 2
Spe: 26 (-)
Evasion: -10%
EC: 5/9
MC: 0
DC: 5/5
Attacks:
Psywave (*)
Reflect (*)
Rollout (*)
Snatch (*)
Hidden Power (Fire, 7) (*)
Light Screen (*)
Charm (*)
Recover (*)
Psyshock (*)
Psychic
Imprison (*)
Secret Power (*)
Confuse Ray (*)
Toxic (*)
Energy Ball (*)
Shadow Ball (*)
Thunder
Telekinesis
Double Team
Protect
Magneton [Blitzkrieg] (Genderless)
Nature: Quiet (+SpA -15% Speed, -10% Evasion)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
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.
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. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Analytic: (Can be Enabled) (DW) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 60 (-)
Evasion: -10%
EC: 4/9
MC: 1
DC: 1/5
Attacks:
Metal Sound (*)
Tackle (*)
ThunderShock (*)
Supersonic (*)
Sonicboom (*)
Thunder Wave (*)
Spark (*)
Tri Attack
Magnet Rise (*)
Lock-On (*)
Zap Cannon (*)
Magic Coat
Signal Beam
Thunderbolt (*)
Flash Cannon (*)
Substitute (*)
Gible [Jinbe], (M)
Nature: Adamant
Type: Dragon/Ground
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact 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 4 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 42
Counters:
EC: 4/9
MC: 0
DC: 3/5
Abilities:
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.
Rough Skin: (Innate) (DW) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Attacks:
Tackle
Sand Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Dig
Outrage
Twister
Iron Tail
Dragon Claw
Earthquake
Rock Slide
Protect
Substitute
So to recap how Rotation works; neither of you post actions in the thread. Feel free to post here if you like, small/friendly/trash talk, whatever. But you both PM me your actions for each round. At the start of each round, you may rotate to a different pokemon, but it can not be done mid-round. I'll start by putting Cottonee and Greed out first, since it matters so little. Also note that each round has a total DQ time of 2 days, so the sooner I get those actions the better. Alright guys, let the battle begin!
Here's the match details for everyone;
Open Challenge!
3v3 Rotation Battle!
DQ: 2 Days
No recoveries, no chills.
Arena:
An empty space. There's only a 20x20 square meters platform for the pokémon to battle on. The pokémon cannot be knocked off the platform, nor can the platform be destroyed. There's no external water source, and digging is prohibited. Moreover, the emptyness of this place prevents any weather from being summoned. There is not even air here, so sound based attacks will also fail, as sound cannot be transferred in vacuum. I don't know how, but the pokémon and trainers aren't bothered by the lack of air in any other way then that one trainer doesn't hear what the other trainer commands his/her pokémon to do! In other words, actions are PM'd to the ref, not posted in the thread.
Switching between pokémon are only permitted before the first action of the round, and any switching is PM'd to the ref alongside the actions.
Summary:
-20x20 square meters platform.
-No air, water nor digging.
-No weather or changing of weather.
-Actions are PM'd to the ref instead of posted in the thread.
Oh, and I'd rather if you'd only bring NFE's, as I will do the same.
Here's nEsp's pokemon;Accepting NEsp's challenge.
Switch=Rotation
All abilities
Items are nope
Cottonee(*) (M)
Nature: Bold (Defense increased by *; Attack reduced by *)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Prankster: Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: Type: Innate
Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW): Type: Innate
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 66
EC: 3/6
MC: 0
DC: 3/5
Attacks:
Absorb(*)
Growth(*)
Leach Seed(*)
Stun Spore(*)
Mega Drain(*)
Cotton Spore(*)
Razor Leaf(*)
PoisonPowder(*)
Sunny Day
Charm
Helping Hand
Cotton Guard
Helping Hand
Encore(*)
Memento(*)
Worry Seed(*)
Substitute(*)
Taunt(*)
Hidden Power (Fire, 7)(*)
Double Team
Riolu(*) Aura (F)
Nature: Adamant (Attack increased by *; Special Attack reduced by *)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast: 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.
Inner Focus: Type: 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.
Prankster (DW): Type: 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: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
EC: 1/6
MC: 1
DC: 1/5
Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Cross Chop(*)
Blaze Kick(*)
Detect(*)
Rock Slide(*)
Frustration(*)
Earthquake(*)
Dig
Charmander [Pyripnon] (F)
Nature: Lonely (+1 Atk, -1 Def)
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. Superior senses in volcanic or brushfire areas..
Abilities:
Blaze: Type: 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): Type: 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).
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 65
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Crunch
Flare Blitz
Outrage
Rock Slide
Toxic
Will-o-Wisp
Dig
And here's LightWolf's pokemon;
Duosion [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.
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: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 2
Spe: 26 (-)
Evasion: -10%
EC: 5/9
MC: 0
DC: 5/5
Attacks:
Psywave (*)
Reflect (*)
Rollout (*)
Snatch (*)
Hidden Power (Fire, 7) (*)
Light Screen (*)
Charm (*)
Recover (*)
Psyshock (*)
Psychic
Imprison (*)
Secret Power (*)
Confuse Ray (*)
Toxic (*)
Energy Ball (*)
Shadow Ball (*)
Thunder
Telekinesis
Double Team
Protect
Magneton [Blitzkrieg] (Genderless)
Nature: Quiet (+SpA -15% Speed, -10% Evasion)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
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.
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. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Analytic: (Can be Enabled) (DW) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 60 (-)
Evasion: -10%
EC: 4/9
MC: 1
DC: 1/5
Attacks:
Metal Sound (*)
Tackle (*)
ThunderShock (*)
Supersonic (*)
Sonicboom (*)
Thunder Wave (*)
Spark (*)
Tri Attack
Magnet Rise (*)
Lock-On (*)
Zap Cannon (*)
Magic Coat
Signal Beam
Thunderbolt (*)
Flash Cannon (*)
Substitute (*)
Gible [Jinbe], (M)
Nature: Adamant
Type: Dragon/Ground
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact 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 4 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 42
Counters:
EC: 4/9
MC: 0
DC: 3/5
Abilities:
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.
Rough Skin: (Innate) (DW) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Attacks:
Tackle
Sand Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Dig
Outrage
Twister
Iron Tail
Dragon Claw
Earthquake
Rock Slide
Protect
Substitute
So to recap how Rotation works; neither of you post actions in the thread. Feel free to post here if you like, small/friendly/trash talk, whatever. But you both PM me your actions for each round. At the start of each round, you may rotate to a different pokemon, but it can not be done mid-round. I'll start by putting Cottonee and Greed out first, since it matters so little. Also note that each round has a total DQ time of 2 days, so the sooner I get those actions the better. Alright guys, let the battle begin!