Speaking of beginners in the Battle Tower...
Open Challenge
3v3 Singles
2 Recovers/5 Chills per Pokemon
Arena: Pallet Town
Nostalgia for the victory. At any rate, Pallet Town isn't a particularly large arena - fifty meters by fifty meters or so. There are four residences there: one in the northwest, one in the northeast, one in the southwest, and one in the southeast. Should your Pokemon destroy one or more of those houses with moves like Earthquake, etc. during any given round, a neutral natured Charmander, Squirtle, or Bulbasaur (determined randomly) will use its signature move (Blast Burn, Hydro Cannon, or Frenzy Plant, respectively) on the Pokemon that caused the damage. Once that Pokemon is determined, it will be the same Pokemon throughout the entire fight (ex. I break Ash's house with Hurricane; Bulbasaur is randomly chosen to use Frenzy Plant. Later, my opponent shatters the other homes with Earthquake; Bulbasuar uses Frenzy Plant on him). To the north is Route 1; you can retreat into the tall grasses to increase evasion, but you risk being struck by a wayward Pidgey or Rattata Tackle. To the south is the beginning of the path to Cinnabar Island, ideal for Water-Types.
Summary:
- Medium-sized arena
- Water to the south
- Four homes near the corners; should you break one, a random Kanto starter will use its Hyper Beam equivalent on you. Same starter for multiple occurences.
- Tall grass to the north increases Evasion by 5% if you hide in it, but if you're in the grass at the end of the round, you have a 50% chance of being hit by a 2 Atk STAB Tackle from a wayward Pidgey or Rattata.
I'l take your challenge Terrador, i still have 1 slot and i better use it with someone on my level
Swich=KO
1 ability
no items
Wow, aren’t first days on the job something else? I finally landed my dream job, a lab assistant in Pallet Town as Prof. Oak’s Aide. And the day is flying by! It’s lunch already. I’ll eat my lunch outside today, it’s so nice out. But wait, what is this? Two trainers look like they’re about to battle! This could be very dangerous, we just handed out very powerful starter pokemon to each of the four houses in town. If any of the houses go down, this could be a big problem.
Terrador's team;

Staryu * [Celeste] (Genderless)
Nature: Timid (+15% Spd, +5% Acc, -* Atk)
Type:
<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).
>
Abilities:
Ability 1: Natural Cure
Type: 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.
Ability 2: Illuminate
Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Command: (Ability: Illuminate [does not take up one of your three actions per round])
Ability 3 (DW): Analytic
Type: Can be Enabled
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: * (-)
Def: **
SpA: ***
SpD: **
Spe: 94 (85 + 15%)
EC: 2/6
MC: 1
DC: 1/5
Attacks:
Tackle *
Harden *
Water Gun *
Rapid Spin *
Recover *
Camouflage *
Swift*
Reflect Type*
Power Gem*
Hydro Pump*
Ice Beam*
Thunderbolt*
Psychic*

Larvitar * [Caesar] (Male)
Nature: Adamant (+ * Atk, - * SAtk)
Type:
<Rock/Ground>: <Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
>
Abilities:
Ability 1: Guts <Type: 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.
>
Ability 2 (DW): Sand Veil <Type: 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.
>
Stats:
HP: 90
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 41
EC: 1/5/9
MC: 0
DC: 1/5
Attacks:
Bite*
Leer*
Sandstorm*
Screech*
Chip Away*
Rock Slide*
Scary Face*
Crunch
Stealth Rock*
Outrage*
Curse*
Earthquake*
Rest*
Stone Edge*

Charmander [Draco] (Male)
Nature: Rash (+1 SAtk -1 SDef)
Type:
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).
Stats:
HP: 90
Atk: **
Def: **
SAtk: *** (+)
SDef: * (-)
Spd: 65
EC: 0/5/9
MC: 0
DC: 0/5
Abilities:
Ability 1: Blaze: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)
Ability 2: Solar Power (DW) 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).
Attacks:
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Dragon Pulse
Counter
Belly Drum
Fire Blast
Protect
Hidden Power Grass 7
Gerard's Team;
Bagon (Karma) {F}
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
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.
Sheer Force (DW): (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.
Stats:
HP: 90
Atk: ***
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 50
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Rage
Bite
Lee
Headbutt
Focus Energy
Ember
Hydro Pump
Dragon Dance
Dragon Pulse
Flamethrower
Brick Break
Dragon Claw

Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
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.
Sheer Force (DW): (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.
Stats:
HP: 90
Atk: ***
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 50
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Rage
Bite
Lee
Headbutt
Focus Energy
Ember
Hydro Pump
Dragon Dance
Dragon Pulse
Flamethrower
Brick Break
Dragon Claw
Nohface (Fantine) {F}
Nature: Adamant (Special Attack reduced by *; Attack increased by *.)
Type: Ghost/Steel
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp 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:
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.
Levitate (DW): (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.
Stats:
HP: 100
Atk: ***(+)
Def: ***
SpA: (-)
SpD: ***
Spe: 10
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Yawn
Meteor Mash
Foul Play
Will-o-Wisp
Thief
Shadow Claw

Nature: Adamant (Special Attack reduced by *; Attack increased by *.)
Type: Ghost/Steel
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp 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:
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.
Levitate (DW): (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.
Stats:
HP: 100
Atk: ***(+)
Def: ***
SpA: (-)
SpD: ***
Spe: 10
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Yawn
Meteor Mash
Foul Play
Will-o-Wisp
Thief
Shadow Claw
Solosis (Gavroche) {M}
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Psyquic
Psyquic: 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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1)
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 (DW): (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Stats:
HP: 90
Atk: *(-)
Def: **
SpA: *****(+)
SpD: **
Spe: 20
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Fire (7)
Light Screen
Charm
Recover
Psyshock
Confuse Ray
Acid Armor
Trick
Calm Mind
Psychic
Shadow Ball

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Psyquic
Psyquic: 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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1)
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 (DW): (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Stats:
HP: 90
Atk: *(-)
Def: **
SpA: *****(+)
SpD: **
Spe: 20
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Fire (7)
Light Screen
Charm
Recover
Psyshock
Confuse Ray
Acid Armor
Trick
Calm Mind
Psychic
Shadow Ball
Terrador14 issued the challenge; he will release his first pokemon and declare ability. Gerard will then release his first pokemon, declare ability, and issue commands. Terrador14 will issue commands, and I will ref. Okay, Terrador14, you're up!