Looking for my first battle.
3 vs 3 Singles
DQ: 3 days for players, 5 days for ref
2 Recovers/5 Chills
Arena: Final Destination
A flat stage, roughly 50' x 30' on top. Clinging onto the lower edges is possible, but only if the Pokemon has enhanced grabbing capabilities beyond standard arms and legs (e.g., Aipom's tail, Octillery's suction cups, Tentacool's tentacles, etc.) Occasionally (5% chance at the end of a turn), Master Hand will appear and grab one or both competitors, inflicting 10 damage and requiring the use of an action to escape from.
I accpet your challenge Dummy007!
Don't worry I am new too. However, we will have to wait to start until my Swablu is done role-playing at the dojo. (according to rules, you canot role-play a poke and fight with it at the same time, I think)
Switch:KO
Items:never
All Abilities, oh yeah!
The Super Smash Bros stage is now being used for pokemon battles, eh? Well let's get this show on the road.

Bagon(*) [Malfoy] (M)
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Typing: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Stats:
HP: 90
Atk: ***
Def: **
SpA: ***(+)
SpD: *(-)
Spe: 50
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Dance(*)
Dragon Pulse(*)
Hydro Pump(*)
Brick Break(*)
Fire Blast(*)
Rock Slide(*)

Colloshale(*) [Neville] (M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Typing: Dark/Water
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).
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.
Stats:
HP: 100
Atk: **
Def: *(-)
SpA: ****(+)
SpD: ***
Spe: 85
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer(*)
Tackle(*)
Mud Shot(*)
Rapid Spin(*)
Bubblebeam(*)
Mud Bomb(*)
Pursuit(*)
Sucker Punch(*)
Earth Power(*)
Water Spout(*)
Earthquake(*)
Payback(*)
U-Turn(*)

Larvesta(*) [Harry] (M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Typing: Bug/Fire
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
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:
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.
Stats:
HP: 90
Atk: ***
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Ember(*)
String Shot(*)
Leech Life(*)
Take Down(*)
Magnet Rise(*)
Morning Sun(*)
Zen Headbutt(*)
Sunny Day(*)
SolarBeam(*)
Flamethrower(*)

Shieldon (Vanguard) (M)
Nature: Relaxed (Adds * to Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
<Steel>: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Abilities:
Sturdy: 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.
Stats:
HP: 90
Atk: **
Def: *****(+)
SpA: **
SpD: ***
Spe: 25 (30/1.15 = 25)
EC:0/6
MC:0
DC:0/5
Attacks:
Tackle*
Protect*
Taunt*
Metal Sound*
Take Down*
Iron Defense*
Swagger*
Stealth Rock*
Wide Guard*
Screech*
Earthquake*
Smack Down*
Sandstorm*

Croagunk (Boggle) (M)
Nature:
Hardy
Type:
<Poison> Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Wrap, Haze, and Glare have Energy Cost reduced by one (1).
<Fighting> Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Abilities
Anticipation This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Stats
HP: 90
Atk: ***
Def: **
SpA: ***
SpD: **
Spe: 50
EC: 0/6
MC: 0
DC: 0/5
Attacks
Astonish*
Mud Slap*
Poison Sting*
Taunt*
Pursuit*
Faint Attack*
Revenge*
Swagger*
Drain Punch*
Vacuum Wave*
Bullet Punch*
Poison Jab*
Toxic*
Work Up*

Swablu (Wooly)
Modest (Adds * to Special Attack; Subtracts * From Attack)
HP: 90
Atk: *(-)
Def: **
SpA: ***(+)
SpD: ***
Spe: 50
Type
Flying:Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Normal:Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Ability
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.
Attacks
Peck
Growl
Astonish
Sing
Fury Attack
Safeguard
Mist
Ice Beam
Hidden Power [Electric]
Double Team
Hyper Voice
Roost
Agility
EC: 0/6
MC: 0
DC: 0/5
- Dummy007 sends out first pokemon
- Leethoof sends out first pokemon and gives orders
- Dummy007 gives orders
- I ref
- Dummy007 gives orders
- Leethoof gives orders
- I ref
- Leethoof gives orders
- Dummy007 gives orders
- I ref
- Repeat from step 5 until battle is over