:33< what is this? huh? a battle?
:33< *ac looks around , seeing no ref*
:33< *ac decided to ref this battle!*
:33< *ac looks around , seeing no ref*
:33< *ac decided to ref this battle!*
3 vs. 3 NFE / Weak FE Triples
Switch = Nope.
2 Day DQ
Training Items
5 Chills
2 Recoveries
2 Substitutions
ASB Arena
Switch = Nope.
2 Day DQ
Training Items
5 Chills
2 Recoveries
2 Substitutions
ASB Arena
what's an alt? (imanalt) said:
Electabuzz (Male)
Nature: Quiet (+SpA, -Spe, -10% Eva)
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.
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.
Vital Spirit (DW ability- LOCKED): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 7/9
MC: 5
DC: 2/5
Attacks:
Quick Attack
Leer
ThunderShock
Low Kick
Swift
Shock Wave
Thunder Wave
Electro Ball
ThunderPunch
Focus Punch
Fire Punch
Ice Punch
Wild Charge
Volt Switch
Hidden Power Grass (7)
Venonat: bug1 (F)
Nature: Bold (Adds One (1) Rank to Defense; Subtracts One (1) Rank from Attack)
Type:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Run Away (DW): (Locked, Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 12
EC: 3/6
MC: 6
DC: 2/5
Attacks: (17)
Tackle
Disable
Foresight
Supersonic
Confusion
PoisonPowder
Leech Life
Stun Spore
Psybeam
Baton Pass
Toxic Spikes
Agility
Sludge Bomb
Toxic
Substitute
Argalis (bug2) [Male]
Nature: Sassy (+1 Special defense, -15% Speed, -10% Evasion)
Type: Bug/Psychic
Bug: Bug STAB: more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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 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:
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.
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Illusion (DW-LOCKED): (innate)Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 46 (-)
Size Class: 3
Weight Class: 7
EC: 6/9
MC: 6
DC: 2/5
Attacks:
Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Hydro Pump
Bug Buzz
Disable
Psychic
Substitute
Shadow Ball
:33< ok, so crow guy sends out, then alt guy sends out and orders, then crow guy orders and i watch over your cute monsters! i'm sure this will be pawsitively delightful!crow guy! (Birkal) said:
Gurdurr (F)
Nature: Adamant
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16
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.
Sheer Force (Can be Enabled): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Iron Fist (Trait): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)
EC: 4/9
MC: 0
DW: 3/5
Moves:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake Up Slap
Chip Away
Superpower
Stone Edge
Detect
Counter
Endure
Reversal
Mach Punch
Drain Punch
Ice Punch
ThunderPunch
Fire Punch
Toxic
Smack Down
Taunt
Brick Break
Payback
Substitute
Facade
Rock Slide
Low Sweep
Revenankh (M)
Nature: Adamant (+Atk, -SpA)
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: N/A
MC: 0
DC: 1/5
Moves:
23 / 90
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Vital Throw
Revenge
Power Whip
Hammer Arm
Punishment
Grudge
Moonlight
Counter
Curse
Destiny Bond
Force Palm
Hex
Mach Punch
Memento
Nasty Plot
Shadow Sneak
Submission
Wide Guard
Bind
Drain Punch
Dual Chop
Helping Hand
Ice Punch
Knock Off
Pain Split
Sleep Talk
Snore
Superpower
Trick
Ancientpower
Mud-Slap
Ominous Wind
Spite
Sucker Punch
Vacuum Wave
Toxic
Bulk Up
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Telekinesis
Safeguard
Frustration
Smack Down
Earthquake
Return
Psychic
Shadow Ball
Brick Break
Double Team
Sandstorm
Torment
Facade
Rest
Attract
Low Sweep
Round
Echoed Voice
Focus Blast
Fling
Embargo
Payback
Retaliate
Giga Impact
Psych Up
Bulldoze
Rock Slide
Work Up
Poison Jab
Dream Eater
Swagger
Substitute
Rock Smash
Strength
Focus Punch
Secret Power
Endure
Captivate
Natural Gift
Monferno (M)
Nature:
Naive (+15% Speed, +17% Accuracy, -1 SpD)
Typing:
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 bushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
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)
Iron Fist (DW) (Locked) (Innate): The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 94 (81 x 1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC: 6/9
MC: 0
DW: 3/5
Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Feint
Fire Spin
Flamethrower
Torment
Slack Off
Acrobatics
Flare Blitz
Close Combat
Facade
Quick Guard
Blaze Kick
Counter
Fake Out
Encore
Fire Blast
U-turn
Grass Knot
Dig
Double Team
Substitute
Endure
Will-O-Wisp
Birkal sends out
Imanalt sends out and orders
Birkal orders
Referee
Imanalt sends out and orders
Birkal orders
Referee