3v3 Singles
2 Day DQ
1 Substitution
1 Ability
No Items
Switching= OK
Arena: ASB Arena.
Doesn't look too difficult. So lets take a closer look at the Pokemon battling today
DEMo_Gorgon's Team
Monohm (M)
Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
Stats:
HP: 90
Atk: Rank 1 (-1)
Def: Rank 3
SpA: Rank 4 (+1)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Moves:
Tackle(*)
Growl(*)
Dragon Rage(*)
Thundershock(*)
Charge(*)
Rain Dance(*)
Twister(*)
Sonicboom(*)
Hydro Pump(*)
Power Gem(*)
Heal Bell(*)
Fire Blast(*)
Thunderbolt(*)
Thunderwave(*)
14 move total
Larvitar (M)
Brave (+1 Atk, Lowers Speed by a factor of 15%, Lowers Evasion by 10%)
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.
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.
Stats:
HP: 90
Atk: Rank 4 (+1)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41/1.15)
Size Class: 1
Weight Class: 4
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Moves:
Bite(*)
Leer(*)
Sandstorm(*)
Screech(*)
Chip Away(*)
Rock Slide(*)
Scary Face(*)
Thrash(*)
Pursuit(*)
Dragon Dance(*)
Stealth Rock(*)
Protect(*)
Toxic(*)
Substitute(*)
14 moves total
Slowpoke (F)
Bold (+1 Def, -1 Atk)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Own Tempo: (Innate)This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Stats:
HP: 100
Atk: Rank 2 (-1 Atk)
Def: Rank 4 (+1 Def)
SpA: Rank 2
SpD: Rank 2
Spe: 15
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Moves:
Curse(*)
Yawn(*)
Tackle(*)
Growl(*)
Water Gun(*)
Confusion(*)
Disable(*)
Headbutt(*)
Safe Guard(*)
Zen Headbutt(*)
Future Sight(*)
Ice Beam(*)
Fire Blast(*)
Scald(*)
14 moves total
Next Maxim's Mons
Riolu [Skyla] (F)
Nature: Lonely (Attack increased by *, Defense decreased by *)
Type:
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:
Steadfast: (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: (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): (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
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks (14):
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Agility
Blaze Kick
Bullet Punch
Protect
Earthquake
Dig
Staryu [Helios]
Nature: Modest (Special Attack increased by *, Attack decreased by *)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
Natural Cure: (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 (DW): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks (13):
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Aurora Beam
Barrier
Supersonic
Protect
Surf
Thunderbolt
Colosshale [Odin] (M)
Nature: Adamant (Attack increased by *, Special Attack decreased by *)
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 85
Size Class: 4
Weight Class: 9
Base Rank Total: 16
Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Encore
Fake Out
Thunder Fang
Protect
Earthquake
U-Turn
The Order of Turns
Maxim Picks his mon and ability
DEMo picks his mon, ability, and actions for the Round
then Maxim will select his actions
I will then ref
DEMo will choose his actions for the next round
Maxim will then go and select his actions
I will ref, once again
and this repeats until the battle is completed.
I will and can explain the rules of switching if it comes to that if someone is unsure.
2 Day DQ
1 Substitution
1 Ability
No Items
Switching= OK
Arena: ASB Arena.
Doesn't look too difficult. So lets take a closer look at the Pokemon battling today
DEMo_Gorgon's Team
Monohm (M)
Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
Stats:
HP: 90
Atk: Rank 1 (-1)
Def: Rank 3
SpA: Rank 4 (+1)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Moves:
Tackle(*)
Growl(*)
Dragon Rage(*)
Thundershock(*)
Charge(*)
Rain Dance(*)
Twister(*)
Sonicboom(*)
Hydro Pump(*)
Power Gem(*)
Heal Bell(*)
Fire Blast(*)
Thunderbolt(*)
Thunderwave(*)
14 move total
Larvitar (M)
Brave (+1 Atk, Lowers Speed by a factor of 15%, Lowers Evasion by 10%)
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.
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.
Stats:
HP: 90
Atk: Rank 4 (+1)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41/1.15)
Size Class: 1
Weight Class: 4
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Moves:
Bite(*)
Leer(*)
Sandstorm(*)
Screech(*)
Chip Away(*)
Rock Slide(*)
Scary Face(*)
Thrash(*)
Pursuit(*)
Dragon Dance(*)
Stealth Rock(*)
Protect(*)
Toxic(*)
Substitute(*)
14 moves total
Slowpoke (F)
Bold (+1 Def, -1 Atk)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Own Tempo: (Innate)This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Stats:
HP: 100
Atk: Rank 2 (-1 Atk)
Def: Rank 4 (+1 Def)
SpA: Rank 2
SpD: Rank 2
Spe: 15
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Moves:
Curse(*)
Yawn(*)
Tackle(*)
Growl(*)
Water Gun(*)
Confusion(*)
Disable(*)
Headbutt(*)
Safe Guard(*)
Zen Headbutt(*)
Future Sight(*)
Ice Beam(*)
Fire Blast(*)
Scald(*)
14 moves total
Next Maxim's Mons
Riolu [Skyla] (F)
Nature: Lonely (Attack increased by *, Defense decreased by *)
Type:
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:
Steadfast: (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: (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): (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
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks (14):
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Agility
Blaze Kick
Bullet Punch
Protect
Earthquake
Dig
Staryu [Helios]
Nature: Modest (Special Attack increased by *, Attack decreased by *)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
Natural Cure: (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 (DW): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks (13):
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Aurora Beam
Barrier
Supersonic
Protect
Surf
Thunderbolt
Colosshale [Odin] (M)
Nature: Adamant (Attack increased by *, Special Attack decreased by *)
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 85
Size Class: 4
Weight Class: 9
Base Rank Total: 16
Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Encore
Fake Out
Thunder Fang
Protect
Earthquake
U-Turn
The Order of Turns
Maxim Picks his mon and ability
DEMo picks his mon, ability, and actions for the Round
then Maxim will select his actions
I will then ref
DEMo will choose his actions for the next round
Maxim will then go and select his actions
I will ref, once again
and this repeats until the battle is completed.
I will and can explain the rules of switching if it comes to that if someone is unsure.