jas61292
used substitute
Open Battle!
3v3 Triples
2 Recovers/5 Chills
DQ: 2 Days
ASB Arena
1 Substitution
And the teams:I'll take Ullar's challenge!
Switch=A block of dynamite will fall on your head, causing you to die as well as your pokemon. A.K.A. KO
Items=Training Items Only
Abilities=All
Nightmare Jigglypuff
Starmie [Shurnarkabtishashutu] (Non-Gender)
Nature: Modest
Type: Water/Psychic
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).
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.
Abilities:
Illuminate: At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure: 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.
Analytics [DW]: If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 115
EC: 6/6
MC: 0
DC: 2/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Light Screen
Power Gem
Hydro Pump
Pain Split
Ice Beam
Thunderbolt
Protect
Surf
Total Moves: 15
Nature: Modest
Type: Water/Psychic
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).
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.
Abilities:
Illuminate: At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure: 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.
Analytics [DW]: If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 115
EC: 6/6
MC: 0
DC: 2/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Light Screen
Power Gem
Hydro Pump
Pain Split
Ice Beam
Thunderbolt
Protect
Surf
Total Moves: 15
Beldum [Onion_Bubs] (Unknown)
Nature: Quiet
Type: Steel/Psychic
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.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW Locked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 43 (-7)
Size Class: 2
Weight Class: 6
Base Rank Total: 16
EC: 4/9
MC: 2
DC: 1/5
Attacks:
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Meteor Mash
Headbutt
Iron Head
Zen Headbutt
Total Moves: 9
Nature: Quiet
Type: Steel/Psychic
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.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW Locked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 43 (-7)
Size Class: 2
Weight Class: 6
Base Rank Total: 16
EC: 4/9
MC: 2
DC: 1/5
Attacks:
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Meteor Mash
Headbutt
Iron Head
Zen Headbutt
Total Moves: 9
Misdreavus [Dorothy] (F)
Nature: Modest (Adds a Rank to Special Attack, subtracts a Rank from Attack)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
EC: 4/6
MC: 4
DC: N/A
Abilities:
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:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Destiny Bond
Imprison
Nasty Plot
Taunt
Thunderbolt
Will-o-Wisp
Shadow Ball
Pain Split
Total Moves: 16
Nature: Modest (Adds a Rank to Special Attack, subtracts a Rank from Attack)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
EC: 4/6
MC: 4
DC: N/A
Abilities:
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:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Destiny Bond
Imprison
Nasty Plot
Taunt
Thunderbolt
Will-o-Wisp
Shadow Ball
Pain Split
Total Moves: 16
UllarWarlord
<Charizard> [Mimring] (Male)
Nature: Lonely (+Att, -Def)
Type: Fire/Flying
Fire: Fire STAB; immune to burn, 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.
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:
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: (Type: Innate) [DW, Unlocked]
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: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Heat Wave
Dragon Claw
Shadow Claw
Air Slash
Scratch(*)
Growl(*)
Ember(*)
Smokescreen(*)
Dragon Rage(*)
Scary Face(*)
Fire Fang(*)
Wing Attack
Flamethrower
Inferno
Fire Spin
Dragon Dance(*)
Dragon Rush(*)
Metal Claw(*)
Flare Blitz
Counter
Ancientpower
Crunch
Brick Break(*)
Dig(*)
Hone Claws(*)
Sunny Day
Fire Blast
Hidden Power Ground 7
Fly
Thunderpunch
Seismic Toss
Bide
Fire Pledge
<Ivysaur> [Floros] (Male)
Nature: Rash (+Sp.Attack, -Sp. Def.)
Type: Grass/Poison
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.
Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Overgrow (Type: Innate)
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (Type: Innate) [DW, Unlocked]
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
Ivysaur
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 60
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Tackle
Growl
Leech Seed
Vine Whip
Poisonpowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Synthesis
Worry Seed
Curse
Giga Drain
Safeguard
Charm
Sludge Bomb
Grass Knot
Flash
Solarbeam
Sunny Day
Venoshock
Toxic
Protect
Grass Pledge
<Squirtle> [Rockbottom] (Male)
Nature: Brave (+Att, -Spe)
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (Type: Innate)
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish: (Type: Innate) [DW, Locked]
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 37 (-, flat 10% decrease in evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 3/9
MC: 0
DC: 2/5
Attacks:
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
Skull Bash
Hydro Pump
Aqua Jet
Aqua Ring
Refresh
Dive
Substitute
Gyro Ball
Brick Break
So I believe Jiggly orders first, then Ullar, then I ref, though correct me if I am wrong. So lets get this started!